- Space Militarization, Impulse Drive, and Enhanced Miniaturization (lets you build Tiny Constructors; or if you're the Yor, Basic Miniaturization is enough) are all techs with sufficient peacetime value to justify their cost. If you're an economy/research-focused empire, you should have all of these before military threats start appearing on the horizon. - I can't really blame you for waiting until you have Medium hulls to start shipbuilding; it may in fact be the best idea the majori
Dog of Justice
Is it based on a fraction of total ship HPs, or can a Tiny ship repair just as many HPs per turn as a Huge ship? I'm trying to figure out what ship designs to aim for, and this information would help.
I hear you about the Civ2 Diplomats, but complaining about Protoss Templar? WTF? There are lots of ways to counter that. Have you ever played StarCraft online against random opponents?
I can have a good ratio of production/research planets to economy planets through the entire game with the Krynn. But no other race has anything remotely resembling their intrinsic +50 Morale (plus I research Xeno Entertainment and Xeno Ethics for Neutrality very early)...
Did you know that... - When using 1/99/0 spending, you should focus military on your shipbuilding planets? Your military production bonus does NOT apply to "repurposed" social production; but refocused production does benefit. This is extremely important if you like the +50 military production racial pick. - There are often significant benefits to be gained by fiddling with the 1/99/0 setup? Usually you can get an additional unit or two of military production, without giving
I just tried setting Stardock Central to the second server, and yes, a beta appeared for download, but when I tried to download it it said my account information was invalid. What are the possible causes of this?
When you're building multiple Basic Labs simultaneously and discover Xeno Research, sometimes a bunch of Basic Labs "finish" immediately as Xeno Labs... and don't add to your research production. Even worse, when you decommission the apparently worthless buildings, that DOES deduct from your research -- so it's as if your Civilization Capital/Colony Centers lost 8 of their research production!
Because of revolts. In this range, planets will defect. True, in some cases that might not matter... but that is the reason for me. Hmm, I guess I've just been lucky to not have been affected by one yet. Can someone explain the mechanics of revolt to me? The wiki and manual didn't provide the necessary details.
I don't see the problem with the 300% farm tile. 18b is a very reasonable standard population size to aim for. Also, I don't see the problem with overbuilding feeding capacity; your planet will just naturally grow until its approval rate drops to the 21%-40% range, which is where you want it anyway. Bottom line, it's really no worse and sometimes a bit better than the 100% farm tile. That makes them more valuable than 100% morale bonus tiles on PQ 11+ planets. You don't want a 21%-4
Pirate reporting here. Yarr! I downloaded the GalCiv2 Gold Edition CD images off a file sharing website, and had no problem running the game without ever entering a serial number of any form. When I installed Stardock Central for the hell of it, and clicked "Cancel" when it asked me for a serial number for my copy of GalCiv2, the game was not disabled. So whatever is going on here, it certainly doesn't satisfy any reasonable functional definition of "DRM". (Registering my co