So why do they do it when they are at war with someone who doesnt have planetary invasion, but is sitting an armed ship above their planet, ready to blow up anything that isnt armed?
ben_sphynx
Further testing shows that one can have a research planet that can create more production than it should by focusing on social or military, with reserach set to 100%. It didnt appear to be based on a nice ratio like 1/5, however, so that may not be canon.
When one sets research to 100% (at 100% industrial capacity), then ones research at a planet is equal to the planets technology points (provided you dont have research bonuses). It is possible to get more research points from that planet by focusing that planet on research, putting research at 0%. It seems to be reproducable: Create a high manufacturing planet; if you use a homeworld for a new game, you need to produce a
Accessing the web based forums from https://forums.galciv2.com/ seems to be awkward, and it can be difficult to find ones way around the sub-forums easily. Currently, we have a "recent posts" secion, which is displayed at the side of each page; it is quite useful for seeing some of the popular subjects. I would like to see added to this section, a drop down list for the different forum sub topics (bugs, ideas, metaverse, strategie
It's interesting to see that the 4th of these links you posted did indeed get attention from a dev, who requested the debug.err posted into the thread. After that, there was no debug.err posted by the op.
When watching the HP of my ships, as they are healing, they were repiring 2hp/turn when in orbit of a planet. I noted that one of my ships went from 19/20 hp one turn to 21/20 hp the next turn. It appears that the amount healed isnt capped by the max ship hp.
And there was I thinking that being able to trade makes the game far to easy, and turning it off is to make the game harder.....
It seems reasonable that it can only act by proxy (ie having a ship to project its power though) at the long ranges they work at.
Do you, by any chance, have the european version? If so, did you follow the "Bought your game in europe, click here" link at the top of the downloads page to get your non-collectors edition activation code?
One of the problems I have with the way bills are proposed, is that for example, if the proposal is a tax on starbases outside ones teritory, there are maybe 4 options. 0 tax 2 tax 5 tax 8 tax (for example). All the races that want no tax band together and vote for 0; the other races split their votes between 2,5 and 8, and the no-tax group wins. It would be better to have a tax/no tax vote, rather than voting o
Having finally reached High espionage with some of the opponents I see: A drengi planet with a technological capital on a planet with no research units - and placed on a +300% research tile (which doesnt appear to benefit the technological capital). The summary for that planet, however, sugests that the square is giving +300tp, due to the bonus - looking at the research output of the planet, it is clear that this is not true, however. I
Is there not a building one can have that prevents defections? Might that be causing it?
I just noticed one of my trade routes changing from 38 bc/turn (should this be bc/week, or bc/month?; various places seem to disagree), to 6bc/turn. As this happened when it changed from 52/53 on its route, to 0/53 on its route, I would presume it is intentional. This, however, means that the 'max value' field on the domestic stats/trade tab, which always reports the same value as the current value field, just above it, is not working.<
On this website, click the downloads section, then look for the tiny 'bought your game in europe, click here' link; this lets you get a propper registration key (paradox managed to mess up massivly, and only put the collectors edition keys on the european products.)
One doesnt need defence in the correct area, one just needs defence, somewhere, on the ship, to get the defensive bonuses. EG your starbase gives +3 beam attack, and +1 defence assist to each defence. A ship with no offence or defence gets no bonus from the starbase. A ship with 1 mass driver, no other defence or offence then has 3 beam, 1 mass, no defence when near the starbase. A ship with 1 mass driver, 1 Armour, and
In a recent campeign game (set to crippling difficulty), I built one of my early scouts with a laser, based around the cargo hull, with extra engines and sensors. This wasnt intended to be a fighting ship, but to cause problems to enemy scouts and colony ships. Strangely, it didnt raise my military score above 0 from the point of view of the quarterly reports. It was incredibly sucessfull, however, and killed multiple starbas
Was also going to sugest windowed mode; it will still use your whole screen (if your windows resolution is set at the same as your game resolution), and alt-tabbing becomes very fast and easy.
You might be able to rename the ship file in "\my games\galciv2\ships"; each custom ship has a file with shipname.shipclass You might be able to rename it from here, and see if that allows you to start building them. I've not tried this, though, so it might not work.
My impression, if you want to use smaller ships effectively against larger ships, is that one has to take advantage of Military Starbases. As these add, rather than multiply, and on a per ship basis, then then make small ships realativly stronger compared to large ships. As such, one way to possibly improve the drengin ai would be to ensure it escortes multiple constructors (and why are multiple constructor modules not useful on o
I believe Influence is also based on population - and as it can cause planets to defect, and draw in tourism revenue, just calling it 'more votes' isnt quite fair.
While there is nothing stopping you from going to war over it, it would be nice to be able to threaten 'Disband Influence starbase 0942, or feel my wrath' or 'Withdraw your fleet from beside Yavin 5, or I will remove it for you'.
I have changed my prefs.ini to be read only, so that it doesnt keep reseting the res i'm using. Or one could make a batch file that copies a particular prefs.ini (with a wanted res) and backs up the old version, then starts the game.
One could restrict tech trade to requiring pre-requisites to be traded before higher level techs (no Laser V without Laser IV, for example). One could have techs only 1/2 tradable - trade a tech off someone and its research cost is reduced by 1/2 - you now have blueprints to get your scientists started on the tech! Or it requires 1/2 (or possibly less, middle ground is 1/2 though) the techs cost to be lost (paid as a cost, but not
The change I would like to see to the combat system, would be to allow an option at the start of the game: Defensive advantage: If checked, this option means that the defending fleet (or ship) fires first, instead of the attacking fleet. This would mean that there would be a slight advantage to being on the defensive, which, while it may not seem as realistic from a tactical point of view, means that the player who decides when a
Does one keep the use of a trade good after one trades it? (I've been playing too much Civ 4 and assumed that trading it away would remove its availability)