tetleytea

tetleytea

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

Not to take away from either Frogboy or any of the great Budweiser frogs, but Lord British was Da Man in his day, too. How many game company CEO's do you know have flown to space? The guy lives in a castle.

31 Replies 127,717 Views

I have never seen any limit to the number of starbases that can affect a single object. But I've only gone up around 6. [quote]But I want to know how you figure this out. So that I do not have to keep looking around for info about it. Say I want to make influence starbases ( I know diplomacy ones usually give you more upgrades but it is only a guess). Where in the research info does it say that?[/quote] What version of Galciv2 are you running?

20 Replies 54,670 Views

Mumblefratz is the person you want to talk to when it comes to 16 starbases, maximizing trade, etc.. However, I will tell you, don't worry too much about Trade. It was a big deal in Galciv1, but not Galciv2. In Galciv2, Trade is useful more for diplomacy than it is to make money. In regards to research unlocking Economic starbase upgrades, look at the technologies "Xeno Engineering", "Xeno Factory Construction", "Manufacturing Centers", and "Industrial Sectors"

20 Replies 54,670 Views

I generally regard Starship bonus planets as multiplying with their industry. After all, the more ships that planet can put out, the more often you will get the bonus.

7 Replies 13,672 Views

It changed the way I play, too. You can check out a Quick Tip I dropped off, here: https://forums.galciv2.com/329747 I rename my colonies so that I know what the bonuses are on them just by looking at it. Also, when I discovered that the research bonuses only add (not multiply) together with the Tech Capital/Res. Coord. Centers, I figured out that those improvements most likely should NOT go on your planets wi

7 Replies 13,672 Views

It doesn't affect percentage based buildings, only labs. So a 10rp lab would produce 14.6rp, and if you buit a Tech Capital there, the same lab would produce 24.6rp (not 29.2). Another way to confirm this is to go into the "Planetary Details" screen. If you build the Tech Capital, the planet research bonus will be 146%.

7 Replies 13,672 Views

Yes, all research labs on that particular world get a 46% bonus. This bonus is ADDED to Tech capital, Research Coordination Center, etc.. You can see that on the Planet Details screen. Look on the right-center side

7 Replies 13,672 Views

Have you tried extorting money from minors? At least, that's what they were supposed to do by design.

6 Replies 5,477 Views

If the SSD trend catches on (er, when...not if...), I could see us throwing a lot less L2/L3 cache on the CPU's and putting on more cores instead. The cache miss penalty just isn't that bad anymore. Arbitrating all the cores' concurrent memory accesses almost costs more than the memory access itself. This means, going forward, CPU cost shouldn't particularly go up even though they've got 8 cores. What we will probably NOT see, though, is integr

59 Replies 207,702 Views

What about modding the planetary bonuses you would get from ethical bonuses? That should be moddable. And the next best thing, if you can't mod the tile types.

10 Replies 7,558 Views
Reply to Apocolypse in Strategies

I enjoyed Apocalypse a lot. I beat it on Crippling. The big trick there is to tech-steal from the DL's. Let him take some of your planets (well not "let" him...), then retake it. I think I got Photon Torpedoes, and that was that.

26 Replies 20,245 Views

If you're willing to micro your asteroids, you can shift them around a lot so that all your ships/improvements just complete. For example, if your constructor costs 95bc, and you will get 94bc after this turn, shift an asteroid over, and bump it up to 95. Conversely, if you're going to get 108bc, beam your asteroids somewhere else. No sense wasting it on a constructor you're already going to get. This, IMHO, is where the real power in asteroids comes.&nbsp

18 Replies 13,516 Views

[quote]If you can afford to, you always want to take +20% research and/or Technologists on Maso or higher-at a minimum the +20% research, but both is better. There's a hidden modifier to the player's research bonuses on difficulties higher than Tough, and Maso+ is where it really begins to show itself.[/quote] Speaking of which, this bonus doesn't seem to apply to the Research Coordination Centers. Looks like the RCC's only add a flat 25% to the planetary bonus, even at O

9 Replies 7,277 Views

Heck yeah. It's a +2/all categories attack assist. Oh, and the attack assist is further multiplied by your civ's weapons bonuses. It's a Korx-only bonus.

13 Replies 12,973 Views

I'm working on an AAR for the Korx, but since it's Thanksgiving and several of you might be playing, I thought I would point this little tip out beforehand. Check out the Korx Military Starbases. I'm playing ToA 2.00. Here's the deal: you research one tech--Starbase Victory Strategy. It's early game, just after Space Weapons, not expensive. Once you do that, here's what you've got available to you: Warp Module. -2 to en

13 Replies 12,973 Views

[quote]At what map sizes does it make sense to build more survey ships?[/quote] Small. Anomalies still spawn after the initial fun is over. It's just a matter of when. Up at Large, it makes sense to build Galactic Guide Book, and then rather than build extra survey ships, you can just slap on a free survey module onto every ship with some extra space. That means every constructor, every troop transport, every trader. Or you can build a bunch

9 Replies 10,029 Views

Aren't the Yor so snuggly? If only they could figure out the reason why I smacked down a Miltary SB right in the middle of 2 of their systems. It ain't to extend my Life Support. Well okay, it is, but...that's not the point...

26 Replies 45,609 Views