NeuralTech

NeuralTech

Joined Member # 2929821
14 Posts 187 Replies 5,670 Reputation

To the guys mentioning "speeding up their constructors" - it sounds like a great idea... same w/making Freighters/colony ships/etc faster.... BUT if you add advanced engines... it drastically increases the time it takes to push said ships out of the shipyards = how does that really help in the longrun??? I've tried this strat you guys speak of, but the time would go from (for example) 4 weeks for a normal constructor to say... 6-8... and if this is early game and I'm t

25 Replies 12,713 Views

"building 3 influence starbases in an enemy sector will increase your tourism income" I was unaware of this... thks!! very informative thread... thks for starting it, Counterintel!! Chr*s

25 Replies 12,713 Views

"My colonies have auto-upgrade checked" hmmm, I hadn't noticed this.... I was also wondering what the deal with this was as I'm experiencing inconsistent "automatic" upgrading... 90% of my games, the planets automatically upgraded ALL tiles that 'could' be upgraded (i.e. research centers/farms/factories), but on my current game, I've noticed that planets I've won through 'the other race submitting to me' aren't doing the automatic upgrade... I'm on a large, so it kinda screwed

14 Replies 9,308 Views

I've been wondering if building Influence Starbases around MY planets increases the morale for the people of my planets.......... does it????? If not, I've been wasting serious dough, because I build 1 or 2 around my planets along with a couple Econ Strbses early/early game. Are Influence Strbses simply for converting other planets to be on your side? thks, Chr*s p.s. just had a quick scan of the faq and other 'info' areas on the s

11 Replies 6,252 Views

As mentioned in a thread I started, I want more diplo options as well! More interaction with the AI would be great! I'm going to have to 2nd this: it seems like there really aren't a whole lot of options short of giving money to a race/etc... One thing I don't understand is why I can't demand peace on another Races part w/out submitting my own peace treaty at the same time? don't understand that.. AND... why cannot I not ask the other races to

6 Replies 5,803 Views

Not to sound like an a**, but it sounds like one of two things.... bad drivers (on your vid cards part)... or a Windows issue. If your comp ran the original just fine, I don't see why you'd have any trouble with the new one... It's gotta be a driver issue with your vid card I would imagine.... hope you get if figured out. Chr*s

2 Replies 2,251 Views

Eh... what are your planet rarity settings? Also, what Super Ability and racial abilities are you using? I will get back to you on this around Mondayish.... From my memory, I'm playing a customized Yor Collective with their stock 'super ability' - doesn't really help me all that much... that or I don't fully understand it's potential.... and I usually go all evil.

19 Replies 9,392 Views

A. Do not waste your time building markets/banks on new worlds right off the bat. First of all, markets increase revenue based on the current population. Adding a market when the population is so low will do nothing but waste your production points. In fact, try not building ANYTHING on a planet that you have already designated as a "cash-cow" planet. Just let the population grow for a few turns. If you don't believe that, try it. Build a market and see if your revenu

19 Replies 9,392 Views

Military bases cannot attack directly. The attack and defense bonus modules you add to them can help any armed vessel in their area of effect. Hmmm, I've made plenty of Military bases that had the same basic attack/defense options as the other 2 starbases... unless my memory is WAY off...

8 Replies 6,710 Views

One way i have found that works is to build 1 or 2 factories on a new world depending on the PQ of the planet and then build 4 economy buildings. These are great as they cost nothing to keep but bring in more bc's per turn. I then leave the planet until it reaches 6 bil people before deciding on the planets final layout. One thing to remember that i believe has not been mentioned is that you should not build on those lovely 700% bonus tiles until your econo

19 Replies 9,392 Views

One thing that could be causing your morale problems is population. The more population a planet has, the more its approval rate will drop. Are you building farms? If so, stop. Never build a farm on your home planet, and only build one on other planets. If you put some of your racial ability points into morale and keep your populations under 16 billion, you should never even need to build a morale building. As for building strategies, the best advice I

19 Replies 9,392 Views

- produce a colonizer on your HW each 3rd turn, until there are planets you can settle, or you're losing too much money each turn, that "too much" being proportional to your economy. If you can't cover most of it by rising taxes to general approval about 50%, it is to much.BR, Iztok I am going to try this tonight on my new game. : )

19 Replies 9,392 Views

Choosing techs when the economy doesn't get started: - sensors I (to build explorers) - economy techs (Banks) - no new science/manufactoring techs (they only help you spend money faster) - morale techs (especially the first one - they have built in bonuses that allow you to tax more eve if you av no morale buildings). - StarDemocracy (Bonus on economy + influence (tourism, not too effective) + diplomacy (so you can sell stuff to the AI) - f

19 Replies 9,392 Views

Okay, you can tech trade for planets. You can get low pop/hostile environment planets fairly easily and with 100% research with focus hostile environments can be 100% efficient for you. There are basically three viable strategies that I've found: Always do 30% econ and usually pick the federalist party 1) Tech trade for planets + research treaties(100% Research, focus social, never build a ship, only build econ buildings rely on quantity of p

19 Replies 9,392 Views

There are a two basic things I can tell you that will help allot! Firstly, if the AI’s are stealing all your worlds, you can solve that problem by using a large map then press CNTRL+N to restart your game until you get a small cluster of stars that are separated away from the main clusters. When you start the game, if you encounter a border of some other race, immediately restart and try again. This tactic is the best way of aiding you to play well above your

19 Replies 9,392 Views

Afternoon everyone, I got my arse handed to me in the worst way last night (my first game with the AIs set to normal): [Large Galaxy, 5 races, 3 of them on normal AI and one on Intelligent and one on 1 level above normal, 2 Minor races, everything else set on normal including research] Firstly, I never even made it out of the pathetic corner of the galaxy... 3 planets were in my possession (I know, lol) and the game went for close to 250 turns I think...

19 Replies 9,392 Views

Hmmm.... "Adding to the complexity sure to arise in a game as large as that comes the knowledge that every one of the 12 factions will have their own unique tech trees for the first time. While some ubiquitous techs like trade will be shared, the tech trees will have technologies that fit each civilization including different types of weapons, engines, and planet improvements. It also means the inclusion of more new unit types that weren't available in previous GalCiv games" I

11 Replies 12,180 Views

NeuralTech, if you haven't yet seen this thread, it's a good place to start. It may be a bit more than you are looking for at this stage, but I suspect it will answer some questions that you have: Production bonuses explained will do!! thank you kindly for the link I LOVE this forum! You guys are so polite and helpful, it's making this wonderful software seem that

36 Replies 15,550 Views

Manufacturing capitals only affect the world their built on. If you focus on military production, your military production will rise slightly for that world(as far as i know). If you have your military slider on 50%, each world has its military production halved, compared to what you'd have at 100%. 14 MP's becomes 7 MP's at 50%, and so on. AWESOME!!! thank you sir for that explanation!!!

36 Replies 15,550 Views
Reply to DA's combat in Dark Avatar

It also sounds like mixing and matching ships isn't a worthwhile practice, for example, pairing a ship with heavy shielding in a fleet with a ship with heavy weaponry. Or, for that matter, fleeting a defenseless ship with an armed escort. I've been wondering this myself as I like mixing and matching, but I wonder if it's worth it....?.... I'm about to go through this: https://forums.galciv2.com/?forumid=421&aid=139395 hopeful

10 Replies 8,539 Views

I long for the latest version.... can't wait for this Expansion... hopefully, it'll be no more than $30... I can't see them asking for more than $30 for an expansion.... : K

57 Replies 31,644 Views

Guys, that is the MOST crucial thing I'm not getting at this point... the distribution of acrued "points": RP - research points? SP - social points? MP - military points? I see them on my planets, but for instance: when one of my planets has.. say... 14 MPs... how do I know how many of those are being used up in a turn/how many turns when I've got my Military slider all the way to say.. 100? Or... say on that planet, I've got 14 MPs and I've focused on milita

36 Replies 15,550 Views