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.
tetleytea
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?
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"
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.
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
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%.
Speaking of screenshots, is there a good way you all recommend taking screenshots while running Galciv in non-windowed mode?
Better. Nobody dies, no PQ loss, and the only improvements destroyed are the ones you didn't research.
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
Have you tried extorting money from minors? At least, that's what they were supposed to do by design.
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
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.
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.
Did you try waiting 10 turns?
Yor farms are awesome.
[quote] Best Quiet Race?[/quote] Terrans.
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. 
Xeno Farm Construction I, II and III.
I would use it even in the early game. Buy All that would cost 4bc or 8bc to purchase.
[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
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.
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
[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
I would use it, too.
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...