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


Two Starbase Questions
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by Citizen David Roberts - 4/1/2003 6:25:32 PM

Finally bought the game (after a mere decade of waiting ) and love it. Two questions regarding starbases, though. First, when a starbase is built on a resource, does it provide a bonus just for that sector, or is it galaxy-wide for that civ? Second, are starbases ever mobile, or do they have to be turned into terrorstars to move?

Thanks for your help.

      
#1  by Citizen Azog - 4/1/2003 6:45:11 PM

The reasource effect as well as things that increase that effect will be galaxywide. Many of the modules you add affect only planets in the system so read before you build though. Only Terror Stars will ever move but when you build those you will find they have many more uses than just destroying planets if you upgrade them right.



          Posted via Stardock Central
#2  by Citizen David Roberts - 4/2/2003 9:33:51 AM

Thanks for the help!

      
#3  by Citizen ShosuroPhil - 4/2/2003 12:29:53 PM

Oh boy do I feel stupid...

I had never realized you could build a starbase NOT on a resource. All I did was hunt for the resources and build the 'bases with my hordes of surplus constructor ships (huge game on dumb level, plenty of time to do this).

Now maybe the modules to add bonuses to trade routes won't seem so useless...

                  
#4  by Ambassador midnight_louie - 4/2/2003 6:02:22 PM

you can also build a terror star on a resouce and when you move the terror star, the recource moves with it. Good when you want to get in closer to defended sectors.

yours in TUNA
the_cat_known_as_louie

         
#5  by Citizen TLA-Russian - 4/2/2003 7:38:07 PM

What if you build two star bases in one sector; do abilities get added up? For exmaple if I cant build up my star base attack modules due to limited tech ability will building another star base (in the same sector) add to already existing abilities?

-TLA-Russian

      
#6  by Veteran travathian - 4/2/2003 7:57:17 PM

Absolutely, in fact, you should do this back home with those factory modules. Build two or three starbases in a single sector with a few decent planets, deck em out with production modules and enjoy!

       
#7  by Citizen john denver - 8/17/2003 10:07:29 AM

what is needed to create a terror star? please reply to richyrich1001@yahoo.co.uk Email


#8  by Citizen HairyTheTaco - 8/17/2003 10:32:39 AM

all these techs have to be researched:

- Communication Theory
- Defense Theory
- Industrial Theory
- Propulsion Theory
- Weapons Theory
- Battle Armor
- Cold Fusion
- Nano Electronics
- Phasers
- Impulse Drive
- Nano-Metal Composition
- Advanced Engineering
- Instant Communication
- High Density Metals
- 1D Phasing
- Tri-strontium Alloy
- Large Scale Building
- Artificial Satellites
- Artificial Planets

also, your alignment has to be evil, and the united planets cant have a law banning terror stars.


                  
#9  by Citizen HairyTheTaco - 8/17/2003 10:34:08 AM

also, the terror star tech has to be researched on top of all of the techs in the previous post



----------------------------------------------
join the Illuminati!
http://www.galciv.com/metaverse/empires.asp?id=413 Link

                  
#10  by Ambassador Ray the Wanderer - 8/17/2003 10:36:34 AM

also, your alignment has to be evil,


Don't think so. A Pure Good Terror Star user comes to my mind.

                        
#11  by Citizen eSalkin - 3/31/2004 7:10:32 PM

Can someone define "nearby planet?"
Are we talking in the same sector, neighboring sectors, or just the adject cells?

#12  by Citizen amulekbird - 3/31/2004 8:52:43 PM

For most cases, nearby planet means the same sector. The only exception is influence modules which affect all of the surrounding sectors as well.

You can be of any alignment to build (and use) terror stars!

                          
#13  by Citizen AeonOfTime - 4/2/2004 6:02:25 AM

For most cases, nearby planet means the same sector. The only exception is influence modules which affect all of the surrounding sectors as well.


Just to be sure: is one sector one cell in the grid view of the map?

And in what radius do influence modules affect nearby sectors? one sector in each direction?

                  
#14  by Diplomat Peace Phoenix - 4/2/2004 6:10:05 AM

Just to be sure: is one sector one cell in the grid view of the map?

To make it simple and avoid misunderstanding, here are the various galaxy sizes in sectors:
Tiny : 4x4
Small: 5x5
Medium: 8x8
Large: 12x12
Huge: 16x16
Gigantic: 24x24

And in what radius do influence modules affect nearby sectors? one sector in each direction?

The eight surrounding sectors.


[Message Edited]

                          
#15  by Citizen nVariance - 4/2/2004 10:39:46 AM

Just to be sure: is one sector one cell in the grid view of the map?


In grid view, one small cell is called a parsec. A sector is composed of 12x12 parsecs. When grid view is turned off, parsecs are hidden and only sectors are displayed.

      
#16  by Senator CariElf - 4/2/2004 2:02:07 PM

Hi, midnight louie, it's good to see you again.

        
#17  by Citizen Matthew Downie - 4/2/2004 3:35:02 PM

I don't think he's here - it's an old thread.



                           Posted via Stardock Central
#18  by Diplomat Nidaros - 4/2/2004 4:13:12 PM

Cari, your one year to late im afraid

                    
#19  by Senator CariElf - 4/2/2004 6:23:50 PM

Rats...all I saw was the 4/2.  Rather ironic that this thread re-surfaces a year to the day that it was originally posted.

        
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