Reply #1 Top
Man you have really done a very great job!i have read all your strategy guide and it's very very useful.THANK YOU.
Ralegh it could be added planetary invasion tacticts strategy but i repeat it is one of the best documents i have found on the net up to now about gc2
Reply #2 Top
you still have stuff on there in regards to planet quality from gal-civ-1. Colonizing planets is defferent in this game.
The numbers next to the planets do not mean the same thing as they did in Gal Civ-1. I dont know about penalties in colonizing low number planets in Gal Civ-2. If a planet has the number 4 next it,that simply means you can only develope 4 sectors on the planet,higher numbers mean you can develope more sectors on the planet. Planet quality is completely new,most of the rest of your strategy guide is still applicable from GC-1. If you remove that section of your strategy guide and replace it with GC-2 planet quality info,it will be much better!
Reply #3 Top
Page 12: Destabilization isn't working anymore. It is also mentioned on Page 13.
Reply #4 Top
Currently there are no Terror Stars (pg. 7 & 20) in GalCiv2.
Reply #5 Top
Spell checks
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Special notes > Examples > 3) Starbases are better utitilized at higher AI levels – dumb things happen at low levels, but it gets pretty smart at higher

2.1.2 > The Quick Rush Build transports and send them off. While they travel (they are soooo slow), research Phasers, build

3.1 > Is upgrading worth it? Just bewary of your maintenance costs – often than old fleet would be better
draining someone else’ s

3.1 > The Subspace Rebounder is also twice as good as Shields III, and lots better than its successor Barriers. Nothing noteworthy as an exception in the remaining trees for ship construction. I HAVENT SEEN WEAPONS!

3.4 > 4) > Have a treasury balance below 0. That is to encourage population growth, which leads to the economy growing, which lets you research and build faaster… One way to do this is through improvements, another way is through colony management

4.X > all spellings of Drengin

4.3.3 > Trade Goods are much more than things to be traded for cash or tech or something else. Trade Goods give your empire huge bonuses in production, economy, morale, ship hitpoints, and diplomacy.

There could be additional spaces before the ' key in several areas.
Reply #6 Top
PQ is still there, just hidden under the hood, and with the additional effect of the number of tiles available - I'll try to make that clearer in the text. I don't know yet whether the economic impact of colonizing poor planets is still there, but it probably is - I will find out!

Destab, Terror Stars and spelling - thanks guys. More!
Reply #7 Top
You really should start from the ground up instead of just re-organizing a GalCiv1 guide. A lot of GalCiv1 strategies can be thrown out the window due to significant changes in the AI. *shrug*
Reply #8 Top
You really should start from the ground up instead of just re-organizing a GalCiv1 guide. A lot of GalCiv1 strategies can be thrown out the window due to significant changes in the AI. *shrug*


I thought about starting from scratch, but since most of the economy, trading, and political systems are the same, it didn't seem to make much sense to throw the baby out with the bathwater. I agree the new military systems and races need extensive investigation, but wanted to get something out rather than wait several months.

Re strategies - any particular ones you think are no longer relevent? So far I have been quite successful at trialling different the old strategies (early rush, tech whoring, manipulation of other races). Hopefully we will have some new strategies too, of course.
Reply #9 Top
More checks (spell checks from different checkers yield different results)
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1.1 > Ability / Political Party picks
I recommend you use your picks to compensate for whatever you feel is lacking in your game, rather than to
emphasize your strengths, but it is up to you.

3.3 > Similarly, sometimes a major research discovery might force you to re-balance the sliders (or reduce the spend

3.6 > Once one planet starts, there tends to be a cascade effect as they add their influence to yours and the multipliers from the starbases kick in.

4.2.2 > I usually can't get people to declare war on their trading partners any other way, especially when
the trading partner is militarily #1

4.3.1 > - all techs except diplomacy-modifying techs; or military techs; or ...

4.3.2 > So you need a lot of money to do things like rush-build Trade Goods, max out your research, crank out those Dreadnoughts,

Alterians is changed to Altarians.

Defence is changed to defense.


A fix to my previous post
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Special notes > Examples > 3) Starbases are better utilized at higher AI levels – dumb things happen at low levels, but it gets pretty smart at higher

2.1.2 > The Quick Rush Build transports and send them off. While they travel (they are soooo slow), research Phasors, build >> according to the tree

3.1 > Is upgrading worth it? Just be wary of your maintenance costs – often than old fleet would be better
draining someone else’ s

3.1 > The Subspace Rebounder is also twice as good as Shields III, and lots better than its successor Barriers. Nothing noteworthy as an exception in the remaining trees for ship construction. I HAVEN'T SEEN WEAPONS!

3.4 > 4) > Have a treasury balance below 0. That is to encourage population growth, which leads to the economy growing, which lets you research and build faster… One way to do this is through improvements, another way is through colony management

All spellings changed to Drengin.

All hitpoints have a space.

There could be additional spaces before/after the ' key in several areas.