Thanks for the heads up, Buress, I did build that, and that's exactly what happened. I noticed that the Mind Control Center gave the economic bonus instead of doing what it's description indicated, but I didn't realize it had that side effect. Now I've gotta weigh the credits that are rolling in b/c of that building against the advantages of being able to influence planets away from other civs. At this point in the game I'll probably keep the MCC, an alliance (Yor, Drengin, Korx) victory is n
Stig1155
I'm playing DL 1.5. I have another question about the artificial slave center due to circumstances in my current game. I'm playing as the Yor, and I have a large influence bonus due to techs researched and three influence resources that I'm mining at full strength (+39) ... I'll get to the reason that's important in a minute. I definitely noticed a civilization-wide bonus to my military production when I finished it, but I didn't calculate the exact level of improvement. The description stat
Just bought DA, and now you guys are making me want to run back to my nice, safe GalCiv DL, with no Peacekeepers/makers/whatever and none of these 'pirates', at least not in any of my games there.
I appreciate the advice, and looking back it definitely makes more sense to invest those points in other areas ... my planets may have room for 1 or 2 less buildings, but the ones that I do have can be made much more productive if I put the points elsewhere. As for the other question: on average, ballpark figure, what percentage of habitable planets do those of you who have played DA a few times find that require one of the special environment/gravity techs?
I just started my first DA game, as the Altarians. I have two questions: 1) I used 8 of my 10 points to select the trait that gives planet quality a +20% bonus; does anyone have an opinion on whether that's a worthy or wasted use of those points? 2) I saved the game the first turn, then used my beginning ships to explore the neighboring systems. The good thing is I'm in a corner of the galaxy far away from other races, so I have some breathing room. The bad thing is, about 70 t
I'm playing GalCiv II, DL, version 1.5 I think (the most recently updated version, without DA). I'm about to start my third game, and have a question about the "Disable Tech Trading" option when setting up a game. I've read (here, I think) that this option was provided b/c the AI races tend to trade tech to each other too often. Can anyone offer any insight/suggestions on whether this option is worth checking (to disable trading) or not? I'd like to not enable it, b/c in my first game I foun
I'm playing DL 1.5 ... going to get DA very soon.
Ok, I feel like a complete idiot for asking this, but I can't seem to find the button some of you have referred to (I don't know if it has to do with the fact that I'm playing only DL and not DA). Would someone PLEASE give me step-by-step instructions on where to find this button to upgrade all ships of a given class to another class?
Is there some way to upgrade all ships of a given model, say after you've just designed a newer model taking advantage of new technology? I thought I saw something like "upgrade all" somewhere in the game, but I can't find it again. I'm playing DL, I don't have DA yet.
I'm just starting GalCiv II (thanks again to all the folks who gave me tips in my other thread on the optimization of trade routes), and I've got some questions about the diplomatic system: 1) If you're trying to seriously 'make friends' with a particular race, is it better to give them small gifts constantly, or to give them bigger gifts more rarely? 2) What factors help you get to the point where you can form an Alliance? I've researched the Alliances tech, and immediately gave
Thanks for the tips! I've been playing my first game throughout the morning, and am learning quickly ... at first trade routes seemed vital because I was suffering economically (I think maybe I was colonizing too quickly, and the maintenance for the colony sites was killing me), but now I'm starting to see the benefits of moving up the tech tree, and realizing that they're probably more useful for diplomatic purposes.
[quote] If you are a fan of economic starbases, concentrating your routes on one planet allows that one planet to maximize income when you trick out the starbase with all of the trade route bonuses. As it has been said elsewhere, though, trade routes often get discarded or neglected in periods of galactic war. Freighters, even lightly armed ones, are easy targets [/quote] I've been spreading my trade routes around with different cultures for just that reason; if war bre
One more question: 3) Do the 'trade goods' that you can build make trade routes from those planets more profitable, or do they simply provide the stated bonuses to your civilization?
I did a search, and there's a lot of conflicting/confusing information on trade routes out there. I am new to the game, and have a few questions. I have the version of the game that does NOT include Dark Avatar, but I've updated it as much as possible. My questions are: 1) What factors influence how profitable a trade route is overall? I've read the manual on this subject, but I'm not sure it's accurate. The manual states that the greater the distance between the two planets tradi