Todd_Hawks

Todd_Hawks

Joined Member # 639372
0 Posts 7 Replies 7,470 Reputation

Yeah, same with parsec and sectors. When double clicking on a ship, the usual parsec become "su" (sub units?) and the sectors become pc (parsec) in the stats.

2 Replies 6,860 Views

Basically planets *create* influence, that's the number in the planet screen. Star bases don't create any, they just kind of enhance the influence from the planets in a given radius, so you won't see any difference in the planet's screen since the planet is still creating the same amount of influence. If you place one next to an alien planet (and have a certain espionage level with them), you can click on that planet and look at t

4 Replies 7,044 Views

Also, normal is already a pretty strong difficulty level. I'm playing my third game right now and moved up to normal and, well, I can hold myself alright, but mostly because I got a PQ26 planet very early. So, maybe you should start a couple of difficulty levels lower and work your way up, learning on the way?

15 Replies 12,329 Views

It doesn't explicitly say anything about the moon, it just says "Production +10%" Earth has a moon, so if you play as terran, you always have one on your first planet. And I agree, the problem with social production is definitely not a feature, it wouldn't make any sense.

34 Replies 14,194 Views

Since no one from Stardock posted in any of the relevant threads I'm making this aptly named thread and hope that they take a look at it. Neither social nor research bonuses (the civ-wide ones) are applied correctly when calculating the production points. Social bonus is not applied at all Research bonus seems to be halved For the corresponding discussion, see

6 Replies 7,326 Views

Thanks for the analysis. I did some more testing in the mean time and I found out/agree with you on: -Social bonus is not applied (wtf? Reported in December and not yet fixed??) -Research bonus halved (seems consistent with the other tests I ran (again, fix it, please)) -Military being correct (more or less). Now, rounding several times inbetween and thereby decreasing the bonus significantly is not ideal but I can live

9 Replies 12,302 Views

No. Maintenance fees are not included, they have an extra number right below "Spending". Another example where it fails: 100% spending, 30% on research, Research +50%, only a Civ Capital (24tp). According to what you say, it should be: capital 24tp+50% = 36 Spending 30%: 30% of 36 = 10.8 But what do I get? Only 8. Now putting research on 100% should yield the 36 mentioned above. Instead I only ge

23 Replies 14,100 Views

Sure: Planet Earth, late in the game (tiny map): Spending: 100% Military 30% Social 40% Research 30% Earth: Relevant Buildings: 2 Factorys (10mp each) Manufacturing Capital (100% industry bonus) Civ Capital (24mp and 24tp and 25% morale) Relevant Planet bonuses (in details screen): Production 110% (I'm pretty sure the 100% from the Manu Capital are already included here) Morale 25% (same here,

9 Replies 12,302 Views

Since I didn't get any answers in several threads I mentioned any of these, I'll try a new thread: The topic at hand are basically the important numbers you see in the planet screen. The 3 production numbers, the approval percentage, in dependence of the bonuses in the details screen and the bonuses from the racial abilities screen. Basically, whatever I do, they don't add up. I'm never able to get the "right" production numbers

9 Replies 12,302 Views

Yeah, I know, but this number only gives you the ratio of your own and the planet's owner's influence. No way to see how much influence a third race might have on the planet. (Or is there?) I think the best/easiest way would be a simple tool that you could point at any "parsec" and that gives you the influence numbers of all races for that square.

7 Replies 9,521 Views

I think I read in the forum that if you're not building anything in the planet then the social production of that planet should be between parenthesis which means it is its production potential and is not actually being deducted from your social spending (in other words, that would be the planet production if something was

5 Replies 8,087 Views

You should expect: 10 + 4*9 + 9*3 +24 = 10 + 36 + 27 + 24 = 97 research with 100% spending AND 100% research ( = no spending on military and social) and NO research bonus. Where do you get those 9*3 from? EDIT: D'oh... I see, from the 300% xenolabs bonus. I noticed, too, that it seems like tile bonu

4 Replies 8,570 Views

I noticed odd behavior in this area as well. First of all, what is the difference between approval (the value on the screen) and morale (the value you get when you hover the mouse over it)? They are nearly the same most of the time, but sometimes they differ a lot (like 20%). Also, the 30% morale from the multimedia center never actually occured in my game, no matter on which planet I tried it. Once approval (and morale) went up by 23%, once by 50%(that was with a 100% approval bonus

6 Replies 11,424 Views

1. That shouldn't happen. If it really does, I suspect a bug. 2. Just click on "upgrade" instead of "new" in the shipyard and you can change the design of an existing ship and save under a new name. 3. No, it's not all. Click on the small plus sign next to the GalCiv2 download and get the rest (tutorials, movies, multimedia)

7 Replies 9,671 Views

The tech tree isn't as daunting as it looks like at first. If you take some time to study it, you will notice that mostly techs from left to right within a row do similar things, just better. As in "factory, better factory, even better factory,..." Of course there's more to it and there are always exceptions but for a first general idea of the tree it should work. If you really don't know what you want to research, just sort by co

4 Replies 3,903 Views

Interesting idea. It didn't occur to me to round down before adding. It would also mean that tile bonuses get no additional bonus from your racial abilities. I think it's time to do some tests. EDIT: Nope, it doesn't seem to work that way.

23 Replies 14,100 Views

- Yep, billion instead of million -factory increases production (military and social) only on that planet. Click on the planet summary to see to combined effects. Look for "industry: xx mp" -lab: same for research (but of course all your planets' research is piled to get techs) -embassy increases influence of that planet (the aliens being more comfortable stuff is just flavor text) -you can turn on the auto-u

5 Replies 8,586 Views

I'm wondering about the whole expenses system. As I see it, there are two major flaws, but feel free to correct me: - Social Production. Unlike in GalCiv I, you only have a limited number of buildings you can build until the planet is "full". There are certain upgrades from time to time, but in general, a planet has no social production for most of the game. Yet, you have to pay for it constantly because, unlike military production, it costs

4 Replies 8,439 Views