Thank you very much! I will try that as soon as I can. :)
Notger
I am relieved that others experience the same. The Thalans feel great, yet it feels strange that a super-power from the future is the slow-techie of today. Concerning the powering up of a few planets: That is not possible, since you have no buildings to power up ... except for tech-trading. The downside is, that most of the others don't want your tech. I feel kind-of-stuck, here. In my game, I only managed to get along by bee-lining to planetary invasion and using
Hello all. I gave the Thalans a try and was very surprised at how different the game turns out to be. Yet, it also feels a little bit too different and I am looking for some advice from you. How do you play them? I am playing in a medium galaxy with everything normal, slow tech and eight opponents. Being initially able to build the three GA's makes Thala the strongest planet in the galaxy, yet a lonely one, since the Thalans nearly always start off without any usable seconda
You are right. I was playing TA, not DA. Thanks for your feedback. I guess I will repost in the appropriate forum.
I was giving the Thalans a try and observed the following: 1. There are no good planets near Thala, no matter how often I restart. 2. There are no buildings buildable, except for the three inital Galactic Achievements. 3. Researching any usable buildings takes a ton of time. So my game went like that: Build the three GAs, wait for 50 turns for the research to finish (slow tech), buy one planet in the meantime ... wait another 50 turns for another research project to finish. <b
There are reports that there is an event that will cause a splinter faction of your empire to emerge.
I do not know wether that helps, since I only play "tough", but I play with tech-trading enabled. Then I buy others into wars with each other. Especially when I cannot stand a certain faction that threatens me, I pay them to attack the Altarians. Every good party in the game will then attack this one party and usually take it down. I also never attack anyone except for the ones that are already nearly beaten and disliked by everyone. And, from time to time, I gift and sell tech
I do not like the increasing cost of spies, which leads to the leader of the board effectively being unable to defend against spy attacks. This was discussed in other threads, already, so I won't go into detail. I am looking forward to the new system, but I would really approve for a system where you could train offensive and defensive spies, the latter with only modestly rising costs.
One example for what Itzok outlined is "Planetary Invasion". The smaller the map, the faster you want it to have because the smaller the map, the earlier the colonization phase is finished and the faster you get to enemy planets.
Thank you for your in-depth report. I will use it to improve my own game.
Concerning the economic problems: I know quite well what you talk about. Since I am not a go-for-high-ranking-player, I have made up a sheme that works for me. First of all, I always chose Super-Breeder (sometimes Super-Warrior, but that is another story), colonize every planet worthwhile and then sit down and do my pop rush by bringing most planets to 100% morale. This makes them grow insanely fast and within five to ten turns, I can fund my empire even though doing an all-labs-approac
The customer is paying taxes. The point is, that all taxes are added together and result in "taxes". There is no distinction between private consumer taxes, private income taxes, corporate taxes, fees and fines or even pay-back of government investments. There is not pension fund system, no health insurance or unemployment insurance. It is all amalgamated into the numbers we see in the economics screen. A game always has to have a certain level of abstraction and the larger the scop
If you compare modern nations budgets, you will see that docking fees and all that are only a very small part of the income. They are negligible and since the economics model of GC2 is a very big abstraction, I do not see any reason to complicate it on behalf of a not noticable gain in game mechanics. Do you really want to set docking fees for every starport? I do not want to. (In the current model, the money "going through" the starport actually is taxed on the side of the customer.)
Well, if everyone adhered to your proposal, no one would buy a fresh product in the week of its release. Then, no consumer reports would be written and no one would know wether the game was any good. So no one would buy it, because everyone would wait for the player reviews, which wouldn't be coming. It is always the first adopters, the "colonizers" that pay the prize for a bad product. In return, they have it earlier and can brag or establish a foothold in the community. There
Playing for points is a thing I will never understand. A galaxy with hundreds of planets? That takes ages and does not sound any fun. It sounds like a matter of execution. But on the other hand, I would like to be on top of the ladder, too.
The research bonuses do only deliver half the value they claim to give. I have read that in another thread about the all-x-strategy but I do not remember which one. That means: 50% research bonus only allows you to increase your overall research by 25%, for half of which you have to pay. Since a raised morale level translates into either more money or more people, it is always useful. And since the key-word is AND, you also get more flexibility. Having said that, I would always
You find that checkbox beneath the upper left window that shows your current ship graphics. Yet, I think there should be sort of a upgrade-screen, which shows and lets you select the current ships of a certain class you want to upgrade. Quite often, I only want to upgrade the ships at the front, whereas some ships in the back, e.g. near my allies, I do not want to upgrade now. Or sometimes I do not realize, that a certain ship of that type in question is near an enemy fleet and when upg
You still can, in case you miss it. Right now, I am looking up abuses. If you want, I let them loose. Honestly: People around here tend to be very helpful and oriented on facts. Keep on!
Do they really have to be planted on research facilities? Did not know that ... I always thought tech stealing would still be like in DL, where you came to steal a tech once you had all info on the civ. Either way, I do not recommend you to use spies to steal tech. That is far too expensive and you will need all of your spies to defend yourself against the other civs, spying at you. The most efficient way of stealing tech is by conquering a planet. Though I have to admit, I mostly g
Drengin: Here, you can have my fancy-formed dagger ... right between your ribs.
I like the all-factory approach. Concerning research, I just think of it as R&D-departments in the companies. And I like the fast construction of social stuff. That really is a crucial factor, sometimes (especially with trade goods and wonders). An all-X-strategy does not do any wonders and you still need the economy to sustain it. The downside is lost flexibility, but on the positive side, you save quite a number of tiles because a smaller number can now produce enough stuff so that al
Wyndstar, thank you very much for your detailed answers. They were a great help for me. Concerning the next expansion ... you really made me look forward to the release. Maybe, in a weak moment, I will pre-order and partake in the beta-testing. Again, thanks.
But bigger maps handicap the AI more, because it has to handle exponentally growing more options, the matrizes get bigger and thus the AI tends to make more errors the bigger maps get. It has more or less the same computing power at hand (maybe linearly growing computing power since you take your time, too) but the problem grows nonlinear. I remember one big-shot stating that he could not adapt to tiny maps and that they were much more difficult than smaller maps. (And I never managed t
Taking over a planet by means of an influenza module is a sick way of doing things. Apart from that, OP, you should have searched the forums or checked the Wiki. And no, I will not spread your question to everyone I know because that is commonly referred to as spamming.
First of all, thank you for your in-depth analysis of the game. It makes it far more interesting and enjoyable. Yet, there are several things I do not understand ... 1. Some user stated that the all-fab-approachs needs fast tech speed selected in the galaxy creation screen to work properly. Why is that so? As I understand it, fast tech applies to everyone in the same manner, so that you still are lagging behind initially. So where is the difference? (Is it that you get the needed bonuse