tetleytea

tetleytea

Joined Member # 659431
30 Posts 1,652 Replies 24,936 Reputation

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.

8 Replies 11,210 Views

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.

16 Replies 6,791 Views

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

19 Replies 21,073 Views
Reply to tradegoods in Trade

My little planet with a precursor mine and a manufacturing capital seems to get the trade goods first just fine.

11 Replies 9,560 Views

I think it's nice when I can just click the Turn button. It means I didn't have to micromanage that turn.

2 Replies 4,143 Views

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

38 Replies 31,014 Views

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.

8 Replies 11,210 Views

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

27 Replies 20,712 Views

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

18 Replies 26,943 Views

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.

20 Replies 14,294 Views

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.

11 Replies 8,918 Views

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.

15 Replies 9,954 Views

a.k.a. "I'm playing on Gigantic with Abundant Planets/Stars/Quality/everything and the map isn't big enough."

11 Replies 8,918 Views

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

18 Replies 20,735 Views

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?

126 Replies 64,493 Views

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

9 Replies 25,851 Views