Building money(?), and other newbie project questions (Long post)


Hey all.  I began playing GC2 Ultimate around a week ago, so there are many things I still don't know about game play (I really wish there was an in-depth manual, the one in the box doesn't go into much depth). 

- Ithere any way to make maxed out planets just build money?  I know this isn't Civ 4, but I hope so.

I was toying with the idea of converting manufacturing structures to economic ones, but I don't want to cripple ship building and structure upgrade ability.  I began my influence starbase frenzy with around 68,000 cash, but cash is getting lower, especially with the planet flips, and I've sold all the techs I'm comfortable with letting the AI races have.  Any suggestions?

- Power plants:  Do these really help on worlds that aren't mega manufacturing areas, or am I just misunderstanding the whole concept?  In another game  I had some worlds with (for example) 3 factories @ 8 production each.  A power plant I could build offered a 20% bonus to production.  The way I look at it, 24 production (3 x 8) x 1.2 = a 4.8 bonus, but adding another factory instead would be an extra 8.  I tried this out, and the TP at the summary screen was lower with the power plant than with the extra factory.  Again, am I missing something?

- Neutrality learning centers:  Is there anything in the game for neutral that's better at boosting research?  I researched research techs to just shy of the Omega one, and every upgrade gives a lower number.  Invention matrix is +12, Neutrality is +14.  I seem to remember that I wasn't impressed with the Omega level one either, and that it turned out to be just a lot of wasted turns researching for it.

- Can I, I tell the AI to Not upgrade something, like farms, other than by not researching the tech needed?  Planets over 20b pop can be a royal pain, but I've gone for better farming to increase planets with very low base populations.  I had a planet at 20b with a lower level farm, and saw the next level farm in the building queue.  I clicked to remove it from queue, but it kept getting got added back.  Finally I forgot to check and remove it, and ended up adding 2b capacity to the planet.  Of course as soon as it broke 20b, it dropped dramatically from the 91% approval I had, and more with every added citizen.

I really don't want planets made up of little more than entertainment centers ;)

- Is there any way to get rid of a trade good project once it's been built?  One game I built aphrodisiacs on a planet, then couldn't find any way to re-use that tile when I was max population.  Are they always permanent, or am I missing something again?

- Last question for now:  Is there a way to stop previous technologies from showing up in the tech list when I've traded for a higher level tech?  For example, I got Lasers, and later Phasers, from another civ, but still have beam weapon theory and lasers 2 on my research list.  Actually I have a lot like that in the military categories.

Thank you! for any help you can offer :)

9,093 views 4 replies
Reply #1 Top

Hi! Well lets see what you got so far...

For maximizing profits you want to make econ worlds. You can build 2-3 factories to get them started... (3 for later down the road to get them up faster cause the newer buildings take time to get up.) If you have a recruitment center tech plant those after factories cause they speed up you population growth and give a econ bonus. Now once your population is maxed out on the planet replace recruitment center with econ structure. You want to fill most of the tiles with econ structures. Econ worlds you usually want are PQ10+(more space the more MONEY!) Also you want 1 farm to on these econ worlds and say 2-4 moral structures ie it depends on how good you are to your people with taxes and the moral tech you get. For me I have a custom race with Altarians so my moral sucks but I trade alot which fixes that plus a few trade goods help out. My taxes at the end are 80+. So when you get new moral tech that gives you moral bonus raise taxes. Also try to get Star Federation some part early-middle of the game cause 30% bonus to econ is wonderful. But not all races get Star Federation sadly. I might of missed some details but others will comment.

 

Oh you probably want to specialize your worlds after your econ is balanced out and in the green. So for research worlds PQ9 or less(2 factories, bunch of labs, and a moral or 2, and recruitment center and replace after your pops full.), Manufacturing worlds work better with PQ10+. 3-5 factories early on then fill the planet later with factories, shipyard, farm if you want to build transports, few moral structures, and recruitment center, also if your building alot of transports which can hurt your population build structures that increase population growth. Econ worlds are PQ10+... but this can depend on bonus that you get on planets same goes for factory and lab worlds. But you usally make you Homeworld(homeworld has a moral problem once you get near 16billion pop so build a few moral if you need it and a few econ structures cause homeworld is good at making money, but if you see a sweet lab bonus plant a lab on it as an example.) a manufacturing world to push out colony ships to grab as many planets as possible. Look for high PQ value planets. Also your first few worlds should be balanced. 2 factories, 2 labs, 3-4 econ, later on farm and 1 or 2 moral. Once you get recruitment centers plant those too. Basically you want to grab as much as you can and that you can support. Always your econ bleeds red and later it shifts over. Anomalies are great way to support early econ. Oh ya Shift your slider over to 100%at the start, yes this hurts your econ but do it as long as you can cause your pushing your socal, military, and research to its limits... once you get it down you can just leave it. Over time you will get it.

 

Power plants... well I only use them on manufacturing worlds...

 

Neutral Learning center is the best. Now their are support research centers that boost say an extra 25% to your total research on a planet. Also different tech trees have different ones too. Also Omega Research center boosts only 50% to ONE PLANET! So if you have a sweet research world plant it ie on your highest output research planet. IE you can easily break 1000+ research planet with the right structures and bonuses.

 

You cant control what the ai researchs... Keep planets population under 20billion. Cause its not worth the moral penilities that you start to take so say 15-16billion is good enough. Delete farms you dont need and for the love of god dont put farms on farm bonus tiles its not worth it! In the end you will need 2-4 moral structures it depends on the the tech tree you get and how good the moral is. But you can always trade for other moral tech ie the bonuses!

 

Once you planet a trade good structure it cant be taken down. You can trade it with other races for stuff if you need to. I dont cause I think if i trade say the extreme spices or what ever its called with my neighbor and I attack him, I think it hurts your diplomacy rating... but I could be wrong on that. Trade good are good to have the bonuses they can give you are great. Yes some are better than others.

 

Ahhh I think you can shrink the tech screen to show only latest tech theres a button somewhere in there. I usually like to see it all. I think in trade old tech show if other race doesnt have it.

 

Now to be a little of a jerk is their a way for all econ structures yes... their are 3 super strategies in GalCiv2, all lab, all factories and all econ, but you just got the game now. Get the basics, increase difficulty when you get better. Also you can scan the forums too cause its all in their too.

 

If you got more questions just ask. Someone will answer.

Reply #2 Top

Invention matrix is +12, Neutrality is +14.
End of quote

Whoa, whoa.

NLCs are 18 in TA, 22 in DA, 22 in DL.  So I take it you're comparing it to the Xeno Lab, which is a bad idea if you're simply counting how much more it is.  Matrixes are 14 in TA as opposed to a Xeno Lab at 8-that's almost twice as much.

In answer to your question, though, there's no better research building than NLCs, and perhaps more importantly, they're not even that much better than discovery spheres (16 research) in TA.

-You're correct that power plants are only useful if you have a large manufacturing presence on the planet already.
-If you want economic planets, stock markets are your friends.
-The Omega Research Center is an anomaly; it provides a 50% research bonus to only that planet when for its cost it should really provide that boost to all planets.  It's definitely not worthwhile.
-When you colonize a planet, go into the planet screen and click details in the bottom right corner.  You have a Governor button here.  Click on it, and you can turn off auto-upgrade and auto-terraform for that planet.  You'll have to do this (once) for each planet; a global setting was requested but never happened.
-You can also access this Governor screen by clicking on a planet in the standard galaxy view and pressing Ctrl + P, but this shortcut only does this for TA.
-You can't raze/destroy trade goods.
-Tech list or tech tree?  You can certainly scroll out of the way in the tree, but the answer to both of those is essentially no.

Reply #3 Top


Thank you both for the replies and advice!

Sole Soul, I just remembered the research numbers wrong.  When I loaded the game last night I saw that I was way off.

Hawawaa, Are you saying that there some planet types have a built in bonuses, or are you talking about bonus tiles and then total number of workable tiles per planet and how they stack together?  I did go with Federation in my game last night, and have to admit I was disapointed when the income bonus was much lower than I expected.  I thought it would be 30% overall, but it was only 30% of what, taxes?

I haven't done anything with economy building yet outside of mining resources and asteroid fields, I've been too focused on research and manufacturing, and, in my current game, influence.   I'm only on my third game, and so far I've only played the Terrans at beginner, normal, and challenging levels. I'm trying to get a solid grasp of how things work.

I've been okay by not keeping much of a standing military, building no-maintenance ships that I can upgrade when needed, but that strategy will go out the window when I decide to go militaristic.  Those maintenance costs for well outfitted attack ships are insane.  How does anyone ever do tricked out Huge ships with ultimate miniaturization?  Just one of these would break me in a few turns.  If I ever managed to get it built in the first place.

BTW: I think I remember someone posting that mining asteroids is somewhat useless.  Is this a typical point of view?

Are we supposed to lose the freighters that we built when the private company running the route decides an area is too risky? 

Seems a bit odd to me that I build a ship, let a company use it, and then they get to keep it when they get nervous and quit.  Or even when a planet flips.  Is this a bug or just a rather odd feature?  It happens often enough that I'm thinking of using really long term financing instead of building it.  Can I assume that if I finance a ship the fee will go away if the route stops, or would I have to keep paying for the ship the company stole from me?

Combat question:  Is bigger always better for ships?  I got that feeling from other posts, but I got used to swarming big ships with lots of small or even tiny, popgun ships back in the MOO days.

I promise, I have been reading the board.  I've read every thread going back to just before GC 2 was released.  I stopped there because I didn't want to get messed up with info that might not work the same way in this version.

Reply #4 Top

Yes bonus tiles you know how I said the high PQ worlds are good for econ and military production and low pq worlds are good for research, well if there are bonus tiles say 800% manufacturing on a small world make it a military world cause its worth it... but be careful, cause 800% bonus applies to your maintense of the structure too...

For farms DONT PLANT THEM ON SPECIAL TILES EVER! It not worth mirco managing...

Ok for getting your econ down it can be a balancing act...

When setting up your race pick the ability 30% econ all the time. Also Luck is great choice for 25% bonus for 1 pt. Cause it increases your chances of finding good anomalies that boost your econ and treasury. On your first turn put your slider to 100%. Now try to hold it there as long as you can. Sometimes it can be easy and others it can be a PAIN! If its not working out drop it to 50%(dont go lower but if its that bad start over and try again) or say if 75% your breaking even thats good and slowly build it back up. You just have to research the right stuff. You can trade easily for early tech, hell you can give influence points to ai for tech... Also for minors sell off tech, but keep diplomacy tech and engine tech until later cause you dont want them to grab rare resources and if your diplomacy is way higher than theirs you get way more money. Also hold onto engine tech and dont give it to majors maybe later in the game. Just trade for what you need and only give out tech when you need to but dont give say the most powerful guy the "goods". Trial and error you will see. Oh ya when upgrading infrastructure do factories then econ then labs back to factories then econ (you could go straight for stock markets your choice) then labs. Also the final manufacturing structure... cant remember the name... its not worth it... ie maintense and only a little bit better and takes a long time to build and its expensive... OH industral centers... right?

 

Are asteroid miners useless... yes in the beginning. Upgrade it to a stock colony ship... later on after colonization is done and after you have claimed your galactic resoures then start building a few and direct the resources to planets that need it or for military production.

 

For combat yes bigger is always better but make sure you got good logistics too. If they are more powerful and design your ships to combat theirs. Also it doesnt hurt to pay others to fight each other. Keeps the ai down(MAKE A GALAXY WIDE WAR) and gives you time to build up and then own.

 

Sadly freighters die off from time to time... they are good at make relations better and a little extra cash... thats its. They are great for exploting relationships so you can set up wars... think about it. :grin: :beer:

 

Just keep on experimenting... you will be owning the neighbors easily and you will figure out the economy soon.