Post beginner tips here!

The way economic starbases work is by placing several of them on the path of the trade ships. You can turn a 10 credit route into 20 with multiple starbases placed like restaurants along a turnpike.
 
Here are some random tips:

#1 Use the left mouse cursor to grab the main map to move it around. Don't use the edge scrolling as it's not nearly as good.

#2 You can use the left mouse cursor to grab the background of the tech tree screen and move around the techs there too.

#3 If you right click on one of the notifcation icons that drop from the right, you can activate whatever the event was.

#4 Early on -- don't over expand. The colony rush that people who played GalCiv I try to do isn't the ideal strategy. Instead, build up your colonies a bit, you can rush buy factories and research centers and such.
 
The economy starbases can also be used to speed up production on the planets in their radius.
 
Use Ctrl-N to regenerate the map until you get a Precursor mine(700% manufacturing increase) on your home planet!

:D

Seriously though, map regeneration is so quick in GC2, you barely have time to blink.
 
That's sooo wrong. Anyways wanted to pipe in about Starbases. They stack.
Econ bases give a boost to military, social and research. So I put a few down around my capitals. Any planets doing trade, I also build econ base to increase trade revenues.

Just careful cause at some point, based on logistics its going to cost you an initial fee to build more starbases.

I've been also using military bases and loving them for the extra oomph they give.
 
Precursor's things is so imbalanced! Both mines and libs, they should be removed cuz even single planet with PerMine can swarm others with tonz of ships, and when you add ManCap one planet can fight whole galaxy( - I did that - I won war on attrition with Dreadlords(!!!) in campaign with single planet with PerMine - just spammed rather simple ship design with overupgraded MilBase(Constructors are pumped with one in two turns ratio). Persecutor things should be removed from game for sure or replaced by 400% bonus and still be ultra-rare.
 
I just started using Brad's tip #1 and that is waaaay easier, but it seems completely backwards at first when you go to move.

And Ctrl-N should have been the first tip I listed in post 1. :D
 
Do economic starbases have to be actually on a trade route or just near one?
 
Moham said:
Do economic starbases have to be actually on a trade route or just near one?

No idea, but a starbase's range of influence is fairly large so if you place them around a good planet of yours you should do okay.

I just realized that if you think you have enough transports or attack ships for a war then you'll most likely need a few more. :) Plan ahead and have enough ships since it sucks having 1 too few transports or 1 too few attackers to finish the job!
 
A nice bonus to fighting someone with more tech than you is that when you capture any planet, even the crappy ones, you get a free tech! :D
 
Here is the deal about farm:
A standard planet can sustain 5 bil people.

If you want to have more population you have to build farm (farm *only* increase the population cap)

Let's say you have a XENO Farm which if i'm not mistaken provide food for 6 milion people then 1 planet (whatever quality doesn't matter) with 1 Xeno Farm will have a max population of 5+6 = 11 milion people

If you plant 2 xeno farm you'll have 5+6+6 = 17 milion

As a rule of tumb each time you build a farm build also a morale boosting structure.

As for the 'food production' tile i haven't got the exact math behild but i guess if you have a planet (5 bil people max as usual) and you build a xeno farm on 100% food production you'll have 5+6+6 = 17 milion.

In general the more people you've on a planet the lower the morale will be (for that the need of the morale structure) , of course the more people you've the more taxes you'll gain so is up to you ! :-)

Generally especially on very high level planet is better not to increase population too much but to build economy structure.

Here are some layout you may work in for a class 10 planet with soil enrichment (11 tile usually) and the order in which to build them. (the first tile is the initial colony)

Industry planet
Factory -> you should rush build this one and set to social focus
Factory -> If you can rush this one too
Factory -> If you can rush this one too
Factory
Starport
Factory
Research
Farm
Morale
Economy

Research planet
Factory -> you should rush build this one and set to social focus
Factory -> If you can rush this one too
Factory -> If you can rush this one too
Starport
Research
Research
Research
Farm
Morale
Economy

High tax planet
Factory -> you should rush build this one and set to social focus
Factory -> If you can rush this one too
Factory -> If you can rush this one too
Starport
Research
Economy
Farm
Morale
Economy
Farm
Morale
 
Thanks acantoni. That clears things up.

I think what I've been getting hung up on is that in Civ you need pop to work a tile. In my mind I was seeing a class 5 planet which meant your pop was capped at 4 to work the tiles! Now I can see that this is a major difference between the two games. I've been equating class with pop cap. :( Do planets have a pop cap?
 
Indeed they have and that depends on the planet quality :
Usually as a rule of thumb you don't want to build a farm on planet lower than 8 (which you wouldn't do anyway...)

Here is the detailed info (taken from the wiki)
# PQ 4 = 2.6 b.
# PQ 5 = 4.3 b.
# PQ 6 = 6.9 b.
# PQ 7 = 10.4 b.
# PQ 8 = 14.6 b.
# PQ 9 = 20.2 b.
# PQ 10 = 21.6 b.
# PQ 11 = 34.6 b.
# PQ 12 = 44 b.
# PQ 13 = 55 b.
# PQ 14 = 67.6 b.
# PQ 15 = 82 b.
# PQ 16 = 98.2 b.
# PQ 17+ = 100 b

Here is the short version which in many scenario will work :

PQ < 8 0 Farm , maybe 1 morale structure depending on your tax rate
9 <= PQ <= 12 1 Farm 1 morale structure
13 <= PQ <= 16 2 Farm 2 morale structure
PQ > 17 3 farm 3 morale structure

It is important to note that the PQ you see at the beginning of the game isn't the real PQ of the planet. With Soil enrichment + habitat improvements and/or alignment bonus in most case you can raise PQ of a planet of 1-3 points (so 10 PQ at the beginning is likely to become 12-13 in the end game)
 
do economic starbases have to be on one of your own trade routes or any trade route?

and to work they need to have thier range of influence touching your planets for them to be useful?


thanks!
 
what is the difference between DELETE and OBSOLETE in the stardock?

if i want to get rid of a ship forever I delete i would believe (which is what ive been doing) but does obsolete mean that I just dont want the ship on my current games stardock because the ships are no longer usefull to me? will they show up in my next game though?
 
Hiddnfox said:
what is the difference between DELETE and OBSOLETE in the stardock?

if i want to get rid of a ship forever I delete i would believe (which is what ive been doing) but does obsolete mean that I just dont want the ship on my current games stardock because the ships are no longer usefull to me? will they show up in my next game though?

That is correct. When you osolete a ship it doesn't show up in your current game anymore but it will be available in your next game. When you delete a ship you remove it completely from the game.
 
Always check your relationship with other races. If you see your relationship with another race go down from Neutral to Cool and you have a weak fleet, chances are you're going to be invaded. Prepare for an attack. Start building up your fleet and set up military star bases in strategic areas.

A war can still be averted at this point (if that's what you want). Just build up your forces. Once the AI sees you're capable of putting up a fight , it will back off. Check the stats and graphs to see how your military compares to others.
 
Back
Top Bottom