Actually, range scales with galaxy size. On a tiny map, a ship with no life support and no range bonuses only has a range of about 10 squares. So range probably matters more on small maps.
nullspace
i see good and evil choices as having both good and bad consequences. So the fact that good choices always have nothing but bad side effects is dumb, equally so for evil choices. This made sense in GC1, when being good was just plain stronger than being evil, especially in diplomacy. If you were good, then good civs loved you, neutral civs liked you, and evil civs disliked you. If you were evil, then everyone disliked you. So evil got the bonuses from
Well, this system bothers me since GC1 days, and I really can't understand why it has not been changed : it's counterintuitive, convoluted and doesn't allow players to implement easily the production strategy they want ! Worse is that there would be a very simple and IMHO elegant solution : instead of one "Funding%" slider and 3 "mil/prod/res" coupled sliders, put : - One "Prod Fundin %" slider (expense vs max total possible factory pr
In DL, defense is worth it if your ships are large and the enemy's ships are small. Fleets of huge ships with heavy defense do very well against the fleets of tiny, small, and medium ships that that AI favors. When your huge ship has 100 defense, and their 4 tiny ships each have 30 attack, they'll roll 1-30 four times, and you'll roll 0-100 four times. In DA, you can make a ship nearly invincible with enough defense if the ship has defense greater than 1/2 the enemy fleet's attack.
The increased attack will not show up when you design a ship or choose which ship to build. But when the ship is completed and flying around in space, it will have 40% more attack, exactly as it should. Though attack is rounded down to the nearest integer, so you need a ship with 3 or more attack to actually get an increase.
Civ 4 is a great game. Compared to Civ 2 and Civ 3, Civ 4 got rid of some exploitable and micromanagey tactics, and replaced them with new features that allow a wide variety of different effective strategies. For example, in previous civs, to make a lot of money you'd build roads everywhere and switch to republic, but in Civ 4 there's a big debate about the relative effectiveness of specialists, cottages, trade routes, and religious shrines for making money and research. Each of these methods
Because of my initial focus on industry instead of my normal focus on economy it took awhile to absorb all these new planets, but I immediately converted them to economy planets and once they began producing a decent income I was pretty much in mop up phase. You're in mop up phase because you have more planets than your opponents. I don't think your strategy really contradicts Yellow Jester's argument. While your strategy is different than the typical
Income is the main limiting factor in GC2. If you have a large income, then you can easily increase everything else: your production, research, and military, but the first step is making lots of money. Here is something I wrote for another newbie who was asking for help: There are a few important things to know about the GC2 economy. The first is that factories and labs use up money to create production and research. So building lots of factories and labs causes you to spen
should i just build farms on my main planet then? No, when the population of a planet gets big, there are big penalties to morale. 15 billion is a good population for a money planet, build lots of economy buildings (markets, trade centers, banks, stock markets) here.
GC2 is a turn-based strategy game. It's not exactly going to be a rollercoaster ride from turn one. For me, strategy games become fun when I understand the basic rules and I can plan strategies and try them out to see how they work. If you liked Civ 4, you should like GC2. I think GC2's biggest advantage over Civ 4 is how much you can customize the abilities and appearance of your civilization and ships. On the medium settings, habitable planets are too sparse for my tastes. Try
When your science spending is at 33%, that means that every lab you have is working at 33% capacity. It doesn't matter at all whether it's on a specialized planet or not. You're not losing anything by making a specialized planet. It is unrealistic that you cannot run factories at 100% and labs at 100% at the same time, but this is to force you to make a strategy decision between production or research. Otherwise, you would just run both at 100% all the time, and the game would be m
Organizer is an interesting ability, but it's not going to help you colonize a lot of planets or build a powerful economy. With the Altarians, you can expect to come from behind when the fighting starts due to your allies, but your economy graph will be low compared to what you could do with another civilization. Try the Torians or Thalans or Iconians if you want a stronger start. I think research is the most overpriced ability to pick. Research is only a fraction of your expenditu
All ships on auto-anything move when you hit the end turn button. I've never had any problem.
I can't seem to win without being so powerful militarily that I can conquer the whole galaxy...at that point what's the point of a influence, diplomatic or tech victory when you have it made for the conquest win. This is pretty much true. You need a powerful military in order to survive, and once you have a powerful military, you can conquer someone, so you might as well do it. If there were some combat bonuses that made it easier to defend yourself than t
Every window works differently and there's always something moving while I'm trying to concentrate. That your only actual complaint about GC2, and it's enough to make you really hate the game? I really want to like this game. Am I missing something here? Yeah, THE GAME. It is more than just its interface. For me, a strategy game becomes interesting when I understand the basic rules and I can devise several dif
You can remain at peace for the entire game if you work hard at making sure each AI likes you more than someone else. To make an AI like you: 1. Set up trade routes with them. 2. Sign economic and research treaties (in Dark Avatar). 3. Increase your diplomacy ability. 4. Choose an alignment that matches theirs. 5. Have a high military rating. You can use the Spin Control Center to fake it. 6. When they demand tribute, pay it. Giving big gifts doesn't help th
Economic starbases boost production and research. Are there any of those near the Altarian worlds?
The flagship that you start the game with has a survey module. The simplest way to pick up anomalies is to select the flagship, then hit 'a' which will set it to auto survey and it will move around the map to the anomalies. You have to research Sensors 1 to build any new survey modules. Cargo scout ships will be somewhat more expensive than smaller ships, but they will be much faster, longer range, or reveal more area. They're very much worth the added build time. I thin
Especially with super breeder, you want to spread your people among as many worlds as possible as fast as possible to maximize the population growth of your empire. Spending early turns building markets on your capital slows this down. Super breeder will automatically fix your economy anyway. All your planets will grow to their 6 billion limit quickly, at which point it is easy to turn a profit. I agree with several things in Wargazmo's strategy, super breeder is powerful
Seriously ? Seriously ?!?! GC1 was a good game, but GC2 is so much bigger and better. I think the major additions are: 1) Ship designer (both functional and visual) 2) Fleet combat 3) Play as aliens 4) Everything in DA Those are major features that GC1 simply doesn't have.
Are you playing the original game, Dread Lords, or do you have the Gold version that includes Dark Avatar? And have you downloaded the updates? What version you're playing makes a difference, but I'll give some advice that should be useful for all versions. For scout ships, there's no reason to use small or tiny hulls, use cargo hulls because they have much more space. A cargo hull is more expensive, but it will be much faster or have a much bigger sensor range. I have a variety
The Drengin and Korath don't seem to do too well in my games. They have great weapons, but they lack in other areas, including logistics, propulsion, and hulls. So their military rating is huge, but they're not an especially effective fighting force. And if they're unable to conquer, then they are eventually surpassed by the civs that actually built strong economies. The Drengin and Korath probably do best on maps with abundant habitable planets and slow tech pace, so that they can easily ge
The core colony ship only has one colony module. It can load a maximum of 500 million colonists. It looks like it has two colony modules, but one is fake and does nothing and takes up no space. It just looks cool.
Don't use the small hull for your scouts, use the cargo hull. A cargo hull full of engines and life support is very fast. It doesn't need any sensors since you already know where the stars are, and the bare hull has enough sensors to see all the planets in a system in one pass-through. I don't always use scouts. On a map with abundant habitable planets, you'll find good planets wherever you go and you'll need as many colonizers as possible. So you don't need scouts in this situati
The interface for this feature is confusing. For one thing, the stylized cursor does not actually point where it looks like it should. It is actually pointing a bit above and to the left of the end of the arrow. And a parsec will be highlighted even if you point at an illegal area. Go to video options and turn on hardware mouse cursor. That cursor is more accurate.