I think this is an easy mission too. I just do the research and sell them to my allies, especially planetary invasion ones. It just doesn't make sense to show Victory 100% on the very first turn.
Fistleaf
In DL, I believe Fleet combat is stronger, but in DA, what situations are fleets effective?
1. What's the default repair percentage without any bonuses? Does a ship repair when it is moving constantly or in enemy territory? 2. Is there any benefit to having high Diplomacy percentage as long as you always have higher Diplomacy than others?
The game should have a function where you are not allowed to lease when your lease payments are beyond a certain number. After all, a decent bank will not lend money to a person who is probably going to be a bankrupt soon (unless it's Lehman Brothers).
What does the percentage in the victory screen actually mean? It is even possible to get 100% in the victory screen at the start of the campaign (e.g. Exploitation mission).
What's the diiference between War Advantage (during battle) & Soldiering? I noticed that you can have inferior soldiering but higher war advantage. Do they correlate?
In general, which techs are non-stealable?
Does a first level starbase (not on a resource) without any modules get any bonuses?
If I obtained a tech through conquest or trading, does it still make sense to research an earlier tech? If the earlier tech has bonuses for Economy/Logistics/HP etc, the new tech does not carry over these bonuses right? What is the requirement before a tech can be stolen during conquest? The planet must be big enough or contain enough improvements?
[quote who="Sole Soul" reply="7" id="1983238"] Military production over the value of a ship you are building is not returned to your treasury and you are charged for it. Social production over the value of an improvement is not returned to your treasury, you are charged for it, it does not go towards the next improvement in the queue, however it is counted as part of the improvement's cost when rush buying an improvement over it. [/quote] So does that mean that yo
It's supposed to end. I'm using Ultmate Edition (DL v1.52), maybe your version needs patching?
How do influence points correlate with the actual territory you occupy? I know that as influence points increase, your territory expands, but if I get extra influence points by trading with other civs, does it contribute to territory increase? Also, how does influence starbase affect all of this?
That's not the only feature missing. Civ4 is designed with the intention to minimise unnecessary micromanaging (e.g. no more whack the mole pollution cleaning). It has screens which at a glance, you can tell which wonders have been built in which city and which techs can be traded with other civs. GalCiv2 lacks these conveniences. I can't even tell whether I get any trade goods bonuses or not unless I manually add up all the various percentages (from civ bo
I have the Ultimate Edition, but I am playing the DL campaign. It's DL v1.52, which should be the latest version, I think. Not being able to set homeworld usually won't be a problem, however if I recapture my capital, the loss of food bonus and the corresponding lower population is bad if the Economic Capital is on this planet.
I lost my homeworld (planet A) and the capital is moved to another planet B. This new planet B gets the capital bonus (food, influence bonus etc). However, when I recaptured the lost planet A and tried to set this planet A as the homeworld again, this planet A did not get the capital bonus, the bonus still remains on planet B (no longer the homeworld). Is this a bug or is it intended to prevent exploits?
True, but then with 2 expansion packs out and all selling well, you can't say there's no budget. If you can make an expansion pack, you have a budget.
[quote who="whismerhill" reply="7" id="1989646"]remember than comparing civ4 to galciv2 is like comparing the size of a pumpkin to that of a lemon or a skycrapper to a house their budget are not the same, and a lot was already added/fixed over original galciv2 [/quote] But I don't think it's that difficult or costly to add a search function or a listing of techs. It's just a spreadsheet-like feature, no tweaking of AI or other complicated stuff. After all,
If I understand the DA combat rules correctly, an attack of 1/1/1 will do more damage on a defense of 1/0/0 than an attack of 3/0/0 (optimal defense)?
Regarding the loss of trade goods, if I trade it away then lose the planet, do I still have the benefit of the trade good or can I get the benefit back by buying the "distribution" back from the civ I traded it to? Regarding the lack of search function, this is where GalCiv2 loses out to Civ4. Civ4 has a listing of all the Wonder cities and also has a screen listing down all the techs available from different civs at one glance. It really cuts down
1. What is the impact of having a debt? What is the maximum debt allowed? 2. How do I check at a glance which of my colonies has a trade good or super project? If my colony with a trade good is captured by the enemy, do I lose the trade good and what if I have already traded it away? 3. Is there an easy way to check which civ has technology available for trading?
Since a non-optimal defense has an effective value of square root of the defense, doesn't it make sense to have at least 1 point in each type of defense (square root of 1 is still 1)?
1. Whether a trade route is created by me or another civ, the trade benefit applies for both sides? 2. How do I maximise the advantage of Economic starbases for trade routes, by trying to overlap as many trade routes as possible? Does the overlap bonus apply for my trade routes only? Does the bonus apply only if the trade freighter is currently moving within the starbase region? 3. Max profit is obtained by maximizing population and distance?
That's fine, thanks. No hurry.
Thanks Sole Soul. Any idea about the effect of XP (No. 11)?
For 10, I think shields from a partially built ship are auto transferred to the new ship project. I have seen ships with fast build time because I was building one design and then switched to another one halfway. I have some more questions: 11. What does XP for a ship do? How many do I need to get the benefits? Is XP gain fixed or dependent on the strength of opponent ship? 12. Do projects like Micro Repair Bots, Xinathium Hull, Tri Q