Also, it seems counterintuitive, but population does not affect your social/military/research output (the number of symbols at the top of the planet viewscreen). These are affected by the number of production/research buildings you have on the planet. In other words, it's theoretically possible to have a ghost planet (upgrade any cargo hull into a colony ship and colonize a planet; you'll have 0.00 population because there were no colonists in that ship) with astronomical production o
GyozaGombastique
Hey guys, just wondering if there's a fixed point in the game during which AIs start forming and agreeing to econ and research treaties? I'm asking this because in the early game, they always say "It's too early for us to get entangled in treaties" when I try to form one, and then past a seemingly arbitrary point in time, all the AIs have suddenly gotten into treaties with each other. It's rather annoying because I have no idea when the AIs start forming treaties, so I spend l
[quote who="vaynedust" reply="4" id="2905340"]Thanks I will take the bigger fleet affect into consideration. How do I make other treaties other than Alliance? I have not seen an option for anything else, even on Close relations.[/quote] You can make economic and research treaties with any race, even if you're on hostile relations (a very useful strategy for preventing war, since AIs are very reluctant to go to war with a treaty-partner and destroy their repu
I've been playing GalCiv on and off for about a year now, and I'm pretty comfortable with most of the play mechanics, but there are a couple of things I'm not totally sure about yet: - the espionage ability: you can spend customization points to raise your espionage at the beginning, and can research techs/find anomalies that raise it. My question is: what exactly do the bonuses do? Do they decrease the amount of money needed to train a spy, or does it raise the rate at which your spy
That's right: your flagship can explore as well as survey anomalies (I usually double-click the flagship and set him to auto-survey so he'll automatically head for nearby anomalies without you having to guess where they are). The space miner essentially 'builds' mines on asteroid fields: just move it onto the field and you'll see a building timer come up if you did it right. One correction to your statement though: most of the early turns are spent building ships to colonise, period.
Creativity is one of the attributes you can spend customization points on (only one option - 1 customization point for a +25 bonus), which gives you a very small chance of completing research on your current tech whenever you hit the 'turn' button. Some races (Arceans for example) have unique techs that give you a creativity bonus as well. Also, I would classify planetary invasion as more mid than high tech-tree. Are you playing with a slower research rate setting, or are you playing
Yeah those are usually really weak, and the sheer number of them really eats into my economy... and since by the time I get them I can build ships that are far more powerful, I usually end up decomissioning most of them TBH. I find the Precursor Ranger event far better because none of my enemies will ever be able to build a ship that can match it until very late-game.
Just the first one. I'm still trying to figure out how to change them for specific custom races but short of changing the points every time I play a different custom race I haven't found a way.
So I'm in the process of creating a custom tech tree for one of my races with a heavy cultural focus. I'm kind of a noob, so instead of creating one from scratch I'm using the minor race tree as a template and editing from there. One of my ideas is (instead of sticking to only the Embassy - Cultural Exchange Center for the entire game), to add several incremental upgrades to the CEC in the form of additional improvements along the Xeno Business > Cultural Domination>etc. branch of the t
I'm not sure how to change star colors, but it's possible to edit the names of the home planets from the Data/English/CustomPlanets file. As far as I know though, it's not possible to make these changes for a custom race unless you edit them into the game to replace another default race, as the CustomPlanets file only covers the 12 default races. More experienced modders, do let me know if I'm wrong!
...but while I'm here, if I want to create a whole bunch of new races that don't replace the in-game ones, I can just create them as custom races and mod their files from the My Documents directory, right? Thanks :)
Quick question from a modding noob: I'm trying to add several races into the game without having them replace any of the major races on the civ select screen. So I create a bunch of custom races, and then edit their corresponding files in My Documents/My Games/GC2TwilightArnor folder. I manage to successfully edit their descriptions and race bonuses, but since I've given them some inherent bonuses and penalties already, is there a way to drop the available customization points from 15 to 10?
Ah, thanks guys! I did test it out and you were right. I'm not sure why I thought otherwise... I think some time ago I traded for a planetary improvement that didn't show up on my build-list, because I already had a more advanced version of the same building, and that gave me a wrong impression :)
Here's something that might help: right-click the game icon and select 'properties', then under the compatibility tab make sure 'disable desktop composition' is selected. I haven't tried this with Galciv yet, but it solved a similar problem I had with another game so I hope it works for you!
That's about right I think... econ starbases also get modules that increase military/social production and research output, so they are very useful next to manufacturing and research planets as well. If you're at war/on the brink of war, I would always build a recruiting center + farm on planets on my border; makes my worlds a lot tougher to invade Regarding planet quality, high-quality planets are very rare but they do exist. I usually play on the 'huge' size map (reasonably
I use a slightly different strategy that you might find useful if you find yourself playing on a bigger map with more planets: rather than waiting until my colonies are able to support themselves through taxpayer money, I rush-research universal translators -> trade to get access to the economic capital. I then set up a specialized economy planet - no starport, no labs, nothing except economic buildings, an economic capital, possibly a farm or two, and a morale building or two. I a
Hey everyone, I have a quick question and couldn't find the answer online so I decided to post here... regarding unique techs (the ones that show up with a * in the communications screen). If I trade with another race and get one of their unique techs, will I be able to use it? I know that if I'm say an Altarian I can't use Drengin slave pits for example, but let's say I get a unique passive tech through tech trading (for example one that increases Research by 5%), will the bonuses apply to m