It... doesnt. Seriously, if he builds it next to a mining star base it's for another reason. There's no way to double the bonus from a mining resource, because that would be WAY overpowered. They are plenty powerful enough as they are.
Kalin
GalCiv2 is an awesome game, added to this is the ability to create mods and you have me hooked. Now that I'm getting less and less satisfaction out of slaughtering the AI, I've started to really mess with the game, trying to see how I can make the experience fresh and new. So I've been messing around with the xml files modding to my heart's content, and while doing basic changes and tweaks are fine and great, I've ran into some serious problems when tr
Actually, I've found that my industrial capital is better at research than anything but the most intensive tech planets. By building all those factories and the industrial capital, and then focusing the planet on research (no research buildings built, of course), I can get a planet that has about 80's in industry and 50's or so i
My Contractor on the new project for Xeno Farming: " That will take 20 weeks" Supreme Emperor: "Yes we need it, Build it! So let it be written, so let it be done" (I click Build) The Contractor on the new project for Xeno Farming: " Your command has inspired us. That will only take 7 weeks" Supreme Emperor's wife: "Honey
If he's taking major losses, just speak to him (foreign tab, chose the race, button under his portrait), and offer peace. If you are clearly stronger he'll gladly accept. If he thinks he can still beat you, then you might have to give him something to satisfy him. Then again, it might be best to just invade and take his planets, you can never have too many of those.
From what I understand, Stardock only makes the game in english, and they have to wait for people from their European distributor to translate it to other languages. It seems to me like Stardock's ongoing commitment to updating their game is causing all kinds of havoc with this plan, because realistically, you don't expect new things every few weeks, so whoever is doing the translation just can't keep up with the pace. So most likely, when the final 1.
The diplomacy portion of the AI is flawed, selling techs, buying ships, starbases, bribing it to declare war with someone on the otherside and then hitting it from the back, etc... there are simply waaaay too many things that you can do that he will never expect. Then there's the matter of how much the AI will value their possesions. Some people are saying 2500 BC is a lot, that's a joke. With 2500 BC and some diplomacy, you can buy a well defended and
Populist is definitely the way to go, but I wouldn't waste the custom points on morale, a single morale miner more than make up for that benefit the later game. IMO, there are a lot better pick choices... like speed and population growth or diplomacy if you want to be really cheap. Right now pop growth is much more powerful than morale. Just be a little patient and endure a little lost at first (lower tax), and you will be richly rewarded when your pop
Starbases are usually their strongest units, and they generally give the strongest ones they have to support your war efforts so in this case, it's the AI doing bad things. It's a known issue, and a very exploitable one at that. Just fight against what everyone *THINKS* is the biggest and most dangerous race, and you'll get a ton of starbases for support. I've mentioned the issue several times, and pointed out that starbases should never be given/trade
That usually means they are on to your attempts to conquer them culturaly. Usually this happens when you build influence starbase near their planets.
I also keep a ton of troop ship filled to the brim sitting in space to keep population in reserve when all my planets hit their max population. It's like depositing into the population bank (and withdrawing whenever I need, or recuiting soldiers for future conquest). I never have to worry about losing tax payers because my troops are always sitting in space ready to wipe the next empire completely sparkly clean.
The only reason engines and weapons are better than defense IMO is that the AI just doesn't use enough defense. If the AI invest in a ton of defense to completely neglect your weapons (completely possible), no amount of engines or weapons will help you. Personally I would like to see some of the AIs use this tactic, perhaps the Altarians or any of the 'good' races, because they get special defenses to compliment this strategy. The neutrals can be balan
If you add farms to your planet, you can have a higher population as long as the planet quality is high enough (there's no point of adding a farm to a planet less than 7 quality, since they won't grow past a certain point unless you want you micro manage the transport of people to those planets). High population in turns gives you more taxes, which can be used to pay for construction and research. High population also gives you more troops to attack or defend from assaults. On the otherhand, hig
They're the ones who insist on sending me a new game; remember, this whole updating-of-content thing is their idea. It seems only fair that they provide a new manual. I believe the entire thing is optional. They aren't streaming it to you by force, you are the one who decided on downloading it becaus
Though perhaps some additional buildings that are one-per planet that you can build as many of as you want might help alleviate your concern. Such as something that gave all research centers on a planet a 20% bonus to their "base" research. Something less significant than a capital, but significant enough that you'd want to speci
There's only two factors that makes the original statement true: 1) You can't afford to let people stay on colonyships, because every turn they are on there, they don't grow. Before, with the fast growth rate, this is not really a problem, now it is somewhat more serious, although still not that big of a deal. 2) The maintenance cost of new colonies. Before when you colonize a planet, in a few turns it will produce way more than t
If you have the colony ships/cash and there are planets available in your area, grab. The only time you don't want to grab is when planets are on the other side of the galaxy, because dividing your empire like that means more close borders and thus more potential enemies. If you are running low on cash, just don't build anything on your new planet, leave it empty and focus into military so that you spend less into research (and more importantly halves
Yeah, I've seen this one a few times as well, this could be easily solved with a {no trade/steal} tag in techtree.xml, and I've been suggesting it for a while now, but so far, no official comments.
The AI in Civ 4 is actually really bad, it isn't alot different than any over Civ AI. If you truly understand the difficulty settings you'll know why. Basically the difficulties consist of whether the AI gets bonus or not, and how much of it. It also determines how many extra units the AI starts out with. Sure, on later difficulties they can swarm you and beat you, but that's because you gave them a distinct advantage to start the game. This is especia
All the files for those are in the "Gfx" folder under your GalCiv2 installation. For race portraits and logo, it's "Gfx\Race". Portraits are 256x256 pngs and logos are 128x128 pngs. Just look through the folder and you'll see how it's done. I'm pretty sure you can just drop your custom stuff into your "My Documents/My Games/GalCiv2/Portrait" and "My Documents/My Games/GalCiv2/Logos" folder.
There are plans for that, and they will probably be in v1.1, but right now the mod folder doesn't work because they are trying to put into the game a system to support multiple mods and allow you to select which ones you use from within the game. Right now, the only way to mod is to edit the xml files inside the GalCiv2 Data folder, just make a backup first.
Hmmm... well according to RaceConfig.xml: Iconian are suppose to get 7 Arcean are suppose to get 8 Thalan are suppose to get 8 Yor are suppose to get 8 Drath are suppose to get 9 Torian are suppose to get 9 Everyone else is suppose to get 10 Then again, that tag seems to do nothing (just tested, and you're right everyone gets 10)... maybe it's a bug, who knows. If anything, you might want to ask up on
If your morale drops low enough, your planets will rebel and become a new empire. They'll even give you 10K for your troubles. If your morale is at 100%, your population growth doubles, if it drops below 40%, population growth stops completely, below 20% and you'll start to lose people. As for capitols, if you like the morale, mod it back in. That takes about... 30 seconds... tops. Frankly I haven't even notice any problems. In 1.1 it's jus
Overlapping starbases whether they be economic, military, or influence all stack. That is, if a planet is in the range of two +20% production economic starbase, it will get +40% bonus to production. Although I'm not sure about Morberis' point about economic starbase around economic worlds. Economic Starbases increases your production, and thus costs you money, not make you more. The only way that it can make money is in the trade modules, but comparing
The first thing to keep in mind is that there isn't just ONE AI in GalCiv2, there are, in fact, 10 for all of the races. Now, some of them are derivitive of each other, but they are all different. This makes for some very interesting battles, and allows someone to watch the AI fight it out, learning how to play a certain style in the process. Then, you have to realize that the AI are designed to be stupid at lower levels, and only become good at the "intelligent" setting just to give new players