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 ![]()