Best Practices
Few thoughts and questions.
from
GalCiv2 Forums
So I guess what I'm looking for here is "Best Practices". For example... I actually find building farms to be a "Negative" at the moment. I had a farm with a fertile soil tile (+300% for farming). I build a farm there, check back later, and my approval rating on that planet was 30%. Why? Population! What is the benefit to having a planet with a high population outside of "Planetary Defense vs Troop Carriers" and "More Population for Colony ships".
When it comes to Starbases, is it good practice to have multiple starbases of the same type overlap a single planet? Say having 3 Economy starbases for your homeworld? How about 3 Military? What about building Multiple "Influence" starbases around a planet you want to take?
Is logistics supposed to effect "Mining" starbases? Currently I don't think it does, and I just wanted to know if that was a bug or not.
Currently there is 3 armor types. Basic Armor Plating(vs Mass Drives). Shields(vs Energy). Missile Defense(vs Duh). My question on this... I'm currently in the campaign where Armor Plating is the only option available. The opposing race is using energy based weaponry. Do Armor types have an effect vs Any of the other 2 types of Attacks? (say Armor Plating vs Energy in this example.)
Another question in regards to Mineable resources. Do these resources effect your entire empire, or only the planets that fall within the range of the space station? If it DOES affect your entire empire, do those planets within the range of the space station receive an additional bonus? (Range being the little blue circle it draws) I've noticed that when I destroy an opposing races space station I can not build a station in it's place. The icon for the resource remains, but there is no option to build another mining facility when I move a constructor over. Bug?
I've yet to try this yet, but I noticed that when I moved a tiny fighter over one of my space stations the option to create a "fleet" lit up. If I create a small protective fleet for my space station will I get to see the "extended fight" you usually see when 2 fleets collide?
Ok I think that's it for now. I'm sure I'll think of more later.
When it comes to Starbases, is it good practice to have multiple starbases of the same type overlap a single planet? Say having 3 Economy starbases for your homeworld? How about 3 Military? What about building Multiple "Influence" starbases around a planet you want to take?
Is logistics supposed to effect "Mining" starbases? Currently I don't think it does, and I just wanted to know if that was a bug or not.
Currently there is 3 armor types. Basic Armor Plating(vs Mass Drives). Shields(vs Energy). Missile Defense(vs Duh). My question on this... I'm currently in the campaign where Armor Plating is the only option available. The opposing race is using energy based weaponry. Do Armor types have an effect vs Any of the other 2 types of Attacks? (say Armor Plating vs Energy in this example.)
Another question in regards to Mineable resources. Do these resources effect your entire empire, or only the planets that fall within the range of the space station? If it DOES affect your entire empire, do those planets within the range of the space station receive an additional bonus? (Range being the little blue circle it draws) I've noticed that when I destroy an opposing races space station I can not build a station in it's place. The icon for the resource remains, but there is no option to build another mining facility when I move a constructor over. Bug?
I've yet to try this yet, but I noticed that when I moved a tiny fighter over one of my space stations the option to create a "fleet" lit up. If I create a small protective fleet for my space station will I get to see the "extended fight" you usually see when 2 fleets collide?

Ok I think that's it for now. I'm sure I'll think of more later.