This was a known problem in beta/gamma, and the devs couldn't provide a good solution in time for release. I would be surprized if they're not working on a solution to it, though I don't have any inside information, so I don't know what that solution would be (I suggested a few) or what timeframe we can expect it in.
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4. What tech do I need to be able to start building survey vessels? In one game, I could build "core" survey ships, but in all the other games, even if I have the ability to add the the survey module and large hulls, I cannot build core survey ships. What gives? It takes medium hulls, impulse drive, a
I still think it's wierd you start off with a medium hull ship for your survey ship... yet you can't BUILD another one, for quite sometime. Did some wacky astrotech scientist misplace the friggin' plans or something?! The background story goes that the incomplete stargate was taken apart f
Heck, in GC1, this was a major part of the "Shadow Hand" strategy I used on occasion. It was [b]MUCH[/b] easier then because of antimatter missiles and an AI that wasn't hesitant to go to war with yet another race.
Agreed, I've been playing since the beta first went public, and in my experience, at no time was more than one farm on a planet of less than PQ26 a good idea. I like planetary populations in the 10-15B, no higher, but I also don't like to get much lower except on small planets, just so that they can have some chance at fighting off an invasion.
I believe they get the multiple bonuses. However, the bonuses are additive, so if you had +100% from 4 starbases, you wouldn't double production 4 times to a total of 16x, you'd add 400% to get a total of 5x. Influence worked differently in GC1 and I haven't worked out if it still works the same in GC2, however. Stacking influence starbases can be really nasty, the GC1 term for it was a culture bomb.
Particularlly frustrating when you give them a few ships that outclass anything anyone but you has, and they turn up a few turns later still whining about being crushed.
#! and #2 are a nasty combination for AIs to handle. I haven't seen any game AI handle both in a way that made exploits difficult, let alone prevented them.
I thought propoganda wasn't in GC2. Where is the option to do this? Under the planet details screen, if I remember correctly. During the beta, one of the strategies I tried was using propoganda on my homeworld to offset a high tax rate until other worlds got enough population to have morale issues.</
Oh, no, quite a bit larger than that. At least one of the techs is +25% all by itself, plus there's a miniaturization superproject and a miniaturization random event. I seem to remember that the final total is close to +100%, which doubles the size of the hulls. Sadly, part of the size of most components comes from the hull it's placed in, meaning that some things get larger when you put them in a larger hull, so you really don't get all o
I don't play zoomed all the way out, but I've set the tactical view to cut in earlier, so I can see the icons without all the parsecs being tiny. I'm much better at recognizing a ship's funciton by looking at the icon than by looking at the rendering.
In GC1 if you smashed someone hard enough, you could ask for all their planets, and once in a while they'd give in. Haven't tried it in GC2, I've never been in that big a war.
I've had pirates turn up in about a third of my games. I haven't had the terrorist event happen in GC2 since beta, though I'm sure it's still there, it's just rare. Monsters are gone.
I've had the AI make some seriously generous trade offers with me in games where I had some decent techs but wasn't the tech leader. If I'm the tech leader, they can't make generous offers, because I've already got all the good techs.
If I remember correctly, it's a very short path, It's at the third level under Xeno Entertainment, so it can come very early in the game if you want it to. Be aware however, that once you research Xeno Ethics, you don't get any more colonization events, so if you're still colonizing and hoping for a good starship/research/PQ bonus, don't research it yet.
They will, but they'll demand a trade more favorable to themselves, so it usually doesn't happen directly. What usually happens is that the civ you sell the tech to will sell it to a neutral third party, who will then sell it to who you and the civ in question are at war with.
in my opinion the tech trading should be managed like in civ4.First of all should be introduced for every technology the cost in research points. Secondly AI tech trade should be based on costs of technology and relations between the 2 races. I would add also modifiers based on race history and style of play (for example altarian
You need to create a stack of two or more ships, click on the stack, then highlight the ships you want in the fleet, then hit the "create fleet" button. Pretty simple once you've done it once. Also, as an FYI, the "disband" button that appears when a fleet is selected turns the fleet into seperate ships, it doesn't "disband" the ships.
Wish I was close enough to the klingon gosplayers to ask one of them if they can do a good Drengin costume
Kryo, love the idea!
I find this is often related to the issue of trying to bootstrap planets in the late game when you have only the initial colony tile, and the only factory you can build is an industrial sector. I've noted that when I pushed hard for the high end factory/econ/research techs and then sold them to the AI races, I found a lot more unimproved planets when they started culture flipping to me.
My opinions: Good: The bonuses aren't as good as the others. The temple is really the only good thing they get. Having better relations with more races is probably the best part of this alignment. Evil: Still not great. You get all the best event picks, and you get free starbase upgrades, which oddly enough can make for a nasty Evil culture push Neutral: Pick
Are you saying when you've traded from them, or when you've asked for it and offered nothing in return? I do the former all the time and get the tech, I've never tried the latter.
You can start off allied or as a team (which is even stronger), though I don't think you share each other's fog of war elimination.
I traded some tech for Micro Repair Bots last night. I assume they were working, but there's no real way to see the bonus from these that i could tell. At a later point, i tried to trade them to another race. Only the race that created the trade good can trade it, so you can't tell if you have the tra