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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Two newbish questions
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by Citizen tylertoo - 3/23/2004 4:45:13 PM

1) In two games now I've had the same situation (small map, easy difficulty): I'm friendly with all races but one. I want to attack that one race, but it is basically located in a sector I can't reach with my battleship. I guess this is about my influence not reaching there or something. There are no resources left in between my region and my enemy on which to build starbases, no planets still up for grabs. The only thing between me and him are the other neutral or friendly races. What do I do?

2) In the Orionsector strategy guide (Staffa's wholegame strategy), it recommends one idea: purchase a trade good quickly, even at a huge cost, then turn around and trade it to others for non military techs. I tried this and indeed I ended up making a profit, because I received cash for it rather than techs.

I just don't understand the concept of trade goods and... the concept of trading trade goods. I thought trade goods are monopolies on a product that bring you income. So do you lose that monopoly when you trade it with others? Can someone clarify?

Thanks; I hope these questions make sense.

          
#1  by Veteran Icho Tolot - 3/23/2004 5:00:21 PM

No.1:
You don't need rescources to build Starbases just place a SB close to the sector you want to reach and it expands yout range

No.2:
You are still the only one who can sell that TG. You still recive the income. But be carefull about selling them, becaus the AI gets the boni too if you sell it to them

Hope that helped

                          
#2  by Citizen Fanamar - 3/23/2004 5:01:11 PM

The reason you can't get to those far away planets is because your warships have a limited range (you may notice that your scouts or freighters can reach this area). The only way to get your ships there is to build a base within striking range of the enemy. You can either use a constructor to build a starbase (no specific modules needed, just one constructor) within range or conquer a planet within range. You will need to wait a turn after you build your base before the extended range is available.
All trade goods give you bonuses to your race (increased moral or faster ships etc.)and ONLY your race unless you sell it to another race. When you trade or sell it then that race gets the bonus of that trade good. The only difference between a trade good and a tech is the fact that the first one that gets it has exclusive control over who else can get it and they can only get it by paying you. Once you trade it to another race, that other race cannot sell it to someone else but once you sell it you can't "buy" it back.
Hope this helps.

                    
#3  by Citizen tylertoo - 3/23/2004 5:16:15 PM

Both replies helped, thanks.

I always thought a starbase had to be built on a resource!

          
#4  by Citizen Soul Sphere - 3/23/2004 11:57:48 PM

I always thought a starbase had to be built on a resource!


Not at all. A good trick is to build SB's along your trade routes. Attach trade modules to the star base and increase your trade income. Or you can build a SB in your sector where you own a system and keep adding mining modules that increases your production, or military that increases your fleets attack power etc. Just plant a star base in your sector by pressing the (b) key and then keep adding more constructors as wanted.

For Honor and Justice! http://guardians.galciv.org/roster.html Link

                        
#5  by Citizen tylertoo - 3/24/2004 1:09:46 PM

A good trick is to build SB's along your trade routes. Attach trade modules to the star base and increase your trade income. Or you can build a SB in your sector where you own a system and keep adding mining modules that increases your production, or military that increases your fleets attack power etc. Just plant a star base in your sector by pressing the (b) key and then keep adding more constructors as wanted.


Its funny, I knew starbases could increase production, military, trade... but still assumed that those benefits were limited because the bases could only be placed in a few locations -- where the resources are. Anyway, last night I successfully built starbases to expand my influence... and allow my battleships to get to my sole enemy. But....

...in the interim of building bases, my political party (the populists) lost control of the Senate, and now I can't declare war . I have tried boosting morale by building some things, and I boosted propoganda on Earth... but while morale goes up, my party is still out of power. What are the best ways to QUICKLY regain control of the Senate?

          
#6  by Citizen Matthew Downie - 3/24/2004 1:13:59 PM

What are the best ways to QUICKLY regain control of the Senate?

Abolish democracy now! (Select Dictatorship government).
Or offer 'declare war on X' to someone else as a gift, if there's anyone who will accept that.



                           Posted via Stardock Central
#7  by Citizen tylertoo - 3/24/2004 2:29:26 PM

Abolish democracy now! (Select Dictatorship government).


The Senate won't let me!

          
#8  by Veteran Theoden of Rohan - 3/24/2004 2:55:48 PM

What are the best ways to QUICKLY regain control of the Senate?


Unfortunately, it looks like you may need to wait until the next election. In the meantime, continue building an invasion force to make conquering your enemy easier.

Did you try the suggestion of offering war as a gift? I've never done this without control of the Senate and wonder if it works...

                          
#9  by Citizen Bam_Bam - 3/24/2004 4:29:37 PM

You definately have to wait until the next election. The senate membership is fixed. They will vote party lines. Make sure you bump up morale before the next election, and you will regain the senate.

                      
#10  by Citizen tylertoo - 3/24/2004 4:41:16 PM

You definately have to wait until the next election


How long between elections? Is this a fixed length?

Make sure you bump up morale before the next election,


I'm pretty flush with cash now. What's the surest way to bump up morale big time if dollars are not a concern? I have already built things like Entertainment Network on all planets.

Did you try the suggestion of offering war as a gift?


No, but its worth a try .

Should I retitle this thread "Many Newbish Questions"?

          
#11  by Veteran SuChiUomizu - 3/24/2004 5:11:41 PM

How long between elections? Is this a fixed length?


Yes. I don't remember how long since I never kept track, but I think its either every two or four years.



           Posted via Stardock Central
#12  by Citizen Soul Sphere - 3/24/2004 7:36:11 PM

How long between elections? Is this a fixed length?


Im pretty sure it's 24 months. To raise your morale build some infrastructure such as entertainment networks, news networks, multimedia centre, stadiums and harmony generator's which you can aquire by researching certain techs. Also 1-2 months out of an election drop your taxes by half, then when the election is over raise your taxes again to your prefered rate. To look at how many months you have left to an election just look at your domestic policy screen in the economic's tab and you will see the senate seats, different parties etc. You can also look at each planet and raise propaganda on your planets where morale is significantly low. Also Soil Enhancement and Habitat improvement will raise your planet quality which will raise your morale by alot.

                        
#13  by Citizen tylertoo - 3/24/2004 11:07:24 PM

Also 1-2 months out of an election drop your taxes by half, then when the election is over raise your taxes again to your prefered rate.


Ah, very clever. Thanks for everyone's help!

          
#14  by Citizen Matthew Downie - 3/25/2004 6:52:38 AM

Sorry if my advice didn't work - I've learned to avoid losing elections by techniques such as the phoney tax cut, so haven't been in that situation for a long time. You can see how long until the next election on the domestic / economic screen, below the senate diagram.



                           Posted via Stardock Central
#15  by Citizen GangofMao - 3/25/2004 3:39:03 PM

Aloha tylertoo...
If you really are building an invasion fleet,
rather then build things you don't want to pay for later on low morale planets,what i do is build my
combat transports on those low morale planets send
them off to where you are going to build the starbase
you need for combats fleet range,and after you regain goverment,decide if transports or buildings are better
for that low morale planet...but as u can see...
i never win on military... lol but still like the small
war to expand my culture...don't know if this helps?
but enjoy the game...

                    
#16  by Veteran Lord_StarPilot - 3/25/2004 4:37:14 PM

Tylertoo...

The big 2 things to watch for morale is tax rate and # of people on the planet. Too many people, and they get unhappy.

I usually set my tax rate at about 51% most games, once most of my early yellow worlds have Soiled and Enhanced. After that, whenever their morale gets "low" (in the 60s) I pop off a large amount of people in a colony ship. In the mid to late game, you have to ship those people out, one way (colony ships) or another (transports/combat transports).

Proproganda spending will not increase your morale on a planet, unless an AI is spending money to destabilize you. In fact, I never use proproganda. It's just easier to ship them off via a colony ship.

If I am going to have a world go for a long build military item, I prebuild a colony ship. This way, when I'm just 3 turns away from getting that big ticket item, and the morale of the planet has hit 55%, I can off load those too many joes.

Entertainment networks are good for their costs. But I find that Virtuals and Media centers are not. 5 for +20%? Just ship off those unhappy people in a colony ship.

Good luck. Keep an eye out on your morality, building morality improvers as you find suits your needs/playstyle and shipping off the extra hooligans on colony ships, and you will never lose an election again.

                    
#17  by Citizen Soul Sphere - 3/26/2004 2:14:46 AM

Proproganda spending will not increase your morale on a planet, unless an AI is spending money to destabilize you


Im pretty sure that is not correct. Colonize a planet early on like in the colony rush at the beginning. Wait for its morale to drop some. Spend money on propaganda and the morale will rise on that planet. This happens even before you will come in contact with another race or close enough for the destabilzing effects. But is does help combat other civs destabilizing you. Playing at maso as well, propaganda will come more important as the AI will culturally flip you alot easier then at easier levels.

                        
#18  by Citizen Magnumaniac - 3/26/2004 5:15:43 AM

Playing at maso as well, propaganda will come more important as the AI will culturally flip you alot easier then at easier levels.


Hmm, interesting MC - I've never had to spend anything on propaganda and never had a planet flip to another major. Ain't it good how there's so many different ways to play this game successfully

                          
#19  by Citizen Soul Sphere - 3/27/2004 12:35:18 AM

Hmm, interesting MC - I've never had to spend anything on propaganda and never had a planet flip to another major. Ain't it good how there's so many different ways to play this game successfully


In some of my AP games the AI has been improved in the cultural victory department. I had the Torians in my last game fliping all the Arceans planets to them through placing party palaces everywhere. The map was absolutely covered in these. Most times I dont spend money in propaganda but this occasion I did just to be on the safe side. Also if I notice morale drop below 54% I boost it up with some propaganda to raise it above that percantage. I think if you stay above 54% your popluation will keep increasing at the 3% rate.

                        
#20  by Citizen littlewotts_ - 3/27/2004 2:41:49 AM

I have had the Arceans doing the Party Palace bit to me in my latest AP games. Luckily, I was able to grab the many of the Influence wonders and could easily combat their attempts. However, they had many influence heavy SBs in multiple sectors.

                          
#21  by Citizen damoose - 3/27/2004 5:00:01 AM

I think if you stay above 54% your popluation will keep increasing at the 3% rate


Yup. And 6% at 100% morale

                      
#22  by Citizen Bam_Bam - 3/30/2004 4:28:34 PM

Don't forget that no planet can grow more than 200M/month. Once you get >3.34B, keeping morale at 100% loses its value (i.e., growth rate is "only" 200M/month) until @ 6.67B, there is no difference.

                      
#23  by Diplomat Peace Phoenix - 4/1/2004 2:59:24 AM

Don't forget that no planet can grow more than 200M/month. Once you get >3.34B, keeping morale at 100% loses its value (i.e., growth rate is "only" 200M/month) until @ 6.67B, there is no difference.

This is without any growth bonuses. You could check the following thread for number with growth bonuses. http://www.galciv.com/forum.asp?BID=GS&id=155077#155887 Link

                          
#24  by Citizen Bam_Bam - 4/5/2004 2:18:06 PM

Good work, Peace Phoenix. That just shows the limited time benefits of the pop growth bonuses and why aphrodisiac is an overrated trade good, IMO.

                      
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