Railgun Mk V and Mk VI both require Mass Drivers III

Railgun Mk VI is dominant

Railgun Mk V and Railgun Mk VI both have the same tech requirement. When I saw this in the tech tree window, I was wondering what the tradeoff would be. Space vs Cost?

But there is no such tradeoff; they are identical in cost, damage and sizemod. The only difference is that Railgun-V is size:6 and Railgun-VI is size:5.

Therefore there is no reason to ever buy a Railgun Mk V. It could even be removed from the tech tree.

6,890 views 6 replies
Reply #1 Top
Or a potentially more interesting solution might be to have the size-6 version cost quite a bit less than the size-5 version.

For instance, the Mk-5 might stay at costing 22, but the Mk-6 could cost 45.

Reply #2 Top
This reminds me that I wish they'd put a "Hide obsolete components" button in the shipyard.

If I have Plasma III or whatever, there's no reason to still list Plasma II, Plasma I, Laser V, Laser IV, Laser III, and all the other crap I'll never use again. Having them there isn't just useless, it's annoying to have to scroll past all of it to see what Mass Drivers or Missiles I have, too. Granted, MOO2 had this problem, too, but it wasn't as bad because that game didn't make you research several different versions of every weapon.

Yeah, my bad for making that comparison, but I can barely help it - after all this patching, the whole "Nah, you can't have Plasma yet, you need four more (slightly smaller) Lasers!" approach to weapon tech is one of the very few aspects of GalCiv2 that actively annoys me. Oh, well, at least I can trade-rape the AI civs by selling off the obsolete weapon techs one level at a time...
Reply #3 Top
This reminds me that I wish they'd put a "Hide obsolete components" button in the shipyard.

If I have Plasma III or whatever, there's no reason to still list Plasma II, Plasma I, Laser V, Laser IV, Laser III, and all the other crap I'll never use again. Having them there isn't just useless, it's annoying to have to scroll past all of it to see what Mass Drivers or Missiles I have, too. Granted, MOO2 had this problem, too, but it wasn't as bad because that game didn't make you research several different versions of every weapon.

Yeah, my bad for making that comparison, but I can barely help it - after all this patching, the whole "Nah, you can't have Plasma yet, you need four more (slightly smaller) Lasers!" approach to weapon tech is one of the very few aspects of GalCiv2 that actively annoys me. Oh, well, at least I can trade-rape the AI civs by selling off the obsolete weapon techs one level at a time...


actually there is.
If your trying to be very frugal in your ship design you wil notice.
Here is an example.
You have 10 space left. All you have room for is 1 weapon.
You can
A) put the best plasma on there which costs the most and has the least size
B)Put the biggest plasma on there which does the same damage.

The difference in ship will only be the cost. Which will be about 10-30minerals. Which can make a difference.
Sometimes its better to go with a cheaper component if you can make awhole lot more of them.

Nano-Ripper.
Reply #5 Top
Also agreed! Your empire can quickly fall if you make ships too expensive and can't pump them out fast enough to counter your enemies ship production.
Reply #6 Top
True enough, but they could at least give us a method a sorting the components (price, size, damage/defence)...