Ragovic

Ragovic

Joined Member # 2598295
3 Posts 13 Replies 74 Reputation

I've downloaded a mod from the Library (I couldn't remeber which one) that has the "hidden" Interest Rate racial ability. I was experimenting the game with that mod enabled and discovered the mechanics of the above ability: a bonus or a penalty decreases or increases, respectively, the lease time, without altering the values. So a 50% bonus means a leasing of a ship 50% "faster" to pay that same amount w/o the bonus, therefore making the lease operation 50% cheaper. Example: Without

6 Replies 3,708 Views

The espionage bonus only affects how much you can spend with spies, not their efficiency or chance of being caught. Also, the amount of cash needed to train spies builds up very quickly, so after training a dozen of spies, you would need several (more than 10) turns at maximum spending to have a single spy. Now, I recall the replies above about the issue of one-time drop of spies. It is not worth to wait a LOT of turns to train a single spy after having no one left (later in the game), drop

14 Replies 10,614 Views

A 'no enemies' option: Really toughen up the micro-management, no enemy players. Basically turn Gal Civ into a galactic sim-city as a result. Sandbox mode!!!! Yippee!!!

70 Replies 34,444 Views

Hello! I've noticed that the Loyalty bonus don't parry the influence of the other civilizations... How it works, that is, IF it does? And about the Resistance one, I modded an planet building to bear this bonus, but it doesn't appear in the window that icon ImpStat_Resistance that is in the game's folder Gfx/Improvements. It also doesn't works? I hope that the devs could explain this...

4 Replies 3,783 Views

I've thought about some special bonuses granted to the major races regarding their relations with the Minor Races. - Minor Avatar: This is for Good civs. They must ally with AND protect all the minor races from the other major ones to achieve this bonus. The bonus is lost for good if any of the minors are destroyed, or if you break the alliance with any of them. - Minor Terror: This is for Evil civs. They must simply wipe out all the minor races AND hold their home planets to a

70 Replies 34,444 Views

The solution for that is making a defense module requiring an attack one to be already installed (ModuleRequirement), so the starbase retains some fire power before receiving shield, armor and PD.

7 Replies 5,149 Views

I've also noted that. Only the defense one is applied to the starbases. Maybe one of the Stardock' guys can help us ????

3 Replies 3,789 Views

I suggest: - An improved Espionage system, with sabotage and defensive roles, like Master Of Orion2. - Terraforming non-habitable planets to barren ones and so on. - Design a raider civilization, like Antarans in MOO2. As you can see, my ideas came from MOO2, but I found them very interesting in that game.

70 Replies 34,444 Views

I've placed limits to farms (2 per world), embassies (2/wrld), markets (3/wrld) and entertainment buildings (2/wrld) and experienced tougher economic development. Looks like specialized worlds work better for economic issues. However, the AI now doesn't build LOTS of embassies, for example, and seems to build better colonies, tougher to invade and yummier after the victory. I think it was a trade-

0 Replies 6,417 Views

As ships evolve in size and in HP, I was wondering if was possible to increase the HP of starbases ACCORDINGLY with ships' HP (A 2000 HP starbase against a - or a small fleet of - 20 HP frigate is nonsense). Doing this, the starbases could defend itself well against fleets of larger ships, so the dozens of constructors you use on them don't go waste. However, in the GC2Ships file, only one type of starbase is allowed and so, only one hull can be assigned to it. <img src="http://images.stard

3 Replies 4,833 Views