i've occasionally seen that the planet screen doesn't update during the curent week that a research item comes into effect. If you click on focus on something it should recalculate. You can then turn it off focus and it'll still have some time on it. True i've only seen this when having a 1-99 strategy and a queued social and military item. Remove the social item and the military still says never even though the shields and hammers recalculate. Click focus and then turn it back off and it'l
bpleshek
Wyndstar, Sorry, my spacing didn't come out in the posting. It looked so good in the post window. Brian
Wyndstar, I'm trying to come to grips with your technique. I have taken one of my planets in a current game i am running and messing with the sliders to learn what it is you're doing. I am, though, running into something that doesn't make sense. Can you help? My original settings for my sliders are as such: Tax rate: 35% Approval: 59% NetIncome: 143 100% spending 29%-29%-42% My Home planet Dollar has the following: 16.08B 29-29-42
October 15, 2226 (38 turns in) You are not producing max per tile per turn for your empire compared to research buildings, which slightly lowers overall score IME, but you can quickly go to 100% military spending and kick out lots (think hundreds or thousands) of weak ships quickly with little effort. Please, how are you building hundreds or thousands of ships per turn? I can't ever get more than 1 per colony per turn. I'm lucky if i can get
Actually, I think it was MOO3 that had a decent idea on automatic colony management. It had to do with placing rules in a ruleset and then applying a ruleset to each planet. Then the planetary governor would try to follow the ruleset unless he was subverted by espionage. Brian
I do question your decision to trade diplomatic techs. It would seem to me that in order to maximize your diplomatic superiority over them, to not trade those, unless you knew that one was already researching one of them and then you could sell it to them and gain some benefit from it. Hopefully they'll choose a nondiplomatic tech next time. Brian <img src="http://images.stardock.com/sd/SDC24.g
I have been reading the topic, The Flawed GalCiv2 economy by feralminded and have come up with some questions. But they are not directly related to the topic, but rather the hijacked conversation that began about varying strategies to over come the limitations of the sliders. One was stating a view that building a near economic civilization and purchasing outright was better than a balanced one. A second stated a near total research economy. And a third did something
i do know that if you expand too fast, your economy will grind to a halt and you will quickly eat up your treasury until production stops until you get above -500 BCs Brian
General Pants, If his is much too old, perhaps you would share yours instead since they are off the newer version. Thanks, Brian
MrKorx, The negatives were to see if i could make a much more flexible race. For example, how about a race that was: +20% Research +1 speed -10% social -10% military +5% economy -15% espionage +1 trade route -5% growth I would imagine that some negatives might blow up the game as it may cause a div/0 error or cause production to go negative so that you take more weeks every week to make something, but if used in moderation, it might make fo
For example, i tried to add this under economics: .Option3Text>Magical./Option3Text> .Option3Bonus>50./Option3Bonus> .Option3Cost>5./Option3Cost> this under population growth: .Option4Text>Om Waka Wawa./Option4Text> .Option4Bonus>100./Option4Bonus> .Option4Cost>10./Option4Cost> under research: .Option4Text>Einstein./Option4Text> .Option4Bonus>30./Option4Bonus> .Option4Cost>5./Option4Cost> .Option5Text>Ha
I am sorry to say that this didn't work either. The files i modified are in the following directory. Perhaps i am modifying the wrong ones. C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Data\English Brian
Thanks for answering me MrKorx. So you are saying that i need to modify the english.str AND the abilitybonus.xml files in order for it to work? I shall try that straight away. I don't recall that instruction being in Carielf's mod guide. I'll have to go back and reread it. As a programmer though, it would seem to me to be just as easy to do it from the abilitybonus.XML file except for the multilanguage support. But even so... Brian
This did not work. Can anyone give me more precise instructions on this? Cari's wonderful post doesn't describe where to put this file nor what other files to delete. Thanks, Brian
Really? I was trying to get new choices into the options at the beginning. I would have never thought about that. I shall give it a try. Brian
I have added quite a few choices to the Ability Bonus file, but they are not showing up when i start a new game even after restarting the game. I've noticed that my game directories have quite a few copies of this file. Which one is the active one? Also, is this a mod-able file, in that, can it be active for a mod, but not active for another mod or the regular game? There isn't a subdirectory which leads me to believe that i have to mod the one in the English directory. Please comment.
Oh is that a tech? Sorry, i havn't gotten that far into it yet. Brian
Yes, the racial penalties, instead of bonuses have been in many games. It would be nice, so long as you couldn't REALLY stack it. In MOO2, it was easy to just totally give up things like low gravity and espionage and then pick other skills that would either offset them OR set yourself up so that tech would greatly outweigh them eventually. So your negative picks would have to be balanced. But i do like the idea. There is a race builder in GC2, just no negative picks. Give Drengin
Undecided. Presumably with sensors, you can see their ships coming from a "mile away". Shouldn't be too hard to get them up and ready to battle in the 5 turns it takes them to get here. Juan, that's why i mentioned it. Was hoping someone might at least consider the idea. Brian
Here is the situation. I move a fleet of 5 ships into orbit and notice that there are 4 ships defending. When i initiate battle, it's my FLEET vs 1 ship. Then i easily win the battle and i can repeat this until all 4 ships are dead. Now, i take no losses with minor damage if at all. If the ships around a planet acted as a fleet, then i would take much more damage and perhaps even lose to 4 better armed ships that i can just pick off when they fight solo. The downside of "fixing"
You know there used to be another game i played called Pax Imperium: Eminent Domain. They had this idea which i though was neat and could answer the question about class 0 planets. ANyway, Each race had it's own habitable zone for temperature, gravity and atmosphere based on it's racial charactistics. A class 0 planet for the earthlings, might be a class 2 planet to a drengin and a class 17 for the Yor(or whoever). So you'd see that often they would take planets that you wouldn't want, and s