Author Topic: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*  (Read 1659 times)

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MrAngryFace

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HOW THE FUCK DO I KEEP MY APPROVAL RATING UP. I have two planets and they get all pissy just 30 minutes in and im not even spending that much or asking that much of them from taxes. I built entertainment! ARHGHGHGHG!

Also there's some backdoor shinannigans going on in the galactic council. I wanted to increase the speed requirements of constructors but both alien races fukin stonewalled me. FUK THEM
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Fragamemnon

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #1 on: June 27, 2007, 11:09:39 AM »
Oh god this game is like crack, I played it all night last night almost while the wife was out on a business trip overnight.   

Approval is tied directly with two fuctions-morale, and taxes. Now it's easy to say that to increase approval, just cut taxes-however, that'll often get your economy totally screwed. So you need to approach it from the morale side of the equation as well.

Here's how I keep my approval up-note that I usually play a custom race (on masochist/obscene) with Super Breeder (huge pop growth on planets where morale=100%), so I have a good handle of how to rig approval.

The biggest thing you can do is claim a morale galactic resource if you have one. The morale bonuses they give to your civilization for the effort expended are colossal. The next thing you should look at is getting Xeno Entertainment-it is a cheap early tech that has a 10 point boost to morale even if you don't build a damn thing. There are other techs too that give morale, but Xeno Entertainment is a cheap early must-have that will give you a good approval nudge early on.

Next, look for in the middle-to-late game trade goods like Harmony Crystals, Ultra Spices, and Frictionless Clothing. They don't take too long to build and are fairly cheap to trade for as well if your diplomacy is good and its not too late in the game.

Morale structures generally suck, but they do suck less if you put one down on a morale bonus tile. I generally never build them in my games unless I feel I can pull off a 24 billion, PQ20-ish economy world.

One more thing that you really have to watch is maximum planet population as well. The game really doesn't allow planets above 18 billion or so without the approval taking a nosedive-on a planet-to-planet level, approval is linearly inversely proportional to population.

Hope this helps. Best turn-based space strategy game since MoO2, easily.

« Last Edit: June 27, 2007, 11:11:16 AM by Fragamemnon »
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MrAngryFace

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #2 on: June 27, 2007, 11:15:27 AM »
Yeah I had fun with it last night but I noticed the approval rating dropping on my home planet but not the fringe planet. I found this strange because the home planet was easily the most developed and influential. I tried lowering taxes but it screwed up required funds for researching basic things. The other two alien races were pretty aggressive.

Im pretty sure it'll take me a few more throw-away games before I can deftly manage even a small galaxy map on cakewalk. I keep killing myself in the polls and economically haha.
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Fragamemnon

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #3 on: June 27, 2007, 11:32:18 AM »
Yeah I had fun with it last night but I noticed the approval rating dropping on my home planet but not the fringe planet. I found this strange because the home planet was easily the most developed and influential. I tried lowering taxes but it screwed up required funds for researching basic things. The other two alien races were pretty aggressive.

This is due to the home planet's population being so much greater than your colony. As population increases, approval decreases. I deal with this by mainly ensuring that I don't have too much population on any one planet. One other trick you can do there is to ferry population from the main planet to the colony planet using a spare transport or colony ship-this has two benefits in that it reduces the population on the homeworld (increasing approval on the homeworld) and increases the rate of population growth on the colony.

Quote
Im pretty sure it'll take me a few more throw-away games before I can deftly manage even a small galaxy map on cakewalk. I keep killing myself in the polls and economically haha.

Here's some early pointers, regardless of race:

1) Always set your flagship to autosurvey at the beginning. Anomalies can bring in good early cash. If the galaxy is big and you have time, think about building a couple of extra survey ships if you have the time.
2) Your initial colony ship is not full starting out. Land it on your homeworld, then relaunch it to full-your first colony will thank you.
3) I don't use my first colony ship on the planet near the homeworld. I generally send it to a nearby star with lots of planets around it and hope for the best.
4) A decent starting approach is to load up your homeworld with manufacturing (putting research on any research bonus tiles and maybe a couple of trade centers to help with income), your nearby world for research (building a research captial there later), and the first PQ6+ world you colonize as an economic shantytown with a factory, a farm, and rest trade centers and maybe an approval building if you absolutely need it.
5) If you go hardcore tech early, don't be afraid to start running silly deficits and sell the tech to everyone. I disable tech trading for that reason-it made the game really easy for my playstyle.
6) If you want the AI to stay out of your face, you need to start putting up a basic military once they start building ships themselves. Having a weak military compared to other races will put you in a world of hurt and at the end of constant bullying and shaking down. I generally start, if I don't want to conquer right off the bat, with small ships, no engines, and lots of guns-I generally research into the second or third tech in a line (usually missles, sometimes beamz) and build some ships to act as garrisons. They also increase your military power, at which point you'll find your diplomatic relations improve quite a bit.

Econ and production is probably the toughest thing for a new player to "get". Here's a few pointers for that:

A) Every base shield/beaker/hammer of ouput you produce costs 1 BC, assuming it is not "bonus" production (research/manufacturing capitals, etc.). The biggest trap you can fall into is building high-tech structures without the econ to support them-a research center that outputs 10 beakers/turn with 2 maintainence doesn't cost 2 BCs/turn more than a basic factory that produces 6 beakers/turn with no maintainence. It costs 6 BCs more-2 for the upkeep, 4 for the extra beakers, assuming your research is at full capacity. Now if you multiply that across seven or eight research buildings, you can see a good economy collapse pretty quickly. Manufacturing buildings work the same.

B) Building a factory doesn't add the listed amount of hammers/shields unless your military and social spending precentages sum to 100% or so. If you have military spending set to 0 or 1%, and social spending set to 50%, and build a new factory, then you'll get half the capacity that is listed. Labs work the same-a Xeno Lab with 50% research produces 4 beakers and has 1 upkeep cost, for a total of 5BCs consumed per turn. A basic lab under the same situation brings in 3 beakers at the cost of 3BCs a turn. So, newer is not always better, especially early on.

C) You can upgrade over any buildings and it drastically reduces the cost of the new buldings. You can build labs over trade centers, factories over labs, etc, without problem. It's a good way to easily repurpose planets as needed.

D) If you set miltary spending = 1% and lock it, it has the result of telling your planets to build improvements first, and if there are no improvements, to build ships. I generally do this and adjust the social and research sliders according to what I want to do.

E) Money comes from population. I find it easiest to manage my economy by just trying to keep all of my planets sort of near the same population size, since it means that approval among them works nearly the same regardless of world. If you want to make money in this game-and with money comes funding for increased production, which is what money is best used for in this game-think decently large population+numerous stackd economy buidings.

Hope that helps!
« Last Edit: June 27, 2007, 11:52:53 AM by Fragamemnon »
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MrAngryFace

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #4 on: June 27, 2007, 11:34:06 AM »
Thanks this should help a lot. I really want to have a good game to play while im drinking :) I'll keep you updated on muh progress.
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Fragamemnon

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #5 on: June 27, 2007, 04:03:33 PM »
Oh, one more thing about morale-align neutral and you'll get a 10% morale bonus as well. Along with free terraforming once you research/acquire the techs (I almost always play neutral because of the morale + terraforming + Neutrality Learning Centers).
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MrAngryFace

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #6 on: June 27, 2007, 04:25:30 PM »
yeah i wanna try to be a defensive peaceful race but I need to make SOME military for defensive purposes
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Fragamemnon

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #7 on: June 27, 2007, 04:42:01 PM »
yeah i wanna try to be a defensive peaceful race but I need to make SOME military for defensive purposes


When I play peaceful, I have a military as a deterrent, nothing more. There are severe diplomatic penalties for having a military that is far weaker than the race you are trying to negoiate with-which makes sense, becasuse they know that if they wanted to curbstomp you it wouldn't be a problem.
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MrAngryFace

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #8 on: June 27, 2007, 06:35:47 PM »
But does a stronger econ or trade structure counter that?
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Fragamemnon

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #9 on: June 27, 2007, 07:16:46 PM »
But does a stronger econ or trade structure counter that?

Diplomacy is affected by the following:
 Positive Factors

    * Our diplomacy skill (+)

        The player has a greater diplomacy skill than the AI.

    * Our historic friendship (+/++)
    * Too busy to risk war with us (+)

        The AI is at war with another civilization or busy colonizing/building (?)

    * Our Ethical alignment (+)
    * Trading (+/++)
    * Our Military Strength (+/++)

        The player has a larger military than the AI.

Negative Factors

    * "We know what you're doing.." (-)

        The player has ships, specifically transports, too close to the AI's planets. May also be triggered by having Starbases too close to the AI and or player going for techological victory in v1.1.

    * Militaristic (-)
    * Our alarming influence (-)
    * Our close borders (-)
    * Our Diplomacy Skill (-)

        The player has a lesser diplomacy skill than the AI.

    * Our Ethical alignment (-)
    * Our historic animosity (-)
    * Our Military Strength (-/--)

        The player has a smaller military than the AI.

    * Lingering racial grudge (-)

        i.e. Drengin/Torian relations

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MrAngryFace

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #10 on: June 27, 2007, 07:20:20 PM »
Kinda sux no economic pressures, but does the game even offer a scenario where an empire can become dependant on another for trade/resources?
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Fragamemnon

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Re: Bearded Man Strategy Corner - Gal Civ 2: DARK AVATAR *scary*
« Reply #11 on: June 27, 2007, 08:13:21 PM »
Kinda sux no economic pressures, but does the game even offer a scenario where an empire can become dependant on another for trade/resources?

Given enough money and diplomacy rating, you can just buy the opposing empire's planets via negotiation or take them over by building influence starbases near their border. Planets not within the civilization's borders and if affected by enough influence (starbases work best for this), will "flip" to your side because of the sheer power of your consumer goods and culture. Get 75% of the area of the galaxy under your control and you win via influence victory.

You can also just go hog wild and buy alliances with every civ in the game and win the game via diplomatic victory.
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