First off, thanks for this glorious mod. I really love the new tech tree; the game feels much more balanced. I'd like to mess around with the AI personalities a bit myself, but I can't seem to find the raceconfig.xml. Where is this file located? I see it's included with the minors mod, but I'm not currently using that.
GalacticDuck01
The Arceans have a technology available early on called "Planetary Fortification" which allows construction of a "Space Cannon" on your worlds which provides a 50% bonus to planetary defense and a 10% bonus to morale. Who doesn't feel a bit happier with a giant laser gun pointed at the sky? The next tech "Cathedral of Valor" Gives a structure which is supposed to add a 33% bonus to planetary defense and a 2% civ-wide bonus to soldiering. Since it doesn't actually give the soldiering bonus, al
Progress thus far: Using the GC2ImprovementEditor, I tinkered with the Cathedral of Valor improvement. It seems that structures classified as "normal" cannot provide civ wide bonuses. When I made the CoV a "Super Project" or a "Galactic Achievement," the bonus works as intended, but that sucks because I can only build one. >_ Unless someone has an idea for a workaround, here's what I'm thinking of sticking with:
Let me begin by saying this game has held my attention for a little over 2 years now. I've never enjoyed playing a game as much as Gal Civ 2 because of its depth and replay value. In fact, just recently, I discovered that I love playing as the Arcean Empire. The idea of a noble race that uses might to make right appeals to me. I've gotten to the point that I can play them passably well on tough (if I can get lucky enough during the initial colonization phase and if I can get enough research g
Someone out there probably (no, definitely) knows more about the matter than I do, but here goes nothing. I was playing a game as the Altarians the other day during which, after building a a Hyperion Logistics Center, I conquered an enemy planet which ALSO has a Hyperion logistics center which upped my maximum logistics capabilities. Have the Altarians you're playing against conquered any other worlds? Also, could be a bug.
I can't help imagining whether this thread will be here in another 20 years...
[quote]Once your planets are maxed, you can afford to run at 21% approval, except the week of the elections (twice yearly), for which you'll want about 60% to guarantee winning.[/quote] So with this in mind, let's say I have a PQ 17 planet that can house a lot of people if I want it to. My max population on any econ world so far has been 20B because I don't like being below 70% morale (I'm a people pleaser IRL too). I guess I could try upping that to say, 30-40B people?
[quote]Perhaps it's the production planets-what are you building, and how fast?[/quote] I don't build anything on new colonies until pop reaches 5B. After that, I build two traditional factories regardless of what my focus for that planet will be. If I decide the planet is good for production, I build a starport. If it's an economic planet, I build some economic structures and a farm. My production planets stick with two factories and a starport at first while I churn out a few small-
Thanks for the information. This was late enough in the game that all of my planets had maxed at 14b (one intensive farm per planet). I would have upped the tax rate, but I wasn't certain I wanted to take the moral hit... I didn't have any morale starbases, and the Altarians don't have many morale boosting techs. I don't know what my expenses were at this point... I rarely lease build anything unless I absolutely MUST (for instance, if I see an enemy building Xanthium Hulls) so my expenses we
I recently played a game of TA on a large map against 4 tough opponents with default settings. I decided to focus on research in this game more than I have in others, but I discovered that funding this research was neigh unto impossible, and I was wondering if anyone has any insight as to how I can improve my strategy. I was playing as the Altarians with +25% to research and +50% military production abilities enabled. My political part
Sorry for the double post. I accidentally hit the space bar... If you're a mod, please delete this post.
Yeah... But I'm too impatient for that. I need 3-5 week techs or else I feel like I'm falling behind. :/
Ah yes, thank you. Setting the tech rate to very fast made the game so much more enjoyable for me! Now it's time to up the difficulty... muahahaha... And setting my economy to focus on research made things MUCH easier. I don't know why I hadn't messed with it already.
Hello all, I'm a new Gal Civ player, and I have a quick question for you. I've gotten to the point that I can maintain a positive economy easily enough, but I'm having trouble in the area of weapons research. I keep one or two research centers on each of my planets, and when I can, I have a planet that specifically focuses on research. But those darn military techs seem to be far more time intensive than all the others! Playing as the Korath earlier today, beam wea