KleinBottle23

KleinBottle23

Joined Member # 2555616
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I've read that the birth rate of most of the Western world is actually rather below replacement levels. Most births in the world are in developing nations now. So if we finally manage to bring everyone on Earth up to developed status, it's possible it might drop back down to 5bil in a few hundred years.

28 Replies 14,537 Views

The thing is, the Starbases doesn't move, a Starship can. If we need those 2 to become kiff-kiff in terme of production cost/efficiency, we need to increase the power of Starbases, because right now, I think that Starships greatly out-perform the Starbases on almost any military scale. Your "build many small ships boosted with a starbase" strat would not resist to a

43 Replies 19,091 Views

Sensor ships are just a WASTE of MONEY. It really depends. Eyes of the Universe might be cheap for a wonder, but that doesn't make them more cost-effective. Consider that a sensor ship can be built with low level tech for about a fortieth of the cost of an EOTU (~150bc). Certainly the EOTU is nice to have, but if you can't or won't devot

27 Replies 18,380 Views

3) Mass Drivers- They need to be better- right now the AIs never use them. Why use them when you can use missiles instead- which give you a lot more firepower earlygame? Actually, I think I have yet to see a game where at least one race didn't go for mass drivers. For whatever reason, I see mass drivers used about twice as often as missiles, and

22 Replies 18,964 Views

Interestingly enough, this happens to me, too. It always happens during planetary invasions for some reason.

13 Replies 5,424 Views

Bottom line (at the top!): There are a lot of good reasons why close ranged combat makes more sense than long ranged. It's hard to know what's technologically feasible in the GC2 universe, but even if it is possible to make a beam go, say, 300,000 KM, I can think of a lot of reasons why you wouldn't want to. Energy consumption would be enormous (and enormously wasteful); why not shoot from a couple of hundred KM? That way you aren't projecting a beam over hundreds of thousands of klicks

11 Replies 8,552 Views

At the moment there are basically four uses for ships: combat, conquest, cargo, and colonization/construction. All of these are necessary, and all of them have corresponding modules. This is great, but even more could be even better. To wit: Something that might be nice for an update or (more likely) an expansion would be more specialty modules for ships. I'm not talking about cloaking or anything like that; I'm thinking things like fleet speed boosters or diplomatic modules that would

11 Replies 8,552 Views

Great article. Thanks for providing it. Just out of curiousity, how much did you have to pay to manipulate the other races into war? I've offered deal after deal to the AI and have just gotten laughed at for my trouble.

13 Replies 12,563 Views

I actually wondered this myself. There was some good advice in the responses I got. It does get annoying when you're fighting a war of tooth-and-nail survival and your population is whining about how much of your budget is spent on the military. The consensus seems to be "use food bonus tiles carefully or not at atll." It does seem like planets of <=20PQ aren't worth pushing above a certain population. Conquering mo

50 Replies 26,024 Views

Influence from other races causes rebellion, not low morale. According to the WWW Link , low morale can indeed cause revolts. I can also verify that the revolt description specifically mentioned their disapproval of my policies instead of the usual "we just don't feel like we belong anymore"

22 Replies 14,580 Views

It's the forms, man. Putting the ship together gets done Monday before lunch. It's the paperwork that takes the rest of the week, and that can't be rushed no matter the ship type.

31 Replies 21,130 Views

If you have some large population planets that are unhappy, so what. Happy people and unhappy people pay the same taxes. And those high pop planets are hard to take over with ground invasions. All true, but I've had my three biggest manufacturing planets secede because I didn't keep them happy enough during wartime. Since they were also my bigges

22 Replies 14,580 Views

Interesting. I believe it, but this does raise an obvious question: what are the farm upgrades for? Evidently I need more planets to work with, so I should more expansionistic. Works for me.

22 Replies 14,580 Views

Hey there. I just got the game a few weeks ago, and I'm a relative noob, so I could use some advice on approval ratings. I know that low taxes and entertainment upgrades are the main way to keep people happy. So do specials like the harmony crystals and playing as Neutral. However, I've found that my fickle population just can't stay happy once the population on a planet gets about 20bil or so. This is especially devastating when I get jumped by an AI race that's trying to steamroller i

22 Replies 14,580 Views

I've seen similar weirdness with the approval rating. For example, I've seen solid 80% approval ratings drop to 1% with the addition of one additional point of tax (and this is with tax rates already in the eighties, I should add). This had the interesting effect of causing three major factory planets to revolt and the eventual loss of about 50bil people. Interesting times.

14 Replies 6,470 Views

All interesting ideas, though I agree that that would be a lot to manage. A war of conquest in a large galaxy...wow. The tech alliances sound great, though. I like the idea of only using a portion of planet population to serve as soldiers. And going along with that, perhaps the soldiers who survive a successful invasion would be the occupation force that keeps the conquered population in check.

5 Replies 4,423 Views