The game ended in 3 and a half years with a tech victory on crippling difficulty. Some notes: 1) One planet had half my research despite having 30+ planets. This had two 4x tiles and a 2x. 2) Set a planetary governor to fill planets with the basic research labs, those planets will be big after the % bonuses. *Buy scouts early to find those resources. Don't automate the flagship so much before finding a research resource. 3) You don't need more than 1 econ
Grashopa
The following year I bought Aquatic and Toxic colonization from the Iconians and the Korath then I blitzed more colony ships as there were 9 barren 4 aquatic and 1 toxic planet to settle. I broke even in April: No wars occurred, but I had to give the Drengin my starting PQ4 planet when they asked :) I researched several diplo techs then new factories and the tech
I just played a quick immense game and stopped after I was ready to go to war. 2 years later no one had researched any weapons (except for the Bulrathi who picked up mass drivers just before the end of year 3). Everyone had advanced levels of the colonization techs, trade, diplo and the first level of econ techs. 1) I assume moving the appropriate AIs onto 8 will change this. Why not default this? Nothing really happens if no one is out extorting people and declaring wars.
Another question which will help me nail down what I want to do. How much of the AIV changing was because something needed to be fixed and how much was just watching the AI and playing around? If you raised everything I'd suspect its possible to back out your aiv changes without completely breaking everything.
I'd like to use the mod here, but am worried about the tech trading so will likely try to make my own edits if there is a problem. How many of the AIVs were changed? Is it that bad? Weren't there still problems with tech trading in the base version and high AIVs? Anyone know how the willingness to trade works? I see nothing on the forums except 0 not willing and 100 willing.
It seems like in the past you could get massive amounts of money, planets, ships etc in trade with the AIs from a lot of the threads I see while searching around here. How have things changed with TA/patches? I built the bazaar and wasn't getting any good deals with the AIs. Maybe 1/5 or worse of research points of the tech in bcs for example. I did not have any diplo bonuses however. Can you reliably run your economy off of trading techs for money? Is tr
This is my first full game of GC2 and I figured I'd throw some screens up and talk about my games to see what I can learn from you guys. I played about 10 starts to learn the game but haven't played past 30 turns or so. I decided to go with an immense map abundant stars with common planets/habitable and to play as Stefan Molyneux of Freedomain Radio the leader of the Libertarian Federation (Terran tech). I took Super Trader, creative, lucky, economy and trade as my bonuses. St
A guy here has his strategy for overcoming the problems here if you search on " >> Strategy aside https://forums.galciv2.com/150051 Basically you have to go all research labs or all factories so you can run at 100% efficiency instead of 50% from the forced split by the slider. I still don't understand exactly how focus works, but obviously you focus social or mil and pull pts o
Unless this is some bug I have - Given you lose your mil/soc production bonuses on ships with the 1/49/50 I guess you'd simply have to make the decision on going 50/0/50 if necessary when the priority is ships and it means a difference of a turn per ship across a couple planets. And I'd still want to micro my research and for example if 40% research means I build a ship every 3 turns while 50% means every 4 turns I'd want to make sure I'm at 40. You n
[quote] The manufacturing planet has the manufacturing capital and 105 at 100% mil and 77 at 100% social. [/quote] This is wrong. The manufacturing capital doesn't increase your production if you are at the 1/99/0 slider building ships. If I build a building I get 105 social production, but let the social shift to military I get 77. Thats a kick in the pants for the 1/99/0 slider. EDIT - the problem isn't t
EDIT - ignore me.
Anyone have rules of thumb for the Mil/Soc/Res slider early? Because of no overflow and no way to specify them per planet I'm almost pitching this game because Im too stupid to figure out how to run these. Heres my first game I've played and my issues: I'm at turn 20 in an immense galaxy. I got extremely lucky finding a research planet and a manufacturing planet. Research can do 80+ already and is building the tech capital. The manufacturing planet has the manufactur
Not that I have experience playing the game, but I suggest the extreme colonization thing is not a bug but a feature. On large maps particularly you are guaranteed to get one of each type of planet. By making the AI research extreme colonization you are actually going to screw over AIs that should be taking advantage of their bonuses by going to war early. A few other fixes potentially have similar reasonings. I'm guessing the I only settle inside my sphere of
I have a game saved at turn 1, will any mods I enable now work with that game or do you have to restart?
Is it possible to build the first tier buildings, turn off auto upgrade and then research the next level of the building, turn auto upgrade back on and research the third level building thus upgrading all your buildings from level 1 to level 3? If not can I disable auto update and manually upgrade level 1 to 3? If not I assume I can destroy the level 1 and then directly build level 3. And: Am I being silly? It seems like most level 2 buildings
If I produce a freighter at another planet can I send the freighter to my home world first so the trade route is established from there instead of where I built the ship? EDIT - I'll answer myself since I found the answer in the next thread I looked at: https://forums.galciv2.com/140375 So unless it has changed, the trade route will always be from where the freighter was built. Thi
Thanks guys. Yeah it looked lucky already with the 3 big planets turn 1 so I saved it then :)
I wish you guys were linking the templates!!!! Did anyone from the past years do so?
Thanks for the quick reply, my idea won't work because of logistics. I can't find the number in game, but I don't think I'll have the 20 logistics required for a fleet of 1 warp ship + 3 traders. An impulse engine also doesn't help traders as you need the range. It looks like with a 7x research early your best option then is economy techs as you said and its not really that big a deal as population growth through colonies is your major limiting fa
I just started my first ever game. Immense with common everything and a custom race using the Terran tech tree with the super trader ability. In my starting sector I have a class 11 with the 7x research tile, a 16 and a 10. I start in the center of the map and everyone else is around the edges. 1) Should you do slow research setting on immense? A 7x tile seems broken early, but obviously once you blow through the 3k you are tax limited. 2) What would you with