Thanks for the info folks! Since gaming might make up only 10% of my time on the computer the Mac might make more sense for me. Forgiven - Check out this article: http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9023959
hbjeff
Thanks for the info. Would still love to hear from anyone with hands-on experience.
I'm kicking around making the conversion to a Mac. The current PC is getting a little long in the tooth and most of my PC time is spent on the Internet, spreadsheets, etc. with only a small amount of gaming. There's no real need for me to have a gaming rig. Is anyone playing Sins on a Mac booted to Windows "mode". If so, how does it run? I'm not looking to stir up a Mac vs. PC debate. If Sins does or doesn't run well on the Mac it would hardly be a
Check your system's power supply before taking the plunge. I have an older system, built in 2002, P4 2 ghz, using a nVidia geForce4 MX 440 8X that I salvaged from a slightly newer system. GC2 runs ok, but I've gotten the bug to upgrade the card and have learned that the newer cards have a heavy power requirement, 300W minimum and sometimes greater. I might be stuck until I go for a whole new system (or add a new power supply to the shopping list).
I've kept standing fleets of troop ships. Unlike the AI, they're protected by a military starbase, a sensor ship, and a decent military fleet.
Nah, just stating that it was a different kind of constraint on shipbuilding for that game. I like Spaceward Ho, but it really didn't have that much replay value. GCII has much more depth.
it could not really screw the balance because the AI can make exactly the same you and the AI get, in the worst case, faster research and faster social production (and you pay more money for it) so what? if its equal for all its fine for me (and it would start to make sense as mentioned above) T
I was thinking of GCII vs Spaceward Ho! the other day. GCII could use some sattelites, nothing like a couple Caltrop defensive sattelites to secure the ol' homestead! As I recall, Spaceward Ho! had a resource model based around metal. There was a finite supply in the universe and you needed to make an initial colony rush to grab planets for their metal resources. You researched miniaturization to get the most out of your metal, and were
At present, funding 100% research and 100% production would be overpowered I haven't had that many opportunities to fully fund the production as it is, and I think that funding would be the limiting factor were Stardock to make the changes suggested. I often run at 100% at the beginning of the game,
I've played through four games and have yet to bother with any ship defenses. I'd rather race up the laser tree, build a good lead there. Last game I also researched a lot of starbase upgrades. Went into enemy territory with a big fleet of constructors with a similar fleet of transports a few turns behind it. Built and maxed out a military starbase in one turn while at peace. Then my fleet of 5 medium hull ships with beam weapon offense of 20 sudd
I made a similar (but not as well worded) post on this topic a while back. I agree with your observation and would like to see this changed. From what I've read regarding V1.1 there will be some changes to the spending controls but I think that there won't be the change I'd like to see. Who knows, maybe the AI doesn't work well with military and social linked and research seperate. Anyway, I rarely have enough to keep everything fully f
Isn't the back story to the game that the humans had invented the hyperdrive and shared its tech with everyone through the existing stargates? Given the existence of the stargates you would then know where the other civs are. Then again, other back story elements are turned off during sandbox games, maybe there could be an option to turn this one off as well.
In a game I played the UN passed a monthly tax of 3 BC on planets within sectors controlled by another civilization. That showed up in my tribute bucket.
Yeah, you could just invade, but then you've got a shooting war, and are loosing troop transports. On the other hand, if this really works, you could move through your opponents civ wrecking its infrastructure by doing nothing more than parking next to its planets.
I'm not sure that adjusting your distribution on a per planet basis would be workable. Keep in mind that your planet's potential requires money to activate. So if you adjust it on a per planet basis, how would you allocate funds across your civ? Working planet by planet sliders, and then going to the civ level and setting master spending levels would be vexxing. The new planet frustration may not have a good work-around given the current game mechanics. However, I have to stick with my orig
Money well spent on your college education! How were your ships lined up? Did you have fighters to take out the ships in orbit and troop transports at the ready? How far away from the planet were they? I'm considering the possibility of exploiting the AI in such circumstances and wonder how close you have to be to signal your intentions. https://forums.galciv2.com/?ForumID=162&AID=103799
I have read that the AI will practice a "scorched earth" tactic when fighting an invasion, destroying its own buildings so that you’re left with a less developed planet. Does anyone have information on when the AI does this? I my current game (normal difficulty) I have had a war off and on with the Antarians for years. However, we’d signed a peace treaty and I’d spent at least a dozen turns adjusting my forces and generally getting ready to break the treaty. I moved a fleet of 5
The only thing that seems to work is to build transports, and launch the miserable bastards into space. The problem is they reproduce too quickly! A transport holds 1 million, colony grows at 200,000 per turn. While that does slow down as morale
Try taking a planet from the AI and then leave it undefended. Station a few fighters near and sit back and enjoy while you pick off the constant stream of unescorted transports coming to take the "defenseless" planet. I'm in learning mode, played a few games on normal, will bump up the AI next game, so that might make a difference. I found that picking off transports and knocking out a planet's measly defense force is a decent way to build up a fleet's experience levels.
I keep it as a sensor vessel. I build a few other sensor vessels when I get the tech and keep them strategically located to provide advance warning of incoming ships. I also use it to sneak and peek into neighboring systems, see what's been built up.
That's pretty much what I'm saying, except that I wonder if logically that's the intention. I've been scratching my head over the issue and have to say it doesn't seem to make much sense. Example: A PQ10 research planet, 9 basic labs and the capital - potential 69 research or 24 manufacturing. 1/3 split (other things going on in the galaxy I suppose), with nothing left to build and no spaceport yields 8, 7, and 22 (shields, hammers, and flasks). There's some rounding going on i
https://forums.galciv2.com/?ForumID=162&AID=102947#803760
I just finished typing a post on the same topic. I'll duplicate the info here, perhaps the admin can winnow out my other post. I've been enjoying the game for since Friday afternoon, great game, really like it. However, I'm trying to get a better understanding of the game mechanics and have gotten stumped at the spending distribution function. I haven’t been able to back into the numbers. I understand that the bonuses aren’t working as planned, but I think this is something differ
I've been enjoying the game for since Friday afternoon, great game, really like it. However, I'm trying to get a better understanding of the game mechanics and have gotten stumped at the spending distribution function. I haven’t been able to back into the numbers. I understand that the bonuses aren’t working as planned, but I think this is something different. As I understand it you have Manufacturing Points (mp) and Technology Points (tp) to "spend". To spend them requires mone
I haven't played too many games yet, just getting to know this version. Played GalCiv I though. This may be a silly question, but have you played with the sliders for your civ's spending? As I understand it, the AI "gets more" because its good about optimizing its revenue and spending. Early in the game there's no need to keep 100 approval ratings, tax those little darlings for all you can. Bump up your spending level and pick a focus for tech research. Give 'em enough food to