random50

random50

Joined Member # 2415008
0 Posts 13 Replies 5,805 Reputation

You don't get bonuses on transferred production. I can't remember exactly, but I think you lose ALL the bonuses, both racial and from buildings/economy starbases. I quite often use the 1% thing 'cos it's convenient but if I'm after efficiency I won't. Production is never wasted for me because I always build ships on every planet. I can always find a use for extra constructors and troop ships!

15 Replies 11,855 Views

A pretty reasonable post, but if you think the AI in Galciv2 is not up to scratch, then I guarantee you will NOT end up playing Rome Total War longer. That game is MUCH easier. Even on the highest levels with the weaker empires it's still a breeze.

53 Replies 28,161 Views

If you have a strong enough research lead, you only need very light production because you will be able to design virtually indestructible ships. You will literally be able to totally destroy an enemy fleet of 150+ warships with just a couple of dozen. I often have just 2 or 3 planets turning out my warships. The rest are permanently (fairly slowly) turning out constructors, transports, scouts or any other miscellaneous ships I need. If it works on the map you're playing, it's a g

11 Replies 5,118 Views

In summary, 100% spending is *actually* 50% spending. Nope. Much as bcswen says in post 19, it depends where the sliders are and how buildings are distributed within your empire. I outlined above two strategies for which 100% spending is *genuine* 100% spending (or at least, very close). They both have their drawbacks. They're both quite a

23 Replies 10,917 Views

Doesn't work well in practice. Really? I found it worked quite nicely. You can churn out perfectly tailored military forces pretty much on demand. You'll only be doing roughly half the research of a normal balanced setup, so tech trading is needed on the higher levels. You can do it the other way round too...start off with enoug

11 Replies 5,118 Views

It's transferred on a 4 for 1 basis IIRC. So yes, if your slider is at less than 20% on research, and you can afford the extra production, then you might as well build factories instead of research buildings and put the focus on research. However, you do NOT get any buildings bonus from "shifted" production. Eg if you had nothing but factories on a planet with the focus on research then building a tech capital would make no difference (well, very little difference...the bonus WOULD be applied

11 Replies 5,118 Views

Several threads started about this now. I wonder if anybody from Stardock has noticed yet? The game remains unplayable for me right now. Crippling is boringly easy...the result is never in doubt. Masochistic or higher, no tech trading, the result is also never in doubt!

9 Replies 9,855 Views

What game are you playing? It cost 900+ credits to rush a colony ship. Again, what I am looking for is some semblance of balance. The current algorithm seems to have every AI build colony ships as long as there are empty planets. 50 empty planets? On the highest level that means every AI builds about 40 colony ships (and they can too!). Who sa

76 Replies 30,993 Views

How is avoiding getting demands an exploit. You get demands, you either have to stump up cash or tech, or you refuse and make relations worse. Avoiding one of the most basic things on the tech tree to get away without paying...sounds like an exploit to me. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body

76 Replies 30,993 Views

When you have star bases with ultimate survellence scanners all over your borders I think not Random50.. I think so! But then I'm nosy...I want to be able to see everything everybody's up to, not just what's happening by my borders. And AIs seem to get much less annoyed by unarmed scouts in their territory than starbases.

38 Replies 13,014 Views

How about scrapping the defence roll altogether and instead letting defences act more like hit points? ("Shields at 60% captain"!) That way you could reduce the variance substantially and defence would actually be useful, but swarms of fighters would still have a chance against huge ships if they had enough combined firepower. You could either give defences a "recharge rate", or make the current ratings the "damage per round" they can absorb before the ship starts taking d

23 Replies 27,401 Views

Moving the pop-cap up requires a second tile for morale upkeep. Is it worth it? Would those two tiles produce more income as economic bonuses rather than population increase and morale maintenance? The answer is situational, and requires further investigation... You'll only need the entertainment building(s) in the early game. Later on, there

14 Replies 9,468 Views

I sometimes use just a bare tiny hull, which costs nothing in upkeep, as an invasion blocker. Put several of them in orbit around each planet which could be in danger near your borders then even if you're lax enough to let an invasion fleet get through, it's held up for a few turns whilst you get a strike force out there to deal with the threat. Also, if you get the Eyes of the Universe wonder, they make handy sensor boats. Just fit them with as many engines as you like, and life su

38 Replies 13,014 Views

Hmmm....perhaps I'm misreading things but I think the solution to this problem is simpler than the above posters think: There's no option to colonize anywhere. You just select the colony ship, then right click on the planet you wish to colonize. When the ship gets there (which will probably take several turns) a new window should pop up giving you the chance to rename the planet.

8 Replies 2,379 Views

-Orbital Terraformers= all potentially un-useable tiles on your planet are instantly useable. Useless unless you just got an uninhabited planet. By the time you research this the tiles will already be useable. Only if you actually build the improvements. Agree the galactic guidebook is pointless. I have built it once when there were

21 Replies 12,831 Views

I'm assuming that the reason they're not paying too much attention to the game text yet because things are still very much in a state of flux. I'd expect to see them fix it all up once they've finished tinkering. Maybe a Galciv 1 owner can comment on this?

16 Replies 8,028 Views

I can confirm that the description in the thread puntarenas links to above works. At least...the vast majority of the time. Basically, the 10 or 20% bonus will be applied when you colonize the planet (that's colonize...not take culturally or by force) and will increase the base PQ AND the initial number of tiles. There's also some chance that you will get 1 extra tile per soil enhancement/xxx (I forget what it's called)/terraforming, so in total 3 extra tiles ON TOP of the initial b

16 Replies 8,028 Views

Very nice analysis and spot on I think. All your solutions can work. I like the IDEA of 1) but I think there's a problem...defences are smaller than weapons so you can turn out ships with much higher defence than offence. If you know what level of attack is coming at you, it shouldn't be too hard to design attack ships which are virtually impregnable to that level of attack whilst still having just enough offence to (perhaps slowly) win the day. This hands too much of a

23 Replies 27,401 Views

I'm starting to wonder if the combat system needs to be revamped. Depending on random rolls of the die may not work so well when the numbers are between 1 and 50. At that point, one bad roll means a ship dies. This is entirely the problem. 5 attack and 250 defence vs 100 attack 0 defence...60 hitpoints each...combat simulator shows the defenc

111 Replies 42,876 Views