Kblore

Kblore

Joined Member # 2514610
0 Posts 2 Replies 3,528 Reputation

I cann't speak for the the devs but the farm bonus tiles really shouldn't be that big a problem and i use em. I just put extra population on transports whenever a planets morale falls below 100%. Even if a planets morale falls below 40% and population growth stops because of low morale -- so what? -- that's the only penalty for low morale that i know of. Of course I've not actually ever had that happen, but really what is the big problem? Is it just a matter of being too busy with other producti

50 Replies 26,050 Views

to reply# 23 ; I and no good player lets morale drop much: it's just an oddity that morale really drops when the tax rate goes from 80%-81%: usually dropping from 100% morale to 1% morale. So it is sort of strange to actually be able to have more than a 80% tax rate. With that 465% civilization morale bonus I built up by grabbing morale resources, I could actually have had more than 80% tax rate and had a working economy --- After the conquering phase the populations are pretty low and I believe

50 Replies 26,050 Views

The Galatopedia has a lot of good info in it. It would be nice if they had some printable files with the info organized. I ended up making my own notepad files with the data organized the way I like but that took a couple of days. If Stardock doesn't want to do it maybe they could have a forum section for players to post their own guides -- think there are lots of players that would love to post guides.

18 Replies 14,336 Views

I also would love it but it would be a truely awesome achievement. I would think that a game invovling tunnels would probably be easier to implement a 3D map with -- Dungeon master in 3D, yah! I have played a windows3.1 game called " Second Conflict" that is space based and was somewhat 3D -- the view was 2D but the distances between planets was 3D so it was sorta neat. It also had simultaneous combat resolution which is very neat. Gameplay is very simplistic compared to GC2 bu

24 Replies 16,953 Views

To keep 26B+ population at 100% morale with an 80% tax rate reuired me to have a +465% Civilization morale bonus and a +425% planet morale bonus ( from buildings on the planet ) -- virtual reality centers give +60% morale and stock exchanges give +10% morale. Haven't counted how many morale resourses i got but wouldn't doubt if it was 10 ( should be 10; 10x44 = 440 + 25% from techs = 465% ). Note population stops affecting morale after 26B, so grow grow grow. Having said that,

50 Replies 26,050 Views

Playing the 1.2 update I win suicidal/9 opponents/gigantic map/normal planets/normal research rate/ tech trading enabled all the time. Have won with large map/4 opponents too. Have also won with gigantic map/abundant planets -- but that was real easy as the AI is poor with having to colonize more than 20 planets ( about 40 planets/player with gigantic/abundant planets vs 20 planets/player with gigantic normal planets).

11 Replies 5,174 Views

The 1.0 release is just a so so game. Just look at how they changed the population growth. Heck the 1.0 release had lower population growth than the manual says population growth is ( .20M/turn ) and from 1.1 ( .075M/turn )on it is at least half of 1.0 i think. My conclusion is the 1.0 wasn't play balanced hardly at all if population growth had to be adjusted that much. I will say that 1.2 is a totally great game and i hope that they always have a download option for update 1.2 which for me is w

22 Replies 8,676 Views

You make some good arguements for decoupling the production and research sliders. I'm inclined to sort of agree except that it would require a magor effort to rebalance the game and the game is awfully good right now (update 1.2) and I would hate to see it messed up. Like your creative use of focus but sort of wondering what map size/planet abundance/game difficulty level you are able to do that with. I see it working possibly on a gigantic map/abundant planets/suicidal level but think

33 Replies 81,376 Views

Hey jfp3, i do the same even name em hunters -- the cargo hulls also upgrade to large hulls if you have the tech and will give em HPs -- if you keep a survey module on the upgrade it seems to keep the upgrade cost down too.

11 Replies 9,826 Views

i posted on this when i was new to the game and didn't get any support. Nice to see some people coming into the game that have noticed this game feature. However I do think that it is a good feature to have to choose between production and research --just wish it made sense. The only way i see that they could have it make sense would be for research to require both factory capacity and lab capacity. But don't think i would like that. Nice to see someone else noticing that there are some

33 Replies 81,376 Views

Having the same problem with the game on a gigantic map with abundant planets -- somewhere around 400 habitable worlds. About every 2-5 turns get the out of memory error and have to reload latest save. i set autosave on every turn so that helps. And I upped my virtual memory from 2 gig to 4 gig after the 2nd time I got the error and that helped some getting me 1 or 2 turns more before the error. Problem started showing up when I had conquered about half the map. Playing 1.2 update. Didn't have

28 Replies 13,014 Views

The Galactopedia shows the basic research cost of a tech. Pretty sure it is not the total research cost of a tech -- the more techs you have the more costs go up, I'm pretty sure. I played around doing the weapon techs and found out the second weapon tech tree i did cost around 16-20% nore than when i did it first; third weapon tech tree was around 30% more. This is sort of hinted at on page 32 on the game manual. Read the first paragragh under "Research" on that page.

4 Replies 2,431 Views

Get yourself 2 or 3 survey ships with impulse engines quickly -- buy em -- you'll more than make your money back. The shortest term pay-off buy is actually pretty good. Remember to get and develop resources. The key to defeating an AI opponent with twice your military rating is to have more speed on your ships and out manuver him. Oh yeah take population bonus ability instead of economy bonus. You might want to consider military production bonus too. Personally i max o

11 Replies 13,377 Views

That was that posters conclusion. Personally i disagree, i think missiles are the way to go-- the exception being an evil alignement which gives a real nasty beam weapon early in the game. Also cost/damage is not nearly as important as dam/space to me. But it does depend upon the size of ships that one uses. I use the largest hull that i have the tech for and don't think i've ever made a ship smaller than medium and usually making either large or huge hulled ships. I will say just looking at th

33 Replies 19,896 Views

I love the idea of a slower colonization rush. Got some good ideas there that could be built on. No need for a faster colonization rush though.

11 Replies 6,836 Views

I always use missiles because they have the best firepower/space for larger ships i believe. Sounds just like coincidence with the AI using same weapons unless you have been trading weapon tech. I've had games were the AI used same weapons as me and others where they used different weapons. AI sometimes uses all offensive ships and other times will have heavily defensive ships.

33 Replies 19,896 Views

To me update 1.2 is a very good game that i truely enjoy so I am sure I'll buy any expansion for GC2 that Stardock makes. But what would get me really excited would be a whole new metaverse. Something like where we can join leagues and play the same games and have won-lost records for playing the same games. Maybe give out points for the order of finishing the games by earliest dates. Completely throw out the current point system for games -- looks like you have to establish a win then

399 Replies 225,688 Views

I think this is a very interesting idea. I would also like to be able to set the AIs handicap more precisely -- like by 1% increments -- and in more than just 1 setting -- like seperate sliders for MP,SP,Economy,and research.

9 Replies 8,056 Views

I think you can rename Planets on the planet Details screen. I was thinking it would be cool if we could rename planets while in the colonies screen of the civilization manager -- maybe by right clicking on the planet name -- would be a nice way to put in notes for the the planets.

5 Replies 2,654 Views