Hi there,
I thought I'd create a thread for Gal Civ 2 questions on this forum since it's been years since the last post in it's own forum. Anyone else who has Gal Civ 2 questions can feel free to use this thread.
I hope this is okay, feel free to move it if there is somewhere better for it.
I've only been playing for a short while and have been doing a lot of reading on the side to supplement my learning and I feel I have a decent understanding of the game in it's broad strokes, but it's some under the hood mechanics I'm having trouble finding information on. Some things seem a bit unintuitive and vague.
I'll start with my major question and perhaps add others to the thread later.
1. How does Influence spreading work?
I've read what it says in the manual and the wiki about Influence and I understand what it is, but it's a bit vague on the details of how it spreads. For example, does a heavily influential home planet at the back of your empire help in pushing out your borders, or does the planet need to be near the borders?
How do Influence starbases work? I've heard them described as Influence 'amplifiers'. If that's the case, do they amplify your entire empire's influence or do they just amplify the influence of planets in their radius? This amplifier idea may be wrong, I'm not sure. What happens when you drop an influence starbase in the middle of enemy space?
When your borders expand and an enemy's shrinks, is it because your empire-wide influence is stronger (how much stronger?) or because your local influence in that area is stronger?
Quite a lot of questions there, I realise, but it's something I'd like to understand better. I'm sure I could win an Influence victory just by generally building influence buildings, researching influence techs and filling space with culture planets and influence bases, but I'd prefer to understand how it all works a bit better.
It has been a long time since I played GCII. I literally played it to death...lol. I know that influence is created at 'influence starbases' and you can flip planets and star bases with them. Depending on the race you are playing it would take me about 3 starbases to flip a well populated planet. I cannot remember if influence grew organically from each planet.
Cheers!
Oh and welcome to the GCIII forums!
Every planet producss some influenc. Increase by buildings, and influence stargaze.
I was quite knowledgeable back in the day. I'll help answer questions.A planet at the far back of your empire isn't going to help your influence to grow. Its influence is going to over lap with other planets between it and the edge of your empire.There is a practical limit to how big a planet's influence will grow. Its not going to produce points over time and slowly grow like it does in GalCiv 3. Its strength and range is going to be determined by a number of factors, so it'll grow so long as these factors continue to grow. When this growth stops, so too will the range of the planet's influence stop growing.Starbases can be used to create influence, and even culture flip planets. It can work even if you have no planets nearby generating influence. Their influence will disappear when they are destroyed. I have won influence victories many times before by building influence starbases in empty space and near planets to culture flip them. Influence modules does help to increase this influence. You'll probably need them if you are trying to culture flip planets far from your planets.
Hi,
Thanks for the answers so far. Been playing and learning more and more over the past week.
Couple of questions:
1. I've heard that the original Dread Lords campaign is near impossible to beat because it was designed around an old combat system that was changed. Does anyone know if this was ever fixed? For the record, I am using the 'Autumn Twilight' mod and the creator has included versions of the campaigns compatible with his mod, but not sure if it fixes the combat issues.
2. I've been reading more about advanced strategies and specifically about the 'All-X' strategy where you build almost exclusively research or production buildings (with some eco support) and set your sliders to 0/0/100 or 0/100/0 using planetary focus to gain whatever you've neglected.
I've not tried it myself yet but I find it a bit off-putting as it seems quite cheesy. I have been playing with a fairly equal balance of sliders and occasionally microing them when I require one type of resource over another, but is this All-X strategy just plainly better?
I'm hoping there are obvious flaws I'm missing, but going 100% research and taking production bonuses with your ability points and flying through the tech tree picking up all the other production bonuses does just seem far stronger than going with something like 33/33/34 and tweaking it every few turns.
I really enjoy the balanced, tweaking approach and see it as a core mechanic of the game, so the idea of the All-X trumping it puts me off as I say.
EDIT:
I think I may have been using old information on the All-X strategy, it seems Focus was changed later to nerf this strategy. Focus is poorly explained in the wiki though, could someone give me a better idea of how it works?
From the wiki:
'When a player sets a focus on social or military production, that field takes 1/4 of base research and 1/2 from base production of the other production field, and adds that amount to whatever it already has. After that it adds to the new amount all bonuses the planet and race has in that field, including 50% bonus to mil production from the Artificial Slave Center. Focus does not transfer any production or research points generated with bonuses.'
The last two sentences appear to contradict themselves.
Thanks for the replies so far, DW.
I agree on the All-X strat. Like I say it does seem that changes to focus have made it far weaker. Focus apparently used to have no wastage at all, but now you lose quite a significant amount of production/research when you use it. Not sure if it's still overall more effective, but it's unrealistic and uninteresting so I won't be using it either.
Can I ask how often you tend to tweak sliders and if you have any examples of when it's good to change from the even split and lean more heavily towards one resource? I tend to lean slightly more to research when possible, but not by a large amount (maybe 30/30/40).
In my current game as the Drath, I'm 100 turns in and my economy is starting to become quite solid and so I went for a split of 10/30/60 for a while and was just buying the odd ship I needed (mostly constructors as I'd already maxed out my trade routes by then).
I'm not sure what type of victory I'll go for yet, but I'm enjoying making use of war profiteering, it seems quite strong. I have a strong relationship with my Torian neighbours (all trade sent to them, both treaties) and I've got most of the galaxy fighting it out amongst themselves. The Thalans seem to be coming out on top though, so I may have to fight them personally at some point.
But yeah, just experimenting really. Was thinking I'd try and jump forward in research for a while and then change heavily to military production when I have some decent tech (med hulls etc). I've lowered my research and bumped up social a bit more currently since I just unlocked research centres and I have a couple of dedicated research planets that need to spend some time upgrading to them.
If anyone has any good examples of when to adjust sliders and the kind of values they like to use, I'd be interested in hearing about it.
Gratuitous plug: I highly recommend trying mods with GCII. An obvious reason is that I made a few myself. Most of mine were cosmetic (e.g., new 'jewels,' = non-functional components), but I worked REALLY hard (as in, using simple statistical analysis) to make the mechanically significant ones (e.g., new invasion tactics, new political parties, implement all abilities, implement negative abilities) balanced so they wouldn't wreck the game. I also recommend Gauntlet's GCII mod, and there are plenty of other good ones out there in the databank! Having in-house mod hosting on this site (unlike the present arrangement with Steam) makes using mods much easier with GCII as well.
It is notable that a number of things that were modded in GCII, like the negative abilities and including all models in the game as ship components, are features of GCIII. In fact, Kryo's mod was incorporated into GCII, he got a job with StarDock, and his influence is still there in the ship designer in GCIII. Some other mods (like new components) are very difficult to make now, so there are some advantages to the old girl.
Enjoy GCII... she feels like a dear old friend now, and it is great to see her still getting some love!
I tend to use 20/20/60 in favor of research. I find that having a tech advantage pays off in the long run. It might take a while to build ships, but they tend to be high quality when they're built. Having a few military resources also helps.I don't deviate from that spending rate very often. I might favor military spending early in the game to win the colony rush, or I might wind up in a war with too few ships. A large fleet size can even the odds in ways that tech isn't fast enough. Sometimes I try something different just to practice.I should note that if a planet has social spending but nothing to spend it on, it'll go to military spending (if not military spending is not 0). So often times my spending is more like 40/0/60. I try to avoid teching up in the planet improvements fields so I'm not spending so much of my social spending on planets. There is a time and place for mass upgrades for my planets, and thats often when I'm willing to put near 100% spending to social. Or I have a lot of money that needs spending.I also set my tax rate to x9% percent, such as 39% or 49%. There is a larger morale hit when you push that 9 to double digits then there is when you increase 0-8 by 1 point. There are other morale hits for taxes, but I don't know them off-hand.I use 0% taxes at the beginning of the game so I can get that 100% population growth you get with 100% morale. With anything less, you should tax your population to whatever extent that they can handle. 25% growth with 75% or more morale isn't worth it.War profiteering is a powerful ability. It gives you a money equal to a percent of another civ's total budget, but only if they are at war. Each civ is only taxed once. No money is actually removed from a civ's budget; its more like the money they spend makes its way to you. With this bonus income and super manipulators, it should be easy to keep everyone in the galaxy at war. Except you, unless you are ready to prey on someone who is losing a war.
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