Next question is "does it matter?". Does the fleet receive any kind of bonus from having a command cruiser or capital ship as the flagship? Or does it simply offend our human sense of propriety to have a light frigate carrying the flag!
JMiddleton
Your likelihood of experiencing a particular mega event also seems to depend on your style of play. If you play a defensive strategy - pursuing a non-conquest victory, you'll see the Jagged Knife or the mega-spy event quite often. Aggressive players pursuing a conquest victory seem more likely to encounter pirates or peacekeepers. If you are working hard for the win at your current difficulty level, by all means turn the mega events off - the game is, after all, supposed to be fun. If you are co
I start building freighters on my home world as soon as the initial colony rush winds down. I'll send 5 to the home worlds of the 5 closest AI (Trade level 1). This is the point in the game where my economy is struggling and the growing trade revenue really helps. I also assume the improved relations with the AI is one of the reasons I never seem to get involved in an early war. By the time all 5 routes are established my weekly trade income more than justifies the cost of building the freighter
Reply #14 suggests that the Cable Modem is connected to the computer using USB. The Surfboard has both Ethernet and USB ports so I recommend connecting it via Ethernet. There may be contention issues with other devices using USB. If I have misinterpreted the post and you are using Ethernet, it can't hurt to try USB to help isolate the problem.
There are already fleet caps built into the game and you need a fairly healthy economy to advance to the next level. I agree with most participants in this thread that how you use your available fleet capacity - balanced or all one class - should be entirely up to you. Putting all your eggs in one basket is a high risk strategy. Unless your initial rush overwhelms your opponent and clinches victory you are wide open to counter attack and essentially defenseless because you put everything into th
Developers: Please set your screens for large (120dpi) fonts at some point during your testing. Combine high resolution (1920x1200) displays - that have interpolation problems if you run them at anything but native resolution - with an aging population and you end up with a lot of people who are using large fonts - and a lot more who would be if they knew how! Large fonts break a lot of web sites and text is running past the right margin on this forum making it difficu
TEC have the LRM frigate and a group of these can inflict a lot of pain on capital ships but they have to be protected by other units because they are virtually defenseless.
You have to build a Capital Ship factory in your logistic structures. Once built the first Capital ship is free.
Also check to make sure the card isn't overheating. I had a very similar problem when I installed the game and it turned out to be a defective fan on my Sapphire Radeon X1600. No problem running Windows - including Vista Aero - but as soon as GalCiv2 started exercising the card it overheated and eventually shut down.
Pirates are an important strategic component of the game. Exploit them using the bounty to make an opponents life miserable; or exploit them by ignoring the bounty to build experience for your capital ships. Moons would add nothing to the game except, perhaps, some additional resources or logistic slots. Now you need to expand your empire to acquire those resources and slots which, in my opinion, makes for a much more challenging and interesting game. In a 4x game the time you
While the newer threads deal with the expansion packs, there are older threads for DL. Also, most of the information on the Wiki site is for DL. If you were able to register your serial number you can download the latest patch for DL. You can also purchase and download the expansion packs online. Big changes are the colony rush - DL doesn't have extreme planets that require research before they can be colonized. As mentioned the combat model has also changed. Ships can engage multiple targets un
If your style of play is to pursue non-military victory, trade routes can last the entire game and generate a phenomenal amount of income, not to mention improving relations with your trade partners making it easier to avoid war. If you are usually at war, your trade ships will be blasted unless you have built Galactic Privateer. Even then, you lose the routes with anyone you are at war with. I can understand if those aiming for a conquest victory have little use for trade routes, they're unlike
[quote] Let us know if you need anything.[/quote] Since you ask ... Imagine integrating the new Fantasy game or GalCiv3 with Dreamscapes 2. The running game as active wallpaper! I'm not sure if it's practical but it certainly would be cool. Add back some of the WOW! Microsoft left out of Vista.
I research beam because it is the fastest and cheapest branch of the weapons tree and I research missile defense, primarily to get hyper computers, but at least one of my potential late game adversaries will be researching missiles. In late game combat the AI will optimize against whatever I have chosen but the AI tends to mix its fleets - a dreadnought or two, a couple of battleships and a handful of smaller ships - so my fleets with 5 dreadnoughts can destroy them without getting seriously hur
Sometimes time is more valuable than money. I recall a game where I had a fleet of "Lucky Rangers" and lots of cash in the bank so I upgraded the Rangers to state of the art Dreadnoughts at a cost of roughly 15,000bc each. Point is, I got that fleet 20-30 turns faster than I could have built it which is about the length of time it took the fleet to reduce my opponents navy from the strongest in the galaxy to the weakest. One more point on choice of weapon: Positronic torpedo 2 offers th
I played several games using all-X factories and it works, but not noticeably better than balanced. In the early game research is probably a little faster then balanced - late game I found it slower. Now I sometimes run all-x for the first few turns if my homeworld has bonus tiles that make me want to develop it as my manufacturing or research capital but otherwise, I play balanced. Specializing your colonies is important to get maximum value from projects like power plants and research
From a purely economic perspective in DA it costs 49025 RP to research Laser 1 through Doom Ray. 65775 RP to research Miniballs 1 through Black Hole Gun and 74150 RP to research Stinger 1 through Blackhole Eruptor. Put another way, you can be equipping your fleet with Doom Rays while your opponent is still researching Quantum Torpedo 3. While it is true that the best offense is the one your opponent has no defense against, it isn't always obvious who that opponent will be when you pick the bran
The new element Sins brings to the table, and the one that will help keep it fresh and exciting, is the ability to play against a human opponent. The AI can overwhelm you with it's economic advantage but it is never going to outwit you. Hopefully Sins will evolve, much the same way GalCiv2 evolved over the past 2 years, and many of the ideas presented on this board will find their way into the expansion packs.
Click lookup serial numbers in Stardock Central and it will email you your serial numbers. Then you can copy and paste the serial number from the email. In Gold, the serial number for the game and the expansion are the same.
Play a few games at beginner difficulty level in small/medium maps. If you're unsure of something simply quicksave the game and try it. If it blows up in your face, reload the game using the quicksave file and try something else. Spend some time looking through the Wiki. Also read the strategy and AAR sections of this forum. When you master the AI and long for a human opponent check out Stardock's latest game Sins of a Solar Empire.
Reading between the lines, I'm guessing that you did not build a farm on each planet to increase population. Population impacts tax, tourism and trade revenue; it also impacts your influence. A farm, entertainment building and economy building on each planet should have you rolling in cash by mid game. I build a second entertainment building if population will exceed 16b. Try not to go over 20b or you will have approval problems. Build more economy buildings on high population planets because th
I set my initial tax rate at 49% and forget about it until mid game. I find that I can establish 12-15 colonies, build a couple of constructors and usually a freighter or two before I am forced to scale back production to roughly 40% to keep my economy in the black. By this point my tax base is expanding at a reasonable rate and I can advance the production slider by 2%-3% per turn, restoring full production within 20-25 turns. I do play with abundant anomalies and figure I'd have to scale back
I've been playing strategy games since discovering the Avalon Hill board games at university in the early 1970's. The games have always required a lot of micromanagement - that's part of the fun for those of us who enjoy them - and it wasn't unusual for games to last several days. Most of the time would be spent jockeying for position - trying to achieve a decisive advantage before committing forces to battle. With a human opponent, this was challenging and a lot of fun because humans are very g
Consider the situation of a fleet of (World War I) destroyers attacking a battleship. The battleship gets a 1 shot kill against the destroyers and their shells simply bounce off the battleship armor unless they survive to get close enough to launch their torpedoes. None of the weapons are particularly accurate or reliable so there is a reasonable chance that little damage gets done on either side. Fast forward 300 years and I suspect the issues of accuracy and reliability will be solved but the
Having fun should be the most important consideration in any game but in my experience a mixed fleet is weak and the AI will exploit that weakness. Small ships escorting large ships is a fairly recent innovation in naval warfare. The escorts are purpose designed for air or submarine defense because the capital ships are vulnerable to these threats. Combat in GalCiv II more closely resembles a slugfest between "ships of the line" from the Jutland era. Small ships have no business anywher