Nice work! However I would expect the research cost to attain a certain weapon damage to be monotonically increasing, but your graph does not show this. That is the cost to research a level 3 weapon is the research cost to get a level 1 weapon, plus the additional cost to research from level 1 to level 2, plus the additional cost to research from level 2 to level 3. Because to get to level 3, you need to get to levels 1 and 2 first. So the graph should show the cumulative costs, not
Tertullian
Of course, if North Korea launches nuclear missiles at the US and they either fail in flight or get shot down, the "planetary quality" of the US doesn't decrease, does it? The "special" attack failed completely. Simply, the developers have introduced a fairly simple model for planetary warfare that is kept simple to eliminate easy exploits or cheese. Could someone come up with a more complex model that accounts for a partial effect of thes special attacks? Yes, but then it is much har
Also, build them near your planets that lie in the enemy's sphere of influence. This helps to keep them from flipping over to the dark side. If you are going for an influence win, it also pays to put them in areas where no one has influence. This expands your own sphere of influence to those areas. Influence starbases create their own infuence, not simply provide bonuses to your existing influence in the area.
My understanding is that bonus prod/research is at half cost.
As said "bug 1" is an intended feature of the game, NOT a bug. However one should not be reluctant to save a game and quit the program. This feature applies to all races, not just your own, so the AI works under the same constraints of no production/research on the first turn after a restored save game. Everyone is on a level playing field here. I typically do not complete a game in one session, but save it for later. I find no problem with the first turn after restoring t
I agree that alco75's description of how the PQ bonus could work universally is reasonable and logical. However, the way it is implemented in the game appears to be as designed. Therefore it is NOT a bug, but a feature. I reference the (much maligned) GalCiv manual where it states the characteristics of the civilization abilities: "Planet Quality raises the base number of usable tiles available after you colonize a planet." Note that it says colonize, not fl
I think the PQ bonus is desinged to work only for planets you initially colonize. Planets won through infuence or war will not receive the PQ bonus.
It may be that your social production slider on your domestic policy management screen is set to zero...this means you are not spending anything on social production (to build improvements). Also, when there is nothing being built and you start to build something, the screen initially shows "never" for time to build because the unused social spending was funneled to military spending. But it will begin building the improvement. If you exit the colony management screen and then go back
The "borders" are not actually territorial borders. Territorial borders only extend to the planets themselves. The "borders" are actually areas where your cultural influence is greater than that of the other races. So, similar to the high seas, open space is open for free passage of all peoples and races. It would be hard for any civilization to assert any type of control over millions of cubic parsecs of space that they might claim their own. That being said, some of the A
I AGREE!!!!!!!! KEEP THE FORUMS!!!!! Despite their flaws and weaknesses (if it weren't for that we would all complain to you about something else...to paraphrase another saying, a b****ing gamer is a happy gamer) they do provide a great service. From a business perspective, and I know Stardock doesn't do it (entirely) for the love of the game (although they have shown very clearly that their hearts are in it), it does make some sense. You need a thick hide to hos
I've seen this on several occasions--one of which I'm playing now (Large/challenging/4 races + me the Terrans). My 52 planets have nearly finished populating the planets tiles with various structures. A Yor planet flipped to me on influence (Yor were never involved in wars, have built only 1 combat ship, own no resources or other starbases). The planet that flipped (Class 9) only had 4 tiles populated and it had colonized it the same time some of mine were colonized that are now full
All good points. After playing a few games one "learns" the best strategy for winning and after that it is simply the same game with different planets/locations/bonuses, etc. And it becomes boring. This is the point to: 1) up the difficulty setting--for me going from challenging to tough forced me into a different strategy and has inserted a sense of newness to the game that had become a bit stale. As I become accustomed to tough, I will need to move up another level.
The Thalans will insert a computer virus into all computer video drivers so that no one will be able to play GC2. Updating your video drivers WILL NOT solve the problem.
Here are some possibilities: 1. check you morale. If it is too low pop won't grow as much (or at all). In the first 20 or so game turns I set taxes to 0% for 100% morale to get the pop growth bonus. 2. If you are actively colonizing worlds, this slows down your growth rate initially, although over time due to the extra worlds things are good. If the computer players aren't colonizing, their pop will continue to grow. 3. In the early game you describe the pop limits likely ar
In the interface section of the game options page there is a checkbox to "show full fleet battles only if both sides are fleets"--if this is checked you will get the phenomina you are writing about. You may want to see if this is the case.
The challenge is that it is hard to intuitively and easily project a true 3D space onto a 2D computer screen. So we end up with flat galaxies. Ascendency did a pretty good job at it, but with the larger maps it did become somewhat difficult to navigate through and get the view I wanted (I am NOT a pilot!). Now if someone came up with a true 3D computer display (i.e., holographic projection onto a 3D space) that would be awesome.
The "borders" in GCII are better termed "areas of influence". They do not have the same meaning as sovereign borders which no one can pass without permission. In the parsecs and parsecs of empty space out there, how would sovereign borders be enforced? Post a fleet every 3-4 parsecs? Of course, if someone crosses your area of influence without your concurrence, you have every right to blow him/her out of the ether! But that may have other, undesirable consequences...particu
This also happens in sandbox mode. My speculation is that the AI builds "empty hulls" (no weapons/defense) early on as an intentional strategy so that once it researches the weapons techs it can simply spend money for upgrading and have an instant, effective fleet rather than having to build from scratch. Not the smartest strategy perhaps, but a strategy nonetheless. Pre-v1.2 this seemed prevalent to me because of the once-a-year ship design the AI did. With v1.2
The Gal Civ Wiki is also a good reference that is fairly up to date regarding the current version of the game. Sections of it also give some insight into gameplay strategies. [link="https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki"]https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki">Link
I sometimes build a core Scout ship early on for the largest maps so that I can explore more effectively although I quickly upgrade to my Scout III class which has longer sensor range and is much faster. Once I get Eyes of the Universe Scouts become obsolete as all ships have the same sensor range (although you still need hulls out there to explore!). Scouts are also become useless once the exploration phase is complete. The secondary purpose for building scouts is for qui
Unfortunately for debugging purposes (but fotunately for my gameplay), when I saved the game, ended GC2, then restarted GC2 and re-loaded the same game the factories that formerly were not producing were now giving me their proper output. If I see this occur again, I will send along the save file. You guys (and gals) are great!
OK, I'm playing a game and research so that I can upgrade from a Basic Factory to a Factory. I finish the research, and immediately on 2 of my planets I see the Factory icon on the tile where I placed the Basic Factory, yet the production (social/military) do not show that the Factory is operational. Further details: I've got a single factory on each planet, both social and mil production show up at 3 units. I start building a xeno lab and it appears that the program thinks that the Factory
I've had a similar "viewing problem" although it happens under specific circumstances. I always leave the game in the default view it starts in, zooming in and out with my mouse scroll wheel. After a number of ship battles (in the full battles screen mode) when I move a ship using the number cursor keys, with every move (key stroke), the screen view jumps as if I had zoomed in. But it is not a regular zoom as some visual features do not zoom. After a little bit of this going on, my sc
I kinda like the idea of giving the attacker the advantage (on the first round of combat) if his sensor range is better than the defender--this becomes a "surprise attack" and the v1.11 rules of attacker fires first are carried out. Follow-on combat rounds (if the defender survives the initial attack) would become simultaneous attacks since the defender is now prepared. If sensor ranges are equal or the defender has better sensor range, then the first round becomes simulatneous attack
Actually, both Alfonse and Draknost are correct based on my observations: 1. When I have no current social build projects and my social spending is funneled to military, the time to build a new social project shows up as "never" unless I actually click to build the item. 2. When I do have social build projects going on, I do get the preview of the time to build a new social project in the box describing the capabilities of the building. I second Draknost's desire