Don't let your population grow too much. The more overcrowded your planet is the harder it is to keep most of them happy. I try not to allow a planet's population to grow beyond 20 billion. At a certain point it take a ridiculus number of Virtual Entertainment Centers to keep the citizens happy. That's on top of having 3 starbases mining for morale bonuses.
JaguarSKX
To the OP I think you should really be concerned about your economy from the very beginning. I keep a watchful eye on your income and expenses. As your empire begins to grow try to make sure your income grows faster than your expenses. Be mindful of the maintenance cost of each ship in your fleet. When designing a starship it is often too easy to simply put the best weapons and defenses on a ship while ignoring the maintenance costs. Research those techs that gives yo
Playing around with a few production queues in my current game, I've found that it costs 17.5 credits for each industrial sectors used to create a starship. It costs about 8 credits for each each industrial sector used to create or upgrade a structure. actually this depends on your bonuses. if your bonuses are 0, it's 1 BC per production unit (include research). bonus production from a high score costs .5 B
Playing around with a few production queues in my current game, I've found that it costs 17.5 credits for each industrial sectors used to create a starship. It costs about 8 credits for each each industrial sector used to create or upgrade a structure. Therefore, if you are build a starship and working on a structure on the same planet it will cost you 25.5 credits every week. The above does not include any type of production bonus from focused production, starbases, tiles or planetary
7. As long as a trade route pass thru an economic starbase's influence, the freighter will generate more revenue. Having an economic starbase that is closer to your intended trade partner will not generate any more revenue than a base that is in your territory. But it will extend your range. Too far from one of your sectors is a bad thing when you get yourself into a war. You'll need to beef up it's defenses. 8. As stated above, build a starbase closer to your intended trade partner. M
1. Certain technologies will automatically increase the capabilities of your ships, but if the research provides a specific component like the Photon Torpedo, you must design a ship with Photon Torpedos and build it so that you have a ship that uses that weapon. For example, you begin the game with the HyperDrive, you research New Propulsion Techniques to open up new engine possibilities. Next up is the Ion Drive which allows a ship desined with it to move faster than an older ship with just the
I actually like a different oldie, but goodie called Pax Imperia: Eminent Domain which was released back in '97. Sort of like a simple 4X game since all planetary improvements are automatically built for you as they become available. Instead of being turn based, it is a real-time strategy game. It's stregnth is in combat since you are able to design your own ships and a fleet can consist of up to 24 ships, IIRC.
I remember that game, I thought it sucked big time. Looked nice, but bad AI and I think you're limited to 1 or 2 capital ship for each planet in your empire.
* maintenance on ships getting high as my fleet gets big Bingo!!!! Ship maintenance is the largest expense you during times of war. You need to develop a robust economy and a substantial warchest should you decide to go to war. I only played GalCiv 2 twice (currently on 2nd game) my advice is as follows: 1. Dump your imperial economy ASAP. Starting with a Republic you get a 10% bonus to your economy. A Democracy will give you
I tend to have a "defenseless" strategy. It is 1 May 2230 in my current game (second game) set on challenging difficulty, that's year 5 or 6. I have absolutely no military ship other than the survey ship everyone starts outs and two unarmed scout ships. Interestingly enough the other races will not trade military tech with meet because they state it is not wise to trade such tech with a race that already has a power military. I find that to be a bit confusing. Perhaps they are taking i
I've only played GalCiv 2 twice, I'm actually in the middle of my second game. I've played other strategy games including GalCiv 1 (that was a while ago). My basic strategy is to expand as quickly as possible. I usually skip any planet with a PQ of less than 10. PQ9 is sometimes acceptable though. The only exception is if it is in a strategic location. I only focus on these less than desirable worlds when all the planets with good PQs have been taken. I kinda play a "defenseles