[quote]Manufacturing center costs 150 production to build...how are you only capable of putting out 15 production if you've researched to manufacturing centers? Even with a 33/33/33 split, it should be 5 turns, maximum. 3 is honestly more likely, given a more "normal" slider split.[/quote] I don't use the all-factory strategy? So-so planet I have 3 MC's producing 10 MP each = 30 MP, Capital producing 14 MP, total 44 MP. 150/44 = 3.4 (or 4) turns, and that's t
Skinny-Y
[quote who="Sole Soul" reply="4" id="2032945"] Changing your tech rate to normal as Skinny suggests is not going to help you at all. Apologies, Skinny. Your point may be valid, but that's not the concern here. Assuming we can track this down, that might be a decent recommendation for your playstyle-or it might not. [/quote] No problem Sole, I appreciate your great responses on these forums. [e digicons]:thumbsup:[/e] I'll have to find
How where your sliders positioned at each of these stages? I also play with the technology setting at "Very Fast." Try it on normal. The reason being: Research screams at Very Fast, but your production rate is unaffected, or rather, constant with respect to the same number of turns on other tech rates. Between discoveries, on Very Fast, you do not have time complete planetary improvements, particularly labs
Good questions. I think a great deal depends on the distance and quantity of the asteroids, as well as the math, which isn't available in the Galactopedia (you have to check in game to see how many sheilds they are producing). As asteroids get further away, their value diminishes greatly. But if you have a bunch near your planet, then when you have some breathing space, kick out a miner or two. At the colony rush stage, I will usually have my min
Yeehaw. Got me my first ZYW. Standard Korath (no custom race), tiny map, one opponent (the Korx). 22,400, November (I think). The game could have been done sooner but the Korx expanded like crazy and I had to spore 8 planets. I chose 5 minors and rare habitable but it didn't seem to help. ToA, 2.02. Initial planet had 100% research tile but nothing else. No precursor library on any planet. After all is said and done it's h
How do you when a mod will be incompatible with the metaverse? I haven't used mods for that reason.
Excellent! Keep the points coming. That obviously isn't a photo of John Brown a-mouldering in the grave, however.
[quote who="KzintiPatriarch" reply="7" id="2028084"] Quoting InfernalRS, reply 5Even now you can spot us a mile off, wearing our Kzintiskin caps. You can make much more than a hat out of a full-grown Kzinti. Remember to respect the galactic ecology and use EVERY part you can. Sentient species taste better...[/quote] Yes, one should never let any part of a Kzinti carcass go to waste. [e digicons]:pout:[/e]
[quote who="Embird" reply="9" id="2028281"]Welcome aboard to all the reinforcements. It is good to see the Empire stirring it's arthritic bones.[/quote] What's that you say? Whirring its barbaric cones? Speak up son!
BTW, the Gerontocracy has now broken 3M points in the metaverse. [e digicons]\o/[/e]
Wowzer. I built it around the time I started building medium sized ships, but barking up the beam weapons tree was very long and slow. So maybe a bit early in the game. [e digicons]8(|[/e]
[quote who="Sole Soul" reply="10" id="2027114"] Quoting Neilo, reply 8The ASC is meant to give you +50% x your total production output..IIRC. So if you are early game you may not see much of an affect as of yet. To be honest though i would not be surprised if the ASC was nerfed in ToA or 2.0. Perhaps it's bonus has been reduced. Edit - Just checked the Wiki..there is no additional info or anything about a nerf. Perhaps a mechanic like Sole Soul may
Coolness! Welcome and sorry for any hassling.
[quote who="Sole Soul" reply="5" id="2026634"] Otherwise you can build the Secret Police Center on a particularly populous planet (+20% to base approval) after you research Good and Evil. Secret Police Center is and always has been bugged; it is the equivalent of any other 20% morale structure-you're better off building a virtual reality center.[/quote] You know the Secret Police are pretty incompetent when their headquarters are bugged. [e digicons]:gr
[quote who="clanlindsey" reply="17" id="2026676"]Hello Gerontocrats, the Clansmen are here! It took us awhile to find the empire, 'bout 400 years or so, but our eyes don't always work so well, the black powder burns and all, ya know....however our Nightmare Torpedoes are fully up-to-snuff, and we have lots of leftover Civil War armaments to make things interesting for those mangy, flea-bitten Kzinti hair-balls. May we join you? General Jebediah Stormcrow 1st Battalio
It also depends on your race. The Torians get hot springs (+50% morale). The Yor have Charging Stalks which grant you extra food plus a morale bonus, so it is not as big a deal to grow the pop when you are one of these races. Otherwise you can build the Secret Police Center on a particularly populous planet (+20% to base approval) after you research Good and Evil. If you have Harmony crystals built somewhere else or have managed to mine some mora
[quote who="Sole Soul" reply="8" id="2026130"] on a 24' inch Dell monitor Whoa, Dell makes 24 foot monitors? [/quote] No, he has a 24 foot-inch Dell monitor. Dell's proprietary length measurement. [e digicons]O:)[/e]
[quote who="Emperor_Seth" reply="13" id="2025135"]A question, what's the name of the Gerontocrat homeworld?[/quote] Depends.
I thought one of the advantages of this game was that it ran well. even on low end systems. Mine is not a low-end system (Blackbird, quad core 6850, 3 GB Ram, and dual Nvidia GeForce 8800 ultras in SLI, all of it water cooled) and it plays Fallout 3 on the highest settings without a stutter....should I be getting performance issues with Galactic Civilizations2? Should you? No. ToA is supposed be much faster than the original DL becaus
[quote who="InfernalRS" reply="13" id="2012644"] It's somewhat counter-intuitive, but the more multiplicative bonuses you already have on a planet, the less sense it makes to add more in the place of an expanded base production capacity. To illustrait, let's take a pair of planets that both have a plot of land to build on, both produce 100 RPs, and only differ in that Planet A is pure production for its 100 RPs (multiplier of 1.0), and planet B has a 100% bonus (multiplier of 2.0)
[quote who="Piznit" reply="1" id="2010209"]I think I used a power plant one time in a game, just to say i did it. Everyone else was doing it and peer pressure got to me.[/quote] Just say, "No". Civs don't let other civs build Fusion Power Plants.
[quote who="CaptainYar" reply="10" id="2011619"] Son of a .... !!!! ALL this time I've been robotically adding a RCC to my tech capitals, never thinking that another lab would be more useful to the Tech Captial improvement.[/quote] I'm with 'ya. Doh! Are you guys absolutely, positively sure the bonus works on base value only and not total output? [quote] Anyone rememebr when Quantum Power Plants gave like a 100% bonus in the initial DA? Any
Thanks.
I was planning to milk points this last game of mine. I turned of all victory modes but conquest, disallowed surrenders, and yet when I got the last civ down to two planets it told me that I was "culturally dominating the galaxy" and that the game would end in ten turns. How do I turn that off?
Thanks for the helpful answers. How does difficulty affect score?