Thanks, Mumblefratz. You are a true pillar of the GalCiv2 community. [e digicons]|-)[/e]
jmatt
It's been a long time since I played GC2 Dread Lords. Can anyone point me to a guide for the all factory strategy? Search doesn't seem to bring up what I'm looking for. Thanks.
I notice that we're now seeing threads concerning the new, second expansion pack to GalCiv2. Since it already nearly impossible to discern DL threads from DA threads, I once again suggest that the different products be given their own forum sections. It's going to be nuts once all three products are being commented on simultaneously. Anyone else agree?
What are the factors that go into how an ai feels toward the player? I'm playing on Masochistic (and having a rough go of it) and no matter how much tech I throw at the Korx, nor the fact that I am militarily superior will stop them from declaring war on me for no good reason. I remember reading that the best way to stay out of harms way was to make sure that your military rating wasn't the lowest in the game. So why do the Korx attack me instead of a lower civ?
[quote] you make a new tech to give you lot's of money ...research... new weapons....I know this kind of fill like cheating but its the best way to cheat without cheating.[/quote] You don't believe that changing the game rules constitutes cheating? The future is in trouble.
I recently updated my ship design from positronic torpedo to black hole eruptor, but I'm not so sure it was the best move. My small ship configuration went from 33 damage to 50 but the cost jumped from 295 to 400. Now my colonies churn them out at a reduced rate and it's slower to build a "swarm" of small fighters. Anyone else feel that at a certain point one is better off [I]not[/I] implementing the most powerful weapon available?
[quote] The survey ship gained either experience or a weapons bonus. Neither is useful without an upgrade since it's not a combat ship at the start [/quote] "What a waste of time!" Well, that might explain why anyone would bother to build the Galactic Guide Book.
Sometimes you'll discover an anamoly that declares you've discovered a tech (or something) that "will make your ships much more lethal after they upgrade". What does this mean? How does it manifest itself and does that mean upgrading ships could be preferable to building new ships? Also, how about a similar benefit when settling a planet? You'll be told that you've discovered a ship and crew and can choose good, neutral or evil, the benefit being a "starship bonus". Does this mean e
Well? Drengins were hostile but the moment I formed my first fleet of the game they declared war. An established trigger or mere coincidence?
Okay, I've taken four passes at this and get creamed every time. I am new to the All-X strategy so I may be doing something wrong that has nothing to do with the Masochistic level. Just a quick take on the All-X strategy: I have the research slider set to zero and vary the cultural and military sliders as needed. I build nothing but Factories (and their upgrades) and Trade Centers (ditto). I set the focus of every planet to research and populate each planet with only factory structu
Thanks for responding to my request!
I've always thought that the developers intentionally included game elements that would allow you to make mistakes, thus penalizing lazy players and rewarding those willing to do a little research. I think it makes the game more interesting. It keeps it from being an environment where all you try to do is more and more of the "right" thing and forces the player to think critically.
Has anyone written a layman's treatise on the inner workings of the economy? It's been quite some time since I last played but I see people throwing around what is now conventional wisdom and it has me confused. It looks like I missed a lot in my absence. As others have noted, the way the economy works is not just non-intuitive but counter-intuitive . I stopped trying to figure it out 30 minutes into my first game and have since just done "what seems right" at any given moment.
It seems to me that this forum could benefit from sorting out DA and DL content. I'm trying to locate threads that will help me play DL, and it's all but impossible to discern it from DA conversations. Or am I the only guy left playing DL? I see lots of talk about the economy and the sliders (what's all this "1/99" talk I see?) and have no idea if it's something I should pay attention to. While I have your ear, has anyone developed a definitive guide to the economy or
I recently experimented with the military production bonus while starting a new game and I have to say, I rather like it. For 4 ability points, you get a 50% productivity increase. When combined with other bonus buffs, it's now at 80%. To me, it's starting to seem like a no brainer. I mean, think about it: the game is about cranking out ships and sending them out to build starbases or destroy other ships. Almost all other considerations (economy, diplomacy, morale, research, planet
I've employed a lot of your suggestions (some of which was re-inforcement of things earlier successes had taught me) and had some success last night. Well, if you want to define success as merely not having someone declare war on me... I started by re-allocating my abilities. Playing as Torians, I choose a 30% econ bonus and a 50% military bonus, my in game stats read as econ +60 and military +6
I find "Crippling" too easy, but when I move to Maso I start getting kicked around really bad. Yeah, it's a whole new game at Masochistic. That's why I'm wondering if all my previous success lulled me into a false sense of security.
10) Don't use focus, use the sliders. If you want research, then go 100% research, if you want social production go 100% social. It's better to get what you want now, than to get several things you want later. So you leave the planets with no focus? Interesting, I may try it.
I've done well with the game until I bumped up the difficulty to masochistic (1.4, Huge galaxy). Now I'm having my head handed to me every time. I will spare you the boring details of the strategies I've tried and lost with and just get straight to my questions. Please don't feel compelled to try to answer every one (especially if your not sure your advice is fool proof): 0) Okay, I moved this from #13 to #0: Complete this statement: "After the colony rush, the most importna
I haven't experimented much with trade, but am I correct in saying that in order for a trade route to be established from one of my planets, that the freighter must be constructed on that planet? I've tried building them on my industrial planet and sending them to another planet of mine and then onto another civ, but the tradeline is always established with the planet that built the freighter.
Grow your planets wisely. Don't research the third entertainment upgrade while you still have the initial factory model. Upgrade your factory model, then your entertainment model, then your trade model, then your farm model (don't swell your population without the means to keep them happy. Be sure to do the factory upgrade before the others, since that will speed their production. Also, manage your construction planet by planet. I frequently cycle through them, bumping all manufactu
I know a picture is worth a thousand words, but could you spell out the intricacies of this for a beginner? Why are they arranged in lines rather than simply clustered around the planets? Why have you placed them so far from the system? What are the game restrictions for starbases and how do you get around them? Thanks
>>> 16 bases all with 30% trade boost How do you get 16 SB around a single planet? Aren't you limited to 4 per quadrant?
Okay, I’ve read some threads on this board and I just want to codify the initial strategy and clarify some of the reasons for the choices. The goal of the first hundred turns or so is to gobble up as many uninhabited planets as possible. In order to do so, we must outrace the competing civs. That’s accomplished by researching a handful of techs to make faster ships (?), building the necessary manufacturing infrastructure to produce them and then cranking them out of the shipyard.
Try designing one from scratch on turn 1 and you'll see. Well, then, I don't know what the heck I'm doing wrong because I've tried that, many times and having researched engines and hulls, and can't fit another engine. I pick the ship hull with 55 hard points; each colony module takes up 25; that leaves 5 hard points. Not even an Impulse 3 will