Checked out some of the civs in my current game -- 1.31, suicidal, gigantic, 9 opponents I was surprised to find them using the bonus tiles preety good. I ignored the food and influence bonus tiles. The Yor used 23 of 25 bonus tiles correctly by my standards 1 stock market on a research bonus tile -- no research buildings on the planet i factory on an approval bonus tile -- no approval or market buildings on planet The Altarians used 19 of 20 bonus tiles correct
Kblore
You might want to become familiar with your civ bonus's. You can view what they currently are on the " Stats and Graphs " page of the " Civilization Manager " screen. Just click on the " Abilities " tab in the center of the screen -- it is the default tab. You can also view the planetary bonus's on the " Details " page of the Planetary screen. The details tab is on the bottom right. Good luck with delving into the intricasies of GC2s finances.
I'll take a guess that you have spending at 100%; RP% at about 44%. I could guess at your MP% and SP% but it does not matter how you have them broken up -- just that they total approx 56% together. You have 10 RP capacity generating 4 basic RPs -- cost 4bc You have 60 Prod capacity generating 33 basic prod ( approx 26 MPs and 7 SPs ) -- cost 33 bc 1+1+14+4+33 = 53bc/turn Since you are not actually building anything the production costs should actually go back i
Buy the game and update to update 1.31. Your just wasting time with anything else.
-Minituarization has no effect after 125 I currently have 130% miniaturization in a 1.31 game and have exactly that much space on my hulls. -81% tax rate causes all colonies to have 0% morale (approximately a 170%
Research points are carried over to the next researched tech? Good to know. Thanks. It is sort of hard to be real specific on this topic but here's my observations; At the beginning of the game, the RPs will be carried over to the tech that you choose to research next. It will not show up in the tech research bar on the main screen b
I sort of disagree with you on this CraigHB, I like Stardock continueing to rebalance the game. I didn't play 1.0 for a full game but from what I saw I do not think that 1.0 was much more than an average game. 1.2 was a very good game by my estimation and just cleaning up all the bugs would have been just fine by me. However, there must have been a strategy that some players were using that Brad just found totally unacceptable. I have no idea what it was but cann't bel
It's still doable, I grabbed 77 planets in the colony rush in my current game -- 1.31, suicidal, gigantic, 9 opponents, approx 470 habitable planets. Kept my spending at 100% and I am going to win the game -- just took out my 2nd civ. Guess I just keep increasing my skill faster than they make the AI better. FYI, they increased the basic population growth rate from 3% to approx 5% I believe with 1.31. However, they did not change the basic population growth max of .075. basi
Keep posting General Pants, I'm really enjoying your posts and concepts on fighters. Although I posted It ain't gonna happen. I should have added "soon" or "not in this GC2" I think eventually Stardock will add fighters to a GC2 sequel even though Brad doesn't seem to really care for fighters. There are just too man
I really like your ideas on this. I think it would add to the fun factor.
I enjoy micromanaging certain things and have found I can get extra movement by moving my ship to a planet's shipyard and then launching the ship out the other side of the planet as long as I am going in the right direction. I sort of treat this as a gravity assist using the angular momentum of the planet just like NASA does with the space probes. It does come in handy. I can also see where some would consider this an exploit. I'm pretty sure the AI never does this. I
Ideally I'd like the ability (should I so desire) to control exactly how much bonus *or* penalty both I and the AI get in every category. Customizable difficulty levels are the way to go I agree,
Any other options to make the game a bit harder? Any number of things you can do to handicap yourself. It'll depend on your play style. Another post: Suicidal Winners ..... -- about 4 or 5 suicidal players are throwing around some nice comments you might be interested in.
If your smart enough to ask the question, your probably good enough to win at suicidal difficulty on huge or gigantic maps. A large map with 4 opponents is also a good game for suicidal difficulty. Give it a shot and see what happens. Stardock has been very silent recently on the bonus's that the AI gets at the different difficulty levels. The econ bonus is easy enough to calculate once your spying is maxed out but calculating the other bonus's they get is pretty difficult. The intelli
The computer game - Master of Orion 2 - was the best space game ever ... Until GalCiv2 ... which is NOW the BEST !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! MOO2 was definitely the best space TBS game for me till GC2 1.2 .
I also can get 100% approval with 80% tax rate in 1.31. However, the population that will support this is much lower in 1.31 vs 1.2. I do believe it is still the best strategy. However, it does require having some morale and economic resources to support what I would consider a good level of production. I think a 69% tax rate with 100% approval would rake in more tax money because of the higher populations supported. Don't know about the lower tax rates, would have to do some
I'm playing suicidal, gigantic map, 9 opponents, abundant planets, abundant stars, abundant habitable planets, scattered density, normal anomalies, normal research rate, and tech trading off. 70% civ pop growth bonus, 50% civ MP bonus, tech party There's loads of strategies for this level, but don't most (all?) of them rely on attacking the AI early before it'
Does anybody know earth is a twin planet? Yes, I do. ( I mean I agree with you, lol ).
Carrier thread #193. I love carrier ideas, I really do, but have you ever thought about searching the forums for topics like this? Cause there are a gajizamunitollion other carrier threads, 4-5 of them are active right now. I agree with the above statement. i would like some kind of carrier class but enough is enough, this topic has been beaten to dea
"Weekly Expenses After Purchase." That is what your civ's total weekly expenses will be after the purchase. A guess -- they probably put that there because there is a maintenance fee for each military ship. Also it is the same number as you can see on your economy screen ( where you set tax rates )
Are you saying that 17B on one planet is different than 17B on another? I'm saying that with the same morale bonus's and same population -- planets will have varying approval ( more so than I noticed pre 1.3 ). How
You've received some very good answers to all your questions. Here's my additional 2bc on a few ) For one reason or another I ALWAYS get hosed in the initial planet race. Is it possible to win when I start with four planets colonized, and my neighbor starts with, say, 8? Yes, but as you get good enough to do this you'll probably get
I was going up to around 30T total pop with just 379 planets 30T / 379 = 79B per planet. That's impressive. I'd ask how you managed it, but regrettably it no longer matters. I was putting the extra pop in transports and then was just going to offload it back on the planets at the end. It probably wouldn't have worked because the pop score
There is no "double economic" event. The one in place just gives +25% IIRC. I had it 2 times for extended periods in a 1.2 game with similar conditions to what Mumblefratz has in his game except I was going up to around 30T total pop with just 379 plnets. Unfortunately, eventually one of those array thingys got too large and I lost the game -- cr
Sounds to me like you are doing just fine. I wouldn't say it's the best strategies I've read but definitely playable. The beauty of GC2 is that you'll probably still be refining and discovering new strategies 6 months from now. Have fun