Within the first couple weeks after release it was mentioned by the devs that if you're going to be alt-tabbing alot, it's best to simply run the game in windowed mode.
Ostsol
Most techs are relatively easy to get if you dedicate yourself to getting it. However, in doing so you sacrifice your progress other areas of research and colony development. It's a tradeoff.
The population of a world does not affect industry except insomuch as it produces tax revenue with which to fund said industry. In general, however, population and industry are totally separate. The population of a world is capped by the amount of food that it produces, but also by a hard limit that is based on the quality of a planet. The formula for this hard limit is as follows: 0.02 * (PQ + 1) ^ 3 As such, a PQ10
I think the minimum is 1024x768, but you could try manually altering the prefs.ini file in your "My Documents/My Games/GalCiv2" directory. . . No guarantee that it'll work, though. . .
Weird. AFAIK you cannot buy more than one project on a single planet per turn. Subsequent turns should be no problem, though. When you buy a ship it should appear the next turn. Just don't switch the shipyard production until then.
I find that they generally do decently, though no more or less so than other civs. They do annoy me more than others, though. I usually play Terrans, so their little speach about how Terrans are almost like them so its a matter of course that I be conquered kinda irks me.
Huge galaxy, common habitable planets, tight star clusters, normal research, and everything else set to occasional. I allowed all types of victory. Five AI's: Yor, Drengin, Altarian, Torian, Thalan. Skill level set to "Tough". I played the Terrans with a Federalist government and throughout the game chose to follow a neutral ethical path. As the game started I noted that starting positions weren't all that bad, so I didn't hit ctrl-n e
Aside from looking at the raw file, no, there isn't.
You shouldn't have to reboot to play a game... memory leaks are an unfortunate and aweful side effect of using C++ to code something Bah. . . Memory leaks occur just as easily in garbage collected languages, too. In C++ you have to remember to deallocate memory. In garbage collected languages you have to
Sounds like the invasion bug. . . Every-so-often an invasion will result in a trillion people suddenly appearing on the newly conquered world. This produces a monstrous amount of influence which often envelopes a large portion of the map. The next turn the population gets truncated down and a couple turns after that the influence dies down, too. Saving and reloading also fixes this problem. It's probably fixed in the upcoming 1.1 patch.<
5 is the maximum. In my game settings I have planets set to "Uncommon", and stars have a decent spread of from 0 to 5 planets.
Yeah, once my victory is inevitable, I usually just let peace happen and take the rest with influence -- either influence conquest or influence victory. By then I have so much military power that anyone left alive is too bloody scared of me to get angry at my influence enveloping their worlds.
later on 90% of the time a planet is not building, so you will get an OBSCENE amount of money if its done like this. If I'm not building any social projects on any of my planets I drop the social spending slider down to 0% anyway, so there's no difference there. The only time I raise it is when I get
Not a bug, but a design decision.
Yes, there's a hard limit based on the planet's quality rating. Here's a link from the wiki: Link
Usually the AI builds embassies when it thinks that another civ's influence is getting to be too strong, and the planet is in danger of being enveloped.
Oh, I somehow didn't notice the part about the planet being defended. In that case it is both a bug exploit and a gameplay quirk exploit.
No to both, unfortunately.
The core ships are honestly not all that useful -- especially since the AI designs its own ships, anyway. New core ships appear intermittently, usually only after major technologies have been researched. Even then, there's not all that useful. If you want to conitnually have upgraded ships (or ships that really do suit your needs), you'll have to design them yourself.
Linux would be cool, but as others said: it would probably be quite a huge undertaking to convert. Most games that are portable to Linux were originally designed to be portable in the first place or are extremely modular.
It's not a bug, though it definitely is an exploit. There really should be penalties for doing such things, such as condemnation by the rest of the United Planets and perhaps a slip in ethical alignment towards the evil end (not much of an issue if you're evil anyway, but it's in-character).
Ah, well. . . the forum's a bit buggy.
I personally don't see any point playing on any difficulty above cakewalk. the bonus points you get as you increase difficulty is not enough compared to the increased difficulty. Its like on Freespace 2, the points you get per kill and mission is based on your difficulty level, but i have learnt that the bon
They're in the My Documents\My Games\GalCiv2 directory.
You could try and conquer them with influence. Build influence bases around his planets, one at a time. With no enemies, it should be too hard to build the number of constructors necessary. Either he'll get pissed off at you and break the alliance, or he'll do nothing as his planets start rebelling.