Brillig

Brillig

Joined Member # 633673
1 Posts 112 Replies 4,192 Reputation

For capital ships it's based on level, so directly related to experience. You don't spend ability points on it though, it's seperate and automatic. Only the advent can research for *larger* strike groups, but even they can't get *more* strike groups per unit through research.

6 Replies 17,305 Views

[quote] Some stupid anecdote about the most overrated game of all time For godsakes there are people screaming their lungs out on this forum about "Fix x" or "Fix y" and you guys are fixated on voice acting . [/quote] Maybe they don't believe X or Y is broken.

34 Replies 58,437 Views

Hmm, let's see here. Ten races in the original game, with five ship 'styles'. Generally about three different hulls per size. Since we're apparently talking about adding five more ship 'styles' (to fill out the rest of the races), and adding one more hull per size, we're going from fifteen to forty hulls per size, so an increase of 166% in hulls. No numbers on the increase in jewelry, but overall, it sounds like we're talking about roughly doubling

139 Replies 61,092 Views

No... the "ship bonus" event adds to the attack and defense values of ships produced at that world. Not HP. And it rounds down, so if it's a small bonus, you might never notice.

12 Replies 10,896 Views

Hexes might be nice... I don't have a huge problem with the square grid though with one glaring exception. The starbase effect radius is clearly a radius , but since starships don't move that way, it's possible for a ship to move 8 in one direction, and still be in the starbase radius, but move only 6 on the diagonal and you're out. *ponder* Yeah, that should be fixed.

11 Replies 13,708 Views

No, the serial number you want should be on a sticker on the CD jewel case... The collecter's edition number is what you use to download the "extras" here: https://www.galciv2.com/CollectorsEdition/

3 Replies 4,562 Views

Actual, the best way to implement this would be that the detrimental effects of invasion are multiplied by the percentage of defending troops destroyed. So, if you attack a 20 billion world with tidal disruptors (destroys 80-100% of planetary improvements), but only manage to kill 1 billion defenders, you'd only do 1/20th the damage (i.e., destroy 4-5% of planetary improvements).

16 Replies 9,493 Views

Morale and approval don't affect IP at all. Building influence starbases only works on worlds within their radius of effect (8 sectors). Building embassies and whatnot has a slow effect - you won't see an immediate jump in cultural influence as what it's doing is just increasing your rate of IP production a bit - it takes a while for that to make a difference when you have 100's of turns of IP built up already. Oh, and the Yor do have a hu

6 Replies 9,075 Views

Well, the fleet of tiny ships, *should* lose - it's cheaper. Instead, look at a cost equivalent fight. 12 tiny ships (1740) vs 3 huge ships (1800) If the tiny ships attack first: Round 1. They do 42 points of damage to one of the huge ships. Round 2. The huge ships return fire and destroy 3 of the tiny ships. Round 3. The remaining 9 tiny ships fire. 2 ships do 7 damage to the damaged huge ship,

19 Replies 17,460 Views

Cloaking is a really bad idea. While it can theoretically be balanced for in a MP situation, coding the AI to handle it for SP is a nightmare. The only way I can see this working is if *only* the AI gets cloaking. Ever.

13 Replies 11,099 Views