No, not the capitals on a bonus tile. What I've seen with the econ and techno capitals is that the bonus only seems to additively stack wtih the marketing/research centers. In other words 2 adv marketing centers + econ capital seems to convey a +15*2+50=80% bonus, instead of a 1.3*1.5 = 95% bonus. That has strategic implications as to how much you specialize a planet.
tetleytea
Oh, the horror. That's 8 troop transports that could have been loaded before decommissioning the farm.
It would be nice if the # of usable tiles just equaled the PQ. This is an unnecessary complexity to the game & it doesn't add anything.
I most definitely change my startup depending on the map. When you play a large map with many, many planets, there's no way your starting treasury can handle purchasing colony ships. You'll be lucky just to keep your spending at 100% producing colony ships the old fashioned way. On a small map with very few planets and no manufacturing bonus tiles you have to change your tune, too--you might have a treasury surplus, and there may be less planets t
My little planet with a precursor mine and a manufacturing capital seems to get the trade goods first just fine.
I think it's nice when I can just click the Turn button. It means I didn't have to micromanage that turn.
If the AI starts escorting transports, then the Dread Lords campaign scenarios need some nerfing.
I hope so, because the PQ quirks are really annoying me, too.
I think carriers would be difficult to implement, but I like the idea. It would be cool to have a carrier module in the shipbuilder, and you could hold a fleet of tiny hulls inside. Then your carrier could be fast & have life support, while your tinies were slow, no life support, all weapons-type ships. The problem would then be, how to implement the life support? Because your carrier has to abide by the rules, but your fighters need to stay in
Am I mistaken, or are the bonuses from the capitals only additive? I built an econ capital + several markets on a planet my last game, and the results were very disappointing. Same with my tech capital on a planet with 2 300% research squares and 1 100% square.
In regards to the benefit of fast freighters, if I do some rough math it seems that, if you shave off one turn of time for your freighter to reach its destination, that extra turn of trade pays for one engine. So it seems usually there's benefit to adding engines, except for fast freighters that don't have to travel very far. Another trick is sometimes I'll build the cheap freighters now, but research Master Trade later. By the time they reach the
I put multiple freighters on same trade route all the time. That's not an issue, in my mind. The issue I'm dealing now is, don't you want SHORT trade routes? That gives you more mileage out of your econ starbases. It was the same way in Galciv1.
That was like an AWESOME tip. Nice job.
I don't think I even want bombardment attack other than the Mass Drivers attack. The thing about bombardment is, planets shoot back. Hmmm a ship vs. a planet. Who wins that one?
I don't think invasions are impossibly costly. It's a game. Sure, it's MUCH better to influence flip them, but losing billions in population isn't that big of a deal. So you lost a few billion taxpayers, so what? They'll grow back. What is a big deal, though, are those invasion tactics that clobber the PQ. P.S. And yes, I do tend to pick the evil ethical choices. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" bo
Large ships I produce in my star planets with the mega-factories. Tiny ships I produce at the not-so-mega planets. I have to admit, though, as technology progresses I use much less of the tiny hulls.
How about morale modules for influence starbases? This could provide another elaborate strategic option for players to resolve their economic woes. The trade modules on econ starbases aren't cutting it.
The question is, how would you implement it? No doubt they implement the map as a fixed 2-D array of objects. The easiest implementation would be to just grow the array bound limits, and if you do that, then you might as well just add a larger map size.
Most likely you spent money on the invasion and it put you in debt greater than -500bc.
I think the devs over-nerfed it because of what users did in Galciv1. They used to spam starbase trading modules and make obscene money.
a.k.a. "I'm playing on Gigantic with Abundant Planets/Stars/Quality/everything and the map isn't big enough."
I think the more significant consideration is whether to lower your tax rate & get the 100% approval or not. 100% approval normally grows you an extra 100 million people/turn. If they're paying .5bc/turn at 50% tax, it remains lucrative to get that 100% approval for quite awhile. You seldom pay more than 2bc/per turn/per planet in reduced taxes to get the 100% approval. Meaning that when you do turn the corner and crank tax back up to 49%, it ta
Censor ships could be mobile re-education centers.
The issue with PQ is kind of a big one. If you pick the +PQ% ethical choices, you don't get any extra tiles. If you pick the +PQ racial quality you seem to get the tiles, and you seem to get the +10 morale for high-PQ as well as the raised pop cap regardless. But if you colonize a class-11 planet and get a +50% PQ ethical choice, you get a class-16 planet with only 11 tiles. That defeats the purpose of choosing evil. Why would you want to?
I sitll go +50 military. While your economy may revolve around bc's, you're paying ~5bc per production point when you purchase stuff outright. 1pt of industrial capacity lets you pay 1bc for it instead of 5. This is critical in the initial colonization phase. +50 military may increase your deficit spending a lot in the early game, especially if you find a 300% manufacturing bonus tile (and you WANT to find that)--but it's nothing compared to th