Mumblefratz

Mumblefratz

Joined Member # 2547964
121 Posts 4,812 Replies 27,288 Reputation

I've seen this issue as well. It was discussed a bit in the following thread. WWW Link From my experience it happens on any planet that I didn't colonize myself. One responder to my post said it didn't occur with v1.3 beta 2a but I never did hear anything from Stardock about this. I'm hoping they fix it. Someone else said he deals with the problem by researching the terraforming branch early and giving away the te

1 Replies 16,103 Views

I'm glad this thread got resurrected. Though there's variation here there is pretty much one common theme and that's starting with one or more factories sometimes bought sometimes not. I think the size of galaxy and number of opponents makes a big difference in effective build strategies. If you're looking to at least keep parity with the AI's colonization at crippling and above, in a huge or gigantic galaxy, I find that buying or even building a factory first limits my colonization rus

18 Replies 88,596 Views

I usually build ships that have 4-8 billion troops on them. I ship them from by high population base planets, then once they land the colony that I conquer is virtually fully populated. Interesting idea, it is a benefit to get the conquered planet population back up ASAP. Population is a big part of MV scoring (if you're into that) but it doesn'

20 Replies 108,540 Views

I agree, getting all the techs as well as Tir-Quan is important. I usually keep my pop to the 15B limit with 100% approval. The high soldiering doesn't make me invincable by any means, but it certainly increases my odds. My opponent spends 2, 3 or even 4 transports taking one of my planets while I've taken pretty much one of his planets for every transport I have. Also when he does finally take one of my planets he doesn't usually put a combat ship in orbit immediately so I can send a t

20 Replies 108,540 Views

If you zoom way in on small area of the map before hitting turn you don't wait nearly so long. It greatly speeds up end of turn time on gigantic maps. Of course, you don't then get to see your own and the AI's movement which can be a bit of a disadvantage, so I usually use this technique only when I have a lot of ships moving at the same time.

3 Replies 13,051 Views

I understand that there's a cap on all "in game" population growth bonuses that limit you to a max growth of 200M per week per planet. It's not totally clear, but I think the racial population growth ability is the one thing that gets added after the 200M cap is applied. If this is true then the real max cap would be 200M + 70% or 340M per week. Does anyone know whether or not this is true? Anyway, if the limit is 200M per week, it will take close to 10 years to fill up a 100B planet un

6 Replies 104,574 Views

That's a viable option, unless they have speed +10 ships or planets near you. Then you just have to be careful about it. Clearly, as I've said before, there's no single correct way to play this game, there are many viable strategies. With that said, I think combat ships are more effective conquering someone else's planets instead of sit

17 Replies 13,288 Views

I haven't been playing that long. When I started trying to learn the game I disabled Minor Races to minimize the number of things I had to deal with. Since then, pretty much by habit, I've played with Minor Races disabled. My question is what am I missing with Minor Races off? What extra depth of game or other benefit do they provide?

5 Replies 5,693 Views

I find the entire idea of defending planets not really worth the effort and cost. I never build planet defense or orbital fleet manager, I think they're a waste of a tile. The most effort I spend in a war defending planets is to kill all the enemy troop transports that I can reach. If a few slip by me and invade one my planets I immediately send a troop transport to re-take the planet next turn since the AI will usually not imediately put a combat ship in orbit. IMHO the best planet def

17 Replies 13,288 Views

I have since checked this out and have some corrections to how I said this works in my original post. First off, if you try to upgrade a ship to it's same class, it just doesn't work. However, it doesn't charge you the cost of the repair as I originally said it did. However, you can go into the shipyard, select a ship class to upgrade and save the exact same ship to a new name, for example Fighter IIA. You can then select a damaged Fighter II out in the field and "upgrade" it t

13 Replies 6,270 Views

I haven't kept very good track myself but I'm looking for your best guess as to how many hours you spend to finish what sized game. My current game is gigantic suicidal, 9 opponents, abundant planets, abundant habital planets and common stars. The planet total is 276. I'm just about finished but I'm guessing I've spent close to 80 hours playing this one game alone. Is this longer that most, about average, or shorter?

4 Replies 2,560 Views

I agree that a no tech stealing option would be a benifit. However, I would also like to see a change to how tech stealing works even when allowed. I was in the midgame of a gigantic suicidal game a while back. The Drengin had just declared war on me. The second planet I captured from the Drengin gave me Black Hole Eruptor! I hadn't even researched Missle Theory yet (I did have Doom Ray at the time). Tech stealing jumped 21 levels of research to give me the ultimate tech on the missile

4 Replies 4,025 Views

For all races the starting abilites consist of "inherent abilites" plus pre-selected abilites from the 10 points that you have to assign. When you press reset you clear the pre-selected abilities but the "inherent abilities" remain. This gives you the 10 points back for you to allocate as you choose. However, if you try to change or add points to "inherent abilities" you actually lose the inherent ability. For example, humans start out with an inherent 25% diplomacy ability. If you hit

28 Replies 13,244 Views

what is up with people and 70+% in taxes, good God, I have never went over 50% even when I am at the beginning of the game when I need it most. Once I got my economy going I hover around 25% and still take in 1 to 1.5k a turn. Once I went as low as 10% making only a few hundred just so i can be happy that I run an effienct govenemt The point is t

13 Replies 9,099 Views

When I tried upgrading to the same class the cost was very low (~250 bc) even for an expensive ship. The cost was low because I wasn't really changing anything. This compares to the produced cost of ~1500 MP if fully manufactured on a planet (if directly purchased the same ship is ~20,000 bc if you're neutral, more if not). Paying 250 bc to repair the hit points of a ship that would otherwise die in the next battle and cost 20,000 bc to directly p

13 Replies 6,270 Views

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH!!!!!!!!! It's sooooooo damn funny hearing these arguments about what Sci Fi show is better. HAHAHAHAHHAHAHAHAAHHAAHAHAHHAAHHAAAAA!!!!!!!!! I'm fairly new to gaming forums. I'm more familiar with stuff like the Yahoo Finance Message Boards for individual stocks (for example take a look at CNXT, a stock I un

36 Replies 53,390 Views

When I found out that a ships hit points are restored when its upgraded, I thought it would be a great way to pay a reasonable amount of cash to repair ships in the field. But when I tried upgrading a damaged ship to its same type, it took my money and said the upgrade would take 1 week but no repairs actually took place. It just occured to me that if I create two versions of the ship in question (Fighter A, Fighter B) with identical specs I could possibly

13 Replies 6,270 Views

Thanks V1m. I guess this simply has to be factored in as part of the cost of being neutral. It also kind of makes sense that, as CraigHB mentioned, that the Orbital Terraformer behaves in the same manner. Perhaps, as Kblore has suggested, this gets fixed in v1.3 beta 2a and beyond. As I see it, the primary advantage of neutrality is the NLC. But this tends to lean me more toward evil which has the early beam 12 weapon and the all powerfull civiliz

16 Replies 4,713 Views

Check the Treaties tab under the Foreign Relations screen to see if any of them are allied. Park a transport or two (guarded with a fleet of course) near a planet of one who isn't allied. Won't take many turns before they'll declare war on you. Take care not to finish him off. Leave him at least 2 or 3 planets then make peace with him. That way you won't get labelled as a conquerer. You can usually gain some money and tech from him when you offer peace. Ge

8 Replies 6,097 Views

@v1m: are you saying you don't get the tiles that should be automatically terraformed from being neutral if you conquer the planet? This seems funny. I know I've conquered planets that have had soil improvement or other terraforming projects active which (I think) I've simply let complete and the tile they were on then becomes available. But to say that you don't get the neutral auto terraformed tiles on conquered planets nor can you terraform to

16 Replies 4,713 Views

Yes and No. Parapharsed from https://www.galciv.wikia.com/wiki/Population. Specifically for v1.1, don't know if this has changed in v1.2 and later. "Formula for Calculating Maximum Population Maximum Population (in billions) = 0.02 * ( ( PQ + 1 ) ^ 3 ) PQ = Planet Quality This figure may only reflect maximum growth-achievable population. Yes, you can still reach your food limit by transporting people from other worlds

16 Replies 4,713 Views

Race is certainly a possibility. I’ve played as the Drath in all four of my neutral games. Another theory I had was that this might happen because the race that colonized the planet had a higher racial PQ ability than yours. I had thought that the racial PQ ability only applied to your homeworld, but perhaps it doesn't. I think I'll try selecting PQ ability as a test. Although it's seems expensive (10% = 3 points, 20% = 8 points), if you really ge

16 Replies 4,713 Views

I've noticed a discrepancy between a planets PQ and the actual number of buildable tiles when playing neutral. I've never seen this on planets that I've colonized myself, only on planets that I've conquered. Typically, I seem to be about 25% short (PQ12 has only 9 tiles, PQ16 has 12) but this isn't a hard and fast ratio. At first I thought that perhaps when you conquered a planet you didn't get the PQ benefit of a colonization event that may have occurred,

16 Replies 4,713 Views