Soulfire777

Soulfire777

Joined Member # 618621
38 Posts 89 Replies 669 Reputation

Well, the AI uses the exact same code the player uses when determining population growth. The AI is probably outgrowing you by out-colonizing you--the AI colonizes like crazy early in the game. I've spent the last day testing this, and I simply don't see how it could be true. Let me explain: When the colonization (land rush) stage

13 Replies 10,647 Views

This kind of stuff REALLY needs to be documented. I ruined a whole game building influence starbases, and only after putting several modules on each, discovering they weren't doing anything. 3 games later, I still do not really know where to position influence starbases relative to my own colonies, the other race's colonies, and the various borders, etc. I sort of understand how influence works, but I do not understand how starbases affect influence. <img src="http://images.stardo

41 Replies 19,743 Views

I kinda miss how "flagships" don't have any combat ability whatsoever anymore (like they did in GalCiv1). It just seems like any race capable of warp travel should also know how to shoot something, and a totally unarmed flagship seems unlikely?

4 Replies 5,187 Views

Hi, I am playing a race with a 70% population growth bonus, but it seems to be broken. My population still only grows at 200k per turn. I also do not get the 100% growth bonus for having 100% approval rate - I still only grow at 200k per turn. So currently, spending 5 points on this racial "bonus" actually seems to PENALIZE your growth rate.

13 Replies 10,647 Views

I enjoy building special ships, but I really wish I could copy old ships and just upgrade the engines on them or something when I want to instead of having to always start over from scratch. Or be able to build just the cosmetics of ships and save them to use later and add functional parts to them later whenver you want. I am usually NOT eager to spend an hour making a decent looking colony ship just to make it go 1 parsec faster a turn, but I don't want crappy looking ships or just

18 Replies 22,752 Views

Apparently I placed all my influence starbases wrong - they don't seem to be doing anything at all. I placed one in the center of 3 good planets, thinking it would amplify the influence of each planet in the starbases range. I then added several more influence modules to it, but it didn't seem to do ANYTHING to the nearby planet's influence output? So how do they work exactly?

8 Replies 7,121 Views

Well, overall I think the game has HUGE potential. There is an incredible amount of depth to the gameplay. I love the graphics. The interface makes it fairly easy to access information about your ships and empire. The game succeeds in making you want to play "just one more turn", and when you cannot actually be playing, you will find yourself thinking about the game and wishing you WERE playing. However, I am sad to say that there are a few critical flaws and ommissions

79 Replies 48,867 Views

I love it too, but I'm not very good at it. Also, I would much rather spend an hour building my brand new uber-warship than just making a colony ship move 3 instead of 2. And I would like it when I DO spend an hour making something cool, if I would be able to use that design for as long as I want.

21 Replies 14,860 Views

You REALLY need to be able to copy existing ship designs into the editor when you are designing a new ship class. Example: Copy old colony ship or constructor design (and its appearance) - then in editor just delete the old engines and put your newest ones on, etc....Instead of having to design the whole thing from scratch and/or try to figure out how to make a brand new ship look similar to the old one, etc... Without this si

21 Replies 14,860 Views

Hi, Is there any way to copy an existing ship design into the new ship builder? Designing decent looking ships from scratch can take a loooong time. Being able to COPY existing designs and only having to change/upgrade the parts you want would be a HUGE time saver and convenience (compared to building every new ship class from scratch), and be very helpful for those of us who are less artistically inclined. :SURPRISED

3 Replies 4,469 Views

Hi, I really LOVE the game overall so far, but I simply cannot believe there is no civilopedia type of feature to show the actual game effects of the many technologies. How are players supposed to decide which future technologies are critical to their overall strategy when they cannot see in concrete terms what any of them actually do?

18 Replies 13,561 Views

I have read that deathstars (or movable starbases) are not in the game currently, but are one of the things they are seriously considering adding later. I would imagine they could also be MODed in.

2 Replies 4,242 Views

Hi, The manual states that the humans do not start the game knowing where all the stars and stuff are, but all the other races do (like GalCiv1). My question is whether this just plain disadvantages the humans compared to the other races, or do they get something else extra to kind of balance this disadvantage out? Also, for people who LIKE having to explore the map even though it may be something of a disadvantage, is there

11 Replies 10,210 Views

Can someone please explain the actual effects of borders in GalCiv2? Does it prevent other civs from colonizing planets inside your borders? Can other civs move ships into your territory? Can you build starbases in other civilization's territory, etc? Are there different kinds of border agreements (open, closed, etc.) like in Civ4, etc?

4 Replies 5,803 Views

If I build a constructor, and have say 3 different starbases I could send it to, is there a way to see exactly what I could build at each stabase before I actually send my constructor there...to decide intelligently where I want to send it...where it will help me the most? I really hope I don't have to just guess and/or hope I remember what can be built there and/or what it does and not find out til after the constructor gets there that I'

1 Replies 3,473 Views

To anyone who has played the game enough to understand it well: Since the attacker always gets to attack first, and particularly where fleets are involved where some ships might be destroyed the first round of combat (thus the defender will be forced to counterattack with less than his full fleet), does this give the attacker an overwhelming advantage in battle or not really?

5 Replies 6,824 Views

It might be nice to be able to override the default order of which enemy ships your fleets will target first when engaging the enemy, but I have not actually played the game to know if this is REALLY necessary or not.

9 Replies 13,229 Views

Are the pre-order extras already in the preload, or will they not become available until after the game ships and be another seperate download or something? PS - If it matters, I preordered with the tokens from the Total Gaming Net instead of from a retailer. I hope I still get all the goodies?

0 Replies 2,241 Views

I can't actually play the game yet, but I just went through all the tutorials. I've been enthusiastic about the game since it was first announced, because I really anjoyed the last GalCiv. I must say however, that seeing it in action in the tutorial just really blew me away. I am now REALLY excited to finally be able to play it in a few days. I'm not normally a huge fan of graphics in a strategy game, but the very high production values i

0 Replies 2,538 Views

If you look through the tutorials you will see that you can make each planet specialise in one of the three spending areas (military, social, research), which increases its focus on that output. Ok, Apparently I can't do the tutorials until I can play the game? I just made my comment based solely on reading the manual, because that'

9 Replies 9,062 Views

I think it sucks so many people are already playing the game (people who have betas and gammas), but the rest of us have to wait even though we pre-ordered and payed the same. LOL It just feels lousy to know the game is totally done (and even paid for), but you still can't play it for artificially created reasons...

22 Replies 18,280 Views

TEN = Total Entertainment Net (Or is that supposed to be TGN = Total Gaming Net)? Whatever, I meant the place where you buy Stardock games with tokens.

2 Replies 3,686 Views

Hi, ] I just finished reading the manual (I can't actually play yet), but if I understand correctly your production spending has to be set globally - for example 50% manufacturing and 50% research or whatever? This sounds like any planet that chooses to specialize (ie produce mostly research or mostly manufacturing) will WASTE large amounts of its potential output (ie in this case a primarily reaserch planet will waste 50% of its s

9 Replies 9,062 Views