Tertullian

Tertullian

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

It is a function of your logistics--the higher your logistics, the lower the cost for new starbases. I also don't know the formula, but do know they can get expensive if you've been neglecting your logistics research!

3 Replies 2,319 Views

I agree. It would be nice to be able to sit down without playing the game when I am in an "artistic" frame of mind and design some cool ships that I can then use in the game later when I'm playing. When I am playing the game, my focus is on beating up on my enemies and not on making nice, pretty ships. It slows down gameplay tremendously to stop and design a new ship.

12 Replies 10,793 Views

I sometimes build what I call "commando" ships. These ships have 3-4x the speed of my normal fleet but are lightly armed with no defense. They are designed to slip quickly into enemy territory to knock out undefended transport ships, constructors, starbases, and freighters and then to get out--all in the same turn. This slows the enemy down in their attack and also starts killing his infrastructure so that he is easier to take down.

27 Replies 18,422 Views

I apologize in advance for hijacking this thread a little bit, but on a related question: Is there a "one click" way to upgrade all ships of the same type in a single fleet? There are times that I have lots of ships (>50) of a single type, most of which are defending planets. But some of them are on the offense fleeted up for battle. I only want to upgrade the ships in the fleet, not all of the others (saves cash). Right now I'm doing it in the fleet management screen,

7 Replies 6,224 Views

Hit this guy with a raiding party of 8-10 small ships loaded up with lasers and he is totally toasted. Bye-bye super-dreadnought.

16 Replies 17,216 Views

Sounds like the AI has hit upon a pretty good tactic... build lots of small (cheap) ships with heavy offense, no defense. They'll die with one attack against them, but they will also take out almost anything out there given the simultaneous attack on both sides. This is also what I typically do--load up my small ships with offense, and my larger ships more balanced with defense about 1/4 of the firepower I expect to encounter from one ship (i.e., if my enemy ship has 8 attack,

26 Replies 21,685 Views

In the U.S. when you combine local taxes (including property taxes), state sales taxes, federal taxes, and other hidden taxes (individuals ultimately pay the corporate taxes through increased product prices for example), then for a middle-class person you can easily hit 40-50% overall tax rate (particularly if you live in a high tax city/state like New York City). When averaged out over the whole nation, the federal tax receipts (excluding local and state tax receipts) amounts to about

31 Replies 21,184 Views

You can read the individual campaign scenario descriptions/introduction by going to the .xml files located at (asssuming default GC2 program installation location): C:\Program Files\Stardock\TotalGaming\GalCiv2\Data\English\Campaigns The files are titled Mission**_Text.xml where ** is the mission number the "a" ("b") designations are the follow-on mission where the prior mission was a win (loss) I think. There are a total of 10 missions.

14 Replies 14,377 Views

I've rarely gotten this far in the game before winning (or losing), but... If you have a high PQ planet (>20), with those 300% farm bonus tiles, and... you load them up with stock markets (each of which gives a 10% morale bonus), and... you get a couple o' morale resources, then... I think you can handle a 30+ billion population... and really rock on your economy... Theoretically.

50 Replies 26,080 Views

I first research Galactic Warfare, Space Militarization to get the 20% bonus in miitary production so I get colony ships built faster. Then Planetary improvements to get 10% to social/military/research. After that I go for Impulse Drive to get faster ships. And keep plugging away at it intermittently until I get to Warp drive. In this part of the game I vary my style--finish up the Sensors line of research to get Eyes of the Universe, get range improvements and logistics improv

3 Replies 4,286 Views

Basically one recipie for a good economy is to keep morale up (I like >90%) to enhance population growth bonuses. This helps maximize my population and taxes. Then I ensure that I build a lot of the trade center type of structures to give economic (tax) bonuses. Don't go overboard building factories--this will eat you alive in terms of your economy. I give each colony 1-3 factories, depending on PQ. Then I designate some colonies my to be manufacturing powerhouses where I build

5 Replies 4,563 Views

If you are not building a ship in your shipyard, there are no expenses for shipbuilding. Once you start building ships, the cost of that military production is now added to your overall economy. This will drag down your economy. I suspect what was happening is that you were not building any ships, then started building ships in all of your shipyards--this can cause a big swing from surplus to deficit. If you want to keep a surplus when your shipyards are busy, you will need to

10 Replies 11,261 Views

I agree with what was said above. Also, to get the most bang out of your research you should specialize in one weapon type early on. Then in the later game stages when your enemies have defenses for this weapon type, either research your own defenses to their weapons, or branch out into a second weapon type.

4 Replies 5,807 Views

Remember also, population is not only for the purpose of tax revenue, it feeds the invasion forces. If you are going for a military victory, then one or more farms on PQ 10+ planets is good--this way you get the full tax revenue of, say a 7B population, and keep feeding the transports with the population growth over 10 turns or so. This way you build a transport every 10 turns, and every 10 turns your pop increases by 1 Bil---exactly enough to feed to the transport. Having a 1

21 Replies 19,067 Views

The "doesn't cheat" means that the AI must play by the same rules as the human player (i.e., no magical repositioning of a fleet from its homeworld to your doorstep). Based on the AI intelligence level, it will either be penalized or get a set production bonus. At its worst, the AI gets something like 800% production/research bonuses.

16 Replies 12,382 Views

Not sure how you are playing, but when I play on challenging I kick the AI's butt on pumping out colony ships. By the end of the colony rush I've got the rest of the pack creamed--perhaps you should buff up your own game a bit? My impression (at least on challenging) is that the AI focuses more on ship production than planet development (social production). Sort of like putting the military spending thingy up to 100%--then ships get pumped out real fast, but your planet's development su

30 Replies 19,709 Views

Azrune: this is a family oriented forum. Please refrain from the obscenities and profanity. Thanks. Regarding the post: there is a way to keep your zone of influence free of unwanted starbases--simply destroy them. Of course, that will have repercussions in that a war will ensue. But perhaps it will be a "phony" war and you can make peace within a short period of time. Perhaps a better idea is to beef up the diplomacy aspects (which I believe is to be done in DA) so that you ca

11 Replies 7,267 Views

Perhaps instead of Orbital Fleet Manager, there ought to be a tech tree thread that deals with incrementally improving fleet coordination over a planet. This changes things from a binary yes/no for fleet combat in orbit to more of a continuum. Just a thought.

26 Replies 16,884 Views

My theme is the (violent) weather: Storm, Tempest, Blizzard, Thunder, Lightning, Tornado, etc. I design 1-2 classes per ship size, and use roman numerals to represent tech upgrades (i.e., Tempest II) for weaps/speed. Then for ships with defenses I append a "bd", "md", "pd" for beam, missile, particle defenses (i.e., Tempest II (MD)). That helps me sort things out. I don't name individual ships, I just leave the computer to do that.

34 Replies 18,754 Views

Suggestion 1: roll back to v1.2. If you aren't willing to deal with crashes, don't play the beta. Suggestion 2: update video drivers Suggestion 3: update sound drivers Suggestion 4: if you still get crashes, post your debug.err and someone will likely help you (unless of course it is a rant/flame, in which case you will likely be flamed back).

30 Replies 19,709 Views