I always thought the bonus each trade good gives you when you build it is being shared with the race you run a freighter to....is this not correct? (Would make who you choose to trade with a delicate decision.) What exactly does the race recieve when you give them a trade good via diplomacy? The bonus? The ability to
lokiju
Exactly. I had to build an invasion fleet with 6.5 range to get to the target, but now I've several planets "over there" and I have been able to knock the range down to 2.5. My personal style is to still keep the engines on because I like the flexibility having that extra speed gives when responding to threats,etc. <
Does anyone know if the number of trade good achievements (i.e. xinthium hull plating, frictionless clothing, etc etc) that you have affects your freighter income? I believe the 2 are not related. Achievements can be used to trade to other races via diplomacy. Freighter revenue is simply a combo of population and distance. Make sure you send
It's supposed to be distance + population = more revenue. Seems to work from my experience.
Range lets your ship travel farther away from your planets/starbases. There is a distance limit (at which point the game will tell you that travelling further away is not possible), and the better support you have, the more you can explore away from your own planets/starbases.
I guess you haven't played Civ IV then, late game a turn can take over a minute to load... On a AMD 64 3500+ with 1 GB RAM and a X800XL? Uhuh. I played Civ IV maxed on settings with my P4 3.4ghz, 1 gig ram, and a 9800xt with never an issue, and the OT's system may be faster than mine. M
Btw, I'm running a AMD 64 3500+ with 1 GB RAM and a X800XL... so it's pretty good. BTW, that is no longer a "pretty good" computer. It is much closer to an entry level gaming c
Designing ships - I add components to the left and the right side of a hull. One fin goes UP and the other fin goes DOWN resulting in an assinine appearance. Same thing happens with adding two engines - one is flipped upside down. Sheesh. If you are using the 'J' shaped wings, then you need
I support having an OPTION to eliminate tech trading. But I don't support crippling it like they did in Civ IV Some would say it's crippling as it is now. I don't like to have to spend 50% of my game time tech whoring just to keep up with the AI's open door policy. That is not fun IMHO. That said, options are *always* the best comp
Those are parsecs you're talking about. When we move a ship to attack, it simulates the ship closing that distance to get into firing range. Starbases can't move so they need to wait for ships to come to them. I understand the concept. It just seems silly that they are always on the defensive. I have some military installations with HuGe
They can't move, so how exactly are they going to engage the enemy? Um, by shooting at that enemy next to it? They should at least be able to fire at enemy ships that are adjacent IMHO.
Here's another idea I had that is simple and will solve everything. Everyone may only trade technology they researched. Nice idea. I like it.
I must be quite dumb, but how can I do a social project? I don't see the option anywhere... Ok, let me break it down for you a bit more. Each planet has the colony screen where you can see it's tiles/squares. This screen is where you choose to build, well, buildings. Those are social projects. Shi
I agree with that. Any news from Stardock on this matter ? Why should I not be able to reload without issue in a Metaverse game? I didn't realize it was ironman mode, with no breaks allowed.
You have to research a tech that will let you build the trade good on a planet. Then you get that trade good bonus, and only you can sell it to other cultures.
Just take a look in the GalCiv2/ships folder in your documents. If it's not there, it's gone.
Always regarding tech trading i spent around 75% of my time on the diplomacy screen : it's obvious something is wrong here.... If there would be a 'what would you give me for this tech' like civ4 button maybe i would be able to start playing the game instead of passing the time on the diplomacy screen (on higher level dipl
Oh I think there's some projecting going on there my friend. I suspect it's a much smaller number. You have spending. Spending goes into 3 areas, military, social, research. You have 3 sliders. I don't think that many people are baffled. If they were, you wouldn't have the occasional post about it, it would be everywhere
#9 is VERY annoying in the later part of a large map game. This is very annoying even with only 5 planets, sheesh! I was told the temp workaround for this is to select 'purchase', then hit cancel, and you end up back at the colony screen with the ship selected for building. Not sure why is has to be
They work for me, I've built them. If you're really stuck, put them in the code yourself. I'll look in my xml files and see if I can paste you the code needed But it appears that they don't exist. How did you build one? Do you have a savegame file?
#s 1, 2, and 4 are major for me. Frogboy, #4 is definitely reproducible, try it. It gets worse the more techs you add to the table. IIRC, I was getting more selling 4 techs than 11 at one point...once I sold them individually, I got a ton more BCs than either case. The more techs you add on, the less you get.
The ship bug in #3 is annoying, but there's an easy workaround: before hitting "Back to Planet", hit "Purchase" and then "Cancel" instead. That'll switch the ship being built. Hmmm, I'll give that a whirl tonight, thanks.
Ok, something that has annoyed me for a while now is that: 1) What the planet sidebar panel shows for a social build timetable is not what is shown on the planetary screens. The sidebar might say a factory will be built in 5 days, but on the planet/colony, it might say 4, 6, etc...why is this? 2) When I am researching a tech, and it says 5 weeks...sometimes it takes 6 (no global production % changes either). If this changed due t
Also, let me click on a tech to see what it does without it changing what I am researching. Give me a 'choose to research this tech' button.
I'm coming back to this after a weekend off to experiment. It appears to me that the AI follows a certain set of rules. It has to send a scout to a planet it wants to colonize, even though it might know it's there already (when it shouldn't). Let me ask you guys one thing; Is it possible that the AI knows where the good planets are (maybe it *can* see what the player sees?), but sends a scout anyways to follow coding rules...and regardless of whether o