Ashenai

Ashenai

Joined Member # 2352479
0 Posts 0 Replies 279 Reputation

I just wish that maybe there was a trade off between versions. For instance say version 3 of the laser didn't reduce it's size any but it now fires for 2 pts fo damage rather then 1. Then when you get to 4 maybe it goes back to reducing size but you also and keeps that extra point of damage that version 3 gave you. Umm... this is EXACTLY what

23 Replies 19,549 Views

Yep, exactly. I think the military rating should be calculated more realistically. Alpha Centauri, for instance, had a much better rating system. Also, it would be nice if your military POTENTIAL could be taken into account as well. If you have the economy, technology, and production to build a killer fleet in three turns, it shouldn't matter if you don't actually have a big fleet. In fact, in such a situation it would be a mistake to spend precious BCs on upkeeping an expensive fleet

14 Replies 10,472 Views

I've found the military strength estimator slightly off at times. The most egregious example was when the Arceans declared war on me, so I built up a few brutal fleets (I was technologically more advanced), and proceeded to devastate their attack fleets, then take a couple of their planets. The quarterly report coms up, and yammers something about how "this war isn't going too well for us against the Arceans". Huh? I mean, I understand why it said that; I had few

14 Replies 10,472 Views

Thanks for the encouragement. Sadly, I really don't have the time to set up a fansite. I'm kinda busy with work (I'm a programmer), and my social life is taking a beating as is. But if someone else can set one up (or if Stardock can give us a place to put stories), I'd be happy to contribute. You guys should lobby to get Stardock to hire me! I'll probably be able to write stories as

8 Replies 10,978 Views

Check out this thread for starters: https://forums.galciv2.com/?ForumID=162&AID=103225 I'll be working on more stories when I have time (I have a full-time job, unfortunately). With fancy screenshots, and everything.

8 Replies 10,978 Views

You can also tell if there are defending ships in orbit around a planet by the shield icon by the planet. If there's a shield icon, there are defenders that must be defeated before sending in the transports. To attack the planet's defenders, just attack (right-click) the planet with your warships, same as you would for attacking a fleet.

4 Replies 8,092 Views

Okay, a story then, at least I was playing as the Altarian Republic, in a medium size galaxy that I shared with the Drengin, the Yor, the Humans, the Arceans, and the Torians. Our first plan was to colonize as muh of the galaxy as possible. Our homeworld had a secondary planet called Wisp that, while livable, was less than ideal. Our first ship design, then, would be a scout, named O

16 Replies 22,253 Views

Start with Xeno Research. The improved research facilities will give you a good head start. After that, I usually go for the (relatively) cheap planet and research improvement techs. Once I've got the economy and research humming nicely, I can research any weapon/armor/invasion techs I need, pretty quickly. Even better, though, is when I can trade a high-level weapon/armor tech with another civ. That way, I get a big jump in research (I don't have to spend time researching

5 Replies 5,429 Views

For example, how many farms should I put on this planet? Good heavens, that's one awesome planet. Okay, a Class 26 planet has a maximum potential population of about 394 billion. That means no matter how many farms you build, the planet will never reach its max. potential population. (Even if you researched the best farm technology,

17 Replies 11,476 Views

Argh, that seems REALLY exploitable, though. If it's just to help out new players, can we have this feature disabled on Tough and harder difficulties, or something? (That is, if all AIs are Intelligent or better, this feature should be disabled). I'm pretty sure I can find a way to abuse the hell out of this, otherwise.

7 Replies 4,877 Views

It's not a ratio... the formula is: Absolute maximum population = 20 million * ( ( PQ + 1 ) ^ 3 ) So for a PQ 5 planet: 20 million * ( ( 5 + 1 ) ^ 3 ) = 20 million * ( 6 ^ 3 ) = 20 million * 216 = 4,32 billion PQ 6 is where you might want to first start consider farming, and PQ 7 is where it really starts getting worthwhile.

17 Replies 11,476 Views

The way I see it, is that anything habitable is worth the cost of a colony ship and a few people. Worst case scenario you stick a farm and some economy on there are you get a smallish but happy colony that puts your approval rating up, while giving you a small income. Putting a farm on a PQ 5 or worse planet is utterly pointless... planets have

17 Replies 11,476 Views

I've noticed some... weird behaviour when a planet improvement tech is researched WHILE the planet is building the inferior version of the tech. An example: Let's say the planet is building Basic Factory. It's in the middle of building it, when I research the tech that makes Factories available. Now, I' m not 100% sure, but it seems to me that when this happens, the planet automatically switches the production of Basic Factory to Factory (a good thing), BUT the "time remain

0 Replies 3,459 Views

If you manage to "skip" one or more techs, you never need to go back for them (unless something else branches off those exact techs, like Telepathic Defense off Point Defense). The AI actually calls you on this when you try to get a trade advantage by giving it (say) Laser I, Laser II, AND Laser III.

2 Replies 4,012 Views

Yes, that was an excellent idea. It also makes the game much more skill-dependent from the get-go. In MoO2, you basically memorize the "optimal build path", and you're set for the first 30-40 turns. In GalCiv2, there are important choices to be made starting from Turn 1, and your strtegy must be adapted to the situation at hand. Do you purchase a scout ship straight-up, or wait a few turns so it's cheaper, or build it? Do you take the risk of blowing a bunch of credits on a quick extr

3 Replies 7,230 Views

Nope, I give one race a few techs, and in less than a dozen turns ALL races have those techs. There's no reason, there's quite a bit of animosity and warfare going around and they're completely unwilling to trade many techs; even if my diplomacy is superior to theirs, I'm unable to get the same sorts of techs that I'm =giving= to various races, and yet, races that I'm dipl

31 Replies 23,961 Views

Those aren't shields... that icon means they have defending ships in orbit. Just click on the planet, you'll see the ships. You need to beat them down (just attack the planet with a warship, like you'd attack another ship/fleet). Once you've beaten down their defending ships, the icon will disappear, and you can move in with transports as normal.

2 Replies 7,995 Views

And, I think the apparent futility of trying to get both attack and defense technologies, while keeping up on social technologies as well, is because the AI whoringly trades technology with itself. Everytime you want something, you need to give them 2 or 4x the value of the desired tech; but I think what happens with them, they take turns being the aggressor and so are abl

28 Replies 26,137 Views