I'm thinking about picking up Twilight of the Arnor, and I have a question about the tech trees. I know the races now all have their own tech tree. What I'm wondering is, have the long strings of incremental size improvements been eliminated? Are there still three or four "Laser" techs (for instance) that all are the same, just with less weight or cost? (And so on for armor, and various other techs.)
Arcanum3000
When you first research a hull size, you only have one or two of the hulls. You don't get the others until you research the next intermediate step up in the tree (Superior Building, for instance).
6561 is the 5.8 catalyst drivers which were released late summer 2005 if memory serves. Current drivers are 6.3 catalyst, so could be one possibility for a cause. The trick is, he's using a FireGL card, not a Radeon card. The drivers for high-end professional/scientific cards like that tend to be rat
I don't have a problem with things taking up more space on bigger hulls. What annoys me is the way miniaturization works. When you have +miniaturization, it doesn't make things smaller, it makes hulls "bigger" (have more space). Unfortunately, since the sizes of many components are partially based on current (not base) hull size, they also get bigger. It makes it hard to gauge just how much benefit miniaturization actually gets you.
I have not had a tremendous issue with this. On the one hand, it's annoying to have all that production (and therefore money) go to waste. On the other hand, suddenly going from massive positive income to massive negative income because all your planets need upgrading would suck. I would suggest allowing military and social production be usable interchangably (unused military production can be used on social production and vice-versa), and
Gameplay-wise, defensive fortifications on a planet reduce the gameplay dynamics, not increase them. The reason is that if they're effective (i.e., they will defend the planet against a meaningful fleet), there's little reason to not build them. You slap one down and forget about it. Very little strategic thought it required. If they're not effective, all they're good for is knocking off undefended transports. In that case there's little
The starbase population would be too small to consider independently from planet populations. Remember that your money isn't credits, it's billions of credits (bc), coming from trillions of people. All the people on all your starbases might pay 1bc in taxes if you're being insanely generous in your estimation.
The reason the troop carrier is attacked last is because it has no weapons. If you put weapons on it, it would be attacked first. Unless you build it on a real ship hull. I like building transports on a medium ship hull with a little armor and one weapon. It's still attacked last as long as there's
Erm, on the receiving end was the Earth of our time, not the Earth 220 years in the future, with plethora of energy. Destroying those rocks would be just a matter of focusing that energy. No dice. That doesn't work in a realistic scenario because no matter how many planetary defense weapons you have,
The invader's advantage isn't unreasonable at all. An undefended planet would be incredibly vulnerable to attacks from orbit. I do rather wish that mass drivers and such damaged the planet regardless of the success of the invasion. It would make for some interesting strategy, I think.
That is pretty unintuitive. It would make a lot more sense if either 1) the part sizes were reduced but the hull sizes stayed the same, or 2) the hulls got "bigger" but the part sizes stayed the same (they're based on original hull size, not modified hull size).
Is there any chance we can get an option to have "balanced" start locations? I'm not asking for you to make sure we have equivalent quality planets around us, just to make an option we can check that will make all the races roughly evenly spaced through the galaxy. Initial starting location and whether you're competing with another race for planets immediately or have ample room to expand seems to make a big difference in the success of any
I think they do, slowly, but the survey ship can't see them. Either that, or something else is preventing the survey ship from recognizing anomalies and automatically going to them.
I encountered this in my favor once. It ended up going away after a half-dozen turns or so. What happens is that sometimes after a planet is conquered, it will somehow end up with an insane population (thousands of trillions of people or more). The massive population creates a huge amount of influence. Then a turn or two later, the game realizes you can't actually have a population that high on that planet, and the excess population dies.
I don't know whether base range has been explicitly extended, but I know that it's much easier to extend your range in GC2. Just tweak the design of your ship so it has more life support.
I tend to go with big hulls. That's probably the result of being research-focused and having a habit of getting a lot of industrial production. Big hull, an engine or two, 2-4 of the best (damage per volume) weapons, and some decent defenses. Unfortunately, I keep having to restart games because of stupid bugs and new patches, so I haven't tested this as much as I'd like.
Brad knows about this. It's been posted before. I believe the response at the time was it was intentional to prevent newbies from bankrupting themselves. No idea whether he intends to change it.
I've seen this too. Increased PQ seems to affect population growth as well, so the racial ability isn't totally worthless, but it's not nearly as nice as it should be.
I've seen something like this. The insects' (don't remember their name at the moment) influence covered most of the map and was pushing back both my empire's territory and the territory of the Arceans, even though both I and the Arceans had much higher influence according to the influence graph.
Not a bug. You're getting the rights to use the trade goods. A supply for your empire and your empire alone, if you will. You're not getting plans or anything to be able to trade them to other people. The only empire that can trade the trade goods to other people is the empire that controls the planet with the "trade goods" on it.
Yeah, the real solution is an Orbital Fleet Manager, a Planetary Defense building, and some ships with good attack and defense in orbit. A nearby military starbase helps too.
Select GalCiv2 in Stardock Central, and click the "History" link the the description window.
You don't need a 1 in every defense category, just a 1 or better in some defense period. Same with attack: If you have 1 attack on the ship at all, all the attack bonuses will be applied.
I don't know how you would've encountered it, but it sounds like the variable that stored your innate racial morale bonus "rolled over". That is, some bug somewhere jacked it up so high that it got bigger than the programming language variable could store, and the value wrapped around into negative numbers. It's one of those things that, under normal circumstances, shouldn't happen ever.
I believe the defense values are totaled and then rolled against, not that they're rolled against individually. I may be mistaken, though.