So, I should never research anything... Sounds fun! Actually, I've been playing Europa Universalis III off and on for several months, and I've gotten to the point where I pretty much only play as nations that are supposed to be doomed from the outset-South American pagan tribal nations, Albania (one province minor) at war with the Ottomans at the fall of Byzantium, etc. But there's really no parallel to that in GC2, aside from playing a minor race maybe, wh
Sole Soul
[quote who="Neilo" reply="3278" id="3079619"]SS, not at all keen to join in on some straight up gaming are you? Be nice to have someone else join the game chat and have another game going we can hear about?![/quote] I'd love to; KP was starting in on these as well when his system died. But I've got a project in GC2 at the moment, plus an RL project that's taking precedence even over that and may well tie me up for the next several months. - Thing is,
[quote who="MottiKhan" reply="3276" id="3079155"]That's something to think about. Maybe using just a couple of fast huge hulled beasts and upgrading them as time goes on. I'm thinking the experience upgrades should make them legendary after they single handedly take on entire empires. That would make for a rather long game, but the resulting ships would be incredible.[/quote] Experien
Given the situation my family was in, I did well to complete high school. Not all of us are so lucky to have gotten the opportunities that we need; LightStar's post is one such case in point. Also see Wizard1956's post; spot on. But that doesn't mean that we're not willing and able to do what is necessary. While I do think it's a bit of a sweeping generalization, I understand and agree (in principle) with your perspective, even though I've nev
IIRC, PQ ability only affects ownership. That is, a PQ10 with a 10% bonus will be a PQ11 for them, but a PQ10 when you take it. Haven't tested this in some time, though. With 5x morale resources, all morale techs, all morale trade goods, and 10 inherent morale, you don't actually need any VRCs, though they can help with levels needed for growth.
It's not your game; it's a bug that's been in GC2 forever. Influence resets to a basic value upon a savegame load, but will go back to normal after you play out a turn. You can also force it to update by building an influence SB, IIRC.
[quote who="JediMastr" reply="11" id="3077382"]OK, so then there is no comprehensive launcher? Too bad.[/quote] Not for UL, apparently. No idea why this is the case, though.
[quote who="KzintiPatriarch" reply="3972" id="3076775"]Well, I am more familiar with the Kzinti from their home universe of Known Space[/quote] As opposed to Unknown Space. ;)
[quote who="JediMastr" reply="9" id="3076213"]To solve a technical problem, support switched me from my three individual games to GalCiv Ultimate since it contains all three games anyway. However, the launcher has no chapter option so how do I move between chapters?[/quote] Use the chapter-specific executables in the game's program directory, e.g. C:\Games\GC2Ultimate\GalCiv2.exe, C:\Games\GC2Ultimate\DarkAvatar\GC2DarkAvatar.exe, and C:\Games\GC2Ultimate\GC2TwilightoftheArn
[quote who="Neilo" reply="2" id="3076135"]You can tell what level any planet is by a colored attached to the planet. Red = Cannot colonize - You do not have any of the extreme techs required. You can still invade, but the planet will be useless till you get the necessary extreme tech. Yellow = Colonizable - You have the first level of tech, your efficiency is 50%. Green = Colonizable - You have the full required techs, efficiency 100%.[/quote]
The only effect is that your industrial (military and social) efficiency on the planet type in question is improved by the stated amount. That is, 0% industry at level 0 (say, if you invade), 50% industry & the ability to colonize at level 1, and full industry at level 2. This is multiplicative with all other industrial modifiers, so it's exact, barring truncation. There is no other effect.
[quote who="LapinDuracell" reply="3" id="3075810"]on a small galaxy[/quote] Tourism income is determined based on your influence level (IIRC), proportionate to the total population of the galaxy. If you're not seeing a late game increase, you're either not getting enough influence, or the galaxy isn't getting enough population (which generally means you're not getting enough population, as no AI is particularly good at it), or both. And a Small galaxy, with
TAA MCC causes enemy planets to flip almost immediately once they reach the 4x influence threshold-the original design.
Tourism was also increased for TA, IIRC-probably a 2.x update, like most of the others. Honestly, though, you need that extra boost in TA.
[quote who="NRSONE" reply="13" id="3074746"]Two final questions when I do get a chance to play. When one rips apart the Defender you are allowed a free Particle Beam, Sensor and Basic Support -- a bug? Foreign Influence Starbases: Concern over the affect of a foreign influence base--- can you counterbalance the effect of the foreign starbase with one of your own in the same area without giving up an available square on a planet to an embassy? (I don't want to s
[quote who="Avalastrius" reply="20" id="3074201"]Thanks again people. Is there any way to see my population growth rate at DL? I can't seem to find it anywhere. edit: Also, any tips on how the sliders (miliatary, social, etc) work? I can't seem to pin down why my bc go up or down when I move some sliders.[/quote] Population growth in DL is a value of between 3 to 7% (Torians are the only 7%) up to a maximum of a base growth of 75M popula
Small corrections to Tolmekian's answers: 1. 20B population is the highest you generally want to take it, with 5x/6x +39 morale resources, trade goods, tech, for DA. Mining resources can go higher in TA, but even with +78 resources (Thalan tree is the only one that can get quite this high), you'll only be able to handle about 22B, without having to lower your tax rate significantly, and/or needing far too many VRCs to be worthwhile versus stock markets. 2. Trade
Just to be sure, I went ahead and checked the formula with my TA, on myself and my opponents, and it's accurate to within 1%, which can be explained by truncation. The one oddity that I discovered is that while the default settings for Normal are 70% economic power, it seems to be running at 100%. However, as this modifier wasn't even accounted for in the first place, it fails to explain the results you're seeing. I suspect you've run across some sort of bu
@Neilo Definitely 3x for research/industry on Suicidal. Doubtful, yeah, but it's possible they've set the AI from 160% to 200% econ. This is in the TA subforum and references disabling events, so it's TA. But no, even editing the raceconfig files wouldn't produce the results shown, considering we've been given the numbers on morale/econ (both planetary and civ-wide) for both races in question. Econ boom has a civ-wide effect and so d
I wasn't suggesting you were a moron, but you have no idea how many people miss things like that. I don't know if I've made myself clear-both the AI's numbers and your numbers are wrong for the values you've stated. Hence, you must have provided either incorrect information, or simply insufficient. I took my best stab at it, assuming insufficient. You have [b]mega[/b] events turned off. There is no way to disable or otherwise modify normal
You haven't given enough information to answer the question. It's not relevant how much population capacity a planet has, only how much it population it has that turn. Based on your numbers, I take it you have 5.58B population if Imperial, 4.61B population if Interstellar Republic, 3.87B population if Star Democracy, or 2.847B population if Star Federation. It looks like the AI has gotten an economic boom (double taxation income, doesn't show up anywhere),
Looking back, you're running 7 with 16GB of RAM, which means : [quote]Memory allocation is set automatically. If a 32-bit application is compiled with the IMAGE_FILE_LARGE_ADDRESS_AWARE switch set it is allocated a 4GB address space in 64-bit Windows. If not, it is allocated 2GB
[quote who="MottiKhan" reply="3249" id="3071047"]In America, guns are part of our heritage. If we didn't have them during the revolution, we'd all be speaking English here.[/quote] Good one.
You can't disable that event, because it's not a Mega Event, and you can only disable Megas. Your best bet is to reload when it happens. Sorry You can actually play the DL campaign with DA mechanics (though spies tend to screw it up a little bit); just start the DA executable, select campaign, and change to Dread Lords. As far as doing Twlight's campaign with DA's engine, that's unfortunately not possible.
[quote who="Neilo" reply="3245" id="3068507"] Quoting Sole Soul, reply 3244I don't suppose you'd be interested in playing another Very Slow game? Maybe.....perhaps on a smaller map, though i guess that doesn't help you as much tho.[/quote] Smaller map is fine. It helps me just as much, actually. :)