Tertullian

Tertullian

Joined Last seen Member # 1746066
0 Posts 5 Replies 3,616 Reputation

Any individual person's death, however prominent or obscure, is a tragedy to those who knew him or her. And it is also inevitible. But my question is this: And this thread relates to GalCiv2 in what way?

10 Replies 5,384 Views

Also... multiple resource mines have cumulative effects. IMHO, do not build farms on 700% farming bonus squares unless you have a very high PQ planet and are ready to build something like 8 entertainment buildings. Also the planet PQ puts a max cap on planet population. Many "basic" questions can be answered using the Wiki: galciv.wikia.com/wiki/Galactic_Civilizations_Wiki Enjoy your gaming! Happy hunting!

8 Replies 4,607 Views

Ahh, but the ship with fewer weapons but engines can run away from stronger opponents with more firepower and no engines to fight another day! I find that faster ships give me great tactical and stategic flexibility in waging combat. The choice is mine on whether to fight or not. Having said that, I think there is merit to incorporating some sort of a "maneuverability" factor into ship tactical combat. Something like a thruster component that allows the ship to better avoid par

3 Replies 2,590 Views

I sorta do the opposite of Quixen. This works for me up to Tough (haven't worked my way higher yet). Keep sliders at 33/33/34% for balanced production/research. Buy/build factories on home planet so that I can pump out a colony ship every 3 turns. (Buy the first one on turn 2, the second on turn 5, and by then I'm set at my regular build rate). Lower taxes to keep home colony at 100% morale to get the population growth bonus to feed my colony ships whilst maintaining population

9 Replies 3,079 Views

You can think of it as the population seeing the government running a huge budget surplus, yet still taxing the people to death...so cheating on taxes goes up and income goes down. I really didn't notice this effect until 1.3, but probably wasn't smart enough to notice it back then. But it really hit me last game. Once I went over 20K, my net income went from about +600/turn to -300/turn. So I kept spending it down by buying building upgrades since I was near the end of the game.

21 Replies 24,684 Views

I don't build defenders. About the time I'm ready to build a fighting fleet, I've researched up to Lasers III or V, and so can triple the weaponry on my small ships from that which the defender can give. But yes, I do work to upgrade the ships defending my planets. That way I have a ready reserve of offensive punch when I need it. I also don't defend my planets deep in my own space.

13 Replies 9,527 Views

Thanks Marcathonas for the pointer to the starfarce "virus". Since first hearing about starfarce, I have wondered if I had inadvertently bought or loaded up a game with it. Thank God I am not infested with starfarce(and yes, I am intentionally making a farce of the starforce name).

25 Replies 30,788 Views

That is why I belive on the turn before the UP vote, that the resolution to be voted on be published and an opportunity for the races to negotiate with each other to "convice" them to vote a particular way (either through threats or bribe). That would add some spice and a bit more control to what is an otherwise random event. On my last game I owned all of the resources, and the first UP vote was to limit starbases to 2 modules. The vote carried. I almost left the UP over that

14 Replies 6,111 Views

The mnemonic is OK until you are in a gigantic galaxy with 20-30 starbases. It then becomes tedious to scroll over to the starbase, look at its current name and decode it to figure out what you need. Assuming of course that you remember where all of those starbases are. Very definitely for the larger maps a starbase management screen is needed. Until then, its up to pencil and paper.

21 Replies 11,380 Views

Wouldn't use of rally points eliminate the management issue of directing newly built constructors to the right destination? You could set up rally points such that all of your planets building constructors could go to the same starbase to bulk it up with modules. Or you could set it up so each planet's newly minted constructor goes to a different starbase to add modules (a slower way of building up starbases, but you build all of them up fairly evenly. What I'd like to see is s

21 Replies 11,380 Views

Kryo is cybernetically plugged into the internet. Wherever he is, whatever he is doing, he is watching this forum. He will give great advice. He will pounce on trolls. He will rebuke sinners and teach them in the ways of righteousness and glorify the Stardock name throughout the world.

6 Replies 5,956 Views

A previous thread which stardock (Kryo I believe) responded to. Basically Stardock as the publisher is obligated to sell the game at MSRP (manufacturers suggested retail price) so as not to obtain an unfair advantage over the other retailers selling the product. If Stardock undercut this price, retailers would not sell GalCiv2 themselves. However, retailers are free to sell at a price below MSRP but they lose some profit margin. I suspect that at this point many retailers are c

5 Replies 5,139 Views

I usually buy 4-6 games per year, but GC2 has kept me amazed and entertained for so long, I haven't even thought of picking up another game since. This looks delicious though so I might buy in on it. For avonhill--DRM is Digital Rights Management. Not sure exactly what it means, but it is something along the lines that when you buy a game, you really don't buy it. You simply liscence it and the true "owners" can do whatever they want to you. Even make it self destruct if you do

97 Replies 64,892 Views

I was saddened to see the return of an old v1.2 bug while playing my first v1.4 game. This is the bug where you finish research that allows you to upgrade a building on the same turn that you complete the (newly obsolete) older version of that building. What happens is that you lose ALL of the building's attributes, but it shows up as built on the tile, in its glorious upgraded form. Example from my game--I was researching the tech that gives me the Multimedia Center. It finish

2 Replies 3,021 Views

After reading the OPs preamble, I was not at all interested in what he had to say--at this point I really don't care if his comments are worthwhile or not. The extreme side of blunt is rude, and the line was crossed here. I would not be surprised if Stardock ignored this thread completely because of the attitude of the OP. If you want your ideas heard, be polite about it. Don't trash the rest of us reading and writing on this forum.

56 Replies 24,401 Views

It depends on how hard you want to work for a win whether you continue playing or not. On Normal you should be able to eventually win given a good strategy. The influence strategy of TIPedersen is feasible in this situation as long as you continue to play nice with the other races (diplomacy) and keep a credible military force. This is one of the few times I would also recommend some military starbases to help fortify your home space for when evil comes knocking on your door wi

25 Replies 7,929 Views

Here is a study in economics: 1) Consider the time you spent to "find" the best price on an item. 2) What hourly rate do you value your own free time? 3) If your (free time hourly rate) x (time taken to find the best price) > (increased cost of buying it online), then 4) buy it on line and "buy" back some free time.

10 Replies 10,809 Views

I prefer the growth strategy whereby I keep morale high--lots of planets at 100% to get the pop growth bonus. While this sacrifices some tax income in the short term, the advantages (as I see it) to having this type of growth strategy are appealing: 1) Long term tax revenue is larger, even given a lower tax rate because of a larger population 2) I can better support either colonization or invasion by keeping my planets growing fast. 3) Higher population planet

26 Replies 19,668 Views

1) It's your loss not even trying out GalCiv 2, even without multiplayer. 2) You will likely be waiting a realllly long time for a multiplayer expansion to GalCiv 2. The masses have spoken to Stardock, and Stardock has concluded that it is more important to the masses that added game features be added at the expense of building a multiplayer capability.

31 Replies 21,934 Views

Uninhabitable planets keeps some level of "realism" in the game. Look at our solar system. How many habitable planets are there where citizens would be *happy* to live? One definitely (Earth), perhaps two (add Mars).

18 Replies 10,572 Views