Gameplay Issues

Issues with the gameplay itself

I've noticed a few gameplay issues I thought I should point out.

The biggest is that the population growth ability, aphrodisiac, and having 100% approval ratings have the same effect on population growth: None. With or without any or all of these, as long as approval ratings are over something like 30%, the population will always grow by exactly 200M (0.2B) per week until the food limit is reached. Population growth and aphrodisiac say they affect this and don't, while the 100% approval thing is from the manual.

My second population problem is that, when I have tried colonizing poor quality worlds (4-6), the population stops growing well before the food limit is reached, even though my approval rating is 100%. For some reason, this happens when the population hits 2.68B.

Also, when I destroy a colony, its quality decreases by 2 points. Is this supposed to happen?

The Yor have two advantages that seem unbalancing, that other races can't even have. Miniaturization and higher logistics. Are they supposed to have these? If so, why? Is there anything to balance this?

When I set my industrial production to 100%, it doesn't use 100% of capacity. Instead, it uses, for example, if I have all spending categories set to 1/3, 2/3 of my manufacturing capacity and 1/3 of my research capacity. This doesn't seem right at all, and I don't remember it being this way in GalCiv. For example, if I have buildings giving me a total of 30 manufacturing points and 30 tech points and I put spending to 100% capacity, you'd think I'd be spending 60 bc, but I'd only be spending 30 (10 on military, social, and research). In a more extreme example, if I have buildings such that I have 300 mp and 3 tp capacity, and I split it evenly, I'll be using 100 mp on social and military, each, and only 1 on research!

Finally, I have a question. What causes Initial Colonies to change in Civilization Centers?

Thank you for your attention to these matters.
5,798 views 6 replies
Reply #1 Top
I might be able to help with a few of these.

Easyest, to change a colony to your home world simple go to the "planet details" screen for that world and select "Make homeworld"

Yes when you destroy a colony it should reduse its class. Originaly it was to make it unuseable but that alowed for alot of cheese.

As for the Yor. Each race has it atvantages. You just need to find there weeknesses. With some clever tradeing you can usealy get most of the techs from the other races if you really want them.

As for spending Frogboy will be able to explaine better then I.
Reply #2 Top
Mormegil:
Well, I assume the homeworld answer has to do with changing your initial colony into your civilization center. Except, my initial colony on my first world, my homeworld, is, well, an initial colony. To explain further:
The initial colony costs 12 bc maintenance and gives something like 12 mp and tp. The civilization center has no upkeep cost has double the output of the initial colony. It seems that all of my worlds only have initial colonies, but when I conquer someone, I get nothing but worlds with civilization centers. How does the upgrade happen, and why?

As for the Yor, I was just wondering why they had two racial advantages that no one else even has access to (increased logistics and decent starting miniaturization). I don't mind that they have them, I'm just wondering if there is some reason they have that kind of ability when most other races (Thalans and Dregin excluded, maybe a few others) all have 10 points to distribute amongst starting abilites and 6 logistics. Also, the big thing that bothers me is, why can't I pick miniaturization with my 10 ability points as a human if the Yor get to start with it?
Reply #3 Top
Just a guess, but the Yor are a bunch of walking talking toasters, so that would probably be why they have technology advantages over us organics. They also have key weaknesses to offset that, though.
Reply #4 Top
When I set my industrial production to 100%, it doesn't use 100% of capacity. Instead, it uses, for example, if I have all spending categories set to 1/3, 2/3 of my manufacturing capacity and 1/3 of my research capacity. This doesn't seem right at all, and I don't remember it being this way in GalCiv.

Well, it was that way in GC1 since GC1 improvements gives only percentage bonus.
Reply #5 Top
Refer to the following thread for more information about your food / population issues on low class planets.

https://forums.galciv2.com/?ForumID=162&AID=101879 (look for my long post)
Reply #6 Top
OK, that answers everything except why I don't see any effect from population growth boosting abilitiy, trade items, approval rating, or even the wormhole event.

So, if anyone knows, please reply.