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rising from the ashes?

rising from the ashes?

Let's say that you are playing a "good" civ and you are allied with another good civ.

OK, some evil race comes along was wipes you out and ends the game. But... in your defeat you continue to watch the game play out (I had earlier asked if this could be an option...)

Would it be possible, if your old ally recaptures your home world, to have the planet returned to your control?

I was originally thinking about it from the other way. If your ally is defeated and you recapture his homeworld, it seems like the logical "good" action would be to return the planet to his control. It does seem like that's what a "good" race would do. And, conversely, it seems like a good race would do that for their allies as well. Maybe this could be a long-term advantage to being good!

IMO, this would be only an option for good races and for homeworlds.
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Reply #51 Top
Indeed, I would hate to see I get sucked back into the game just at the moment b4 I pressed the 'upload to metaverse button' lol :)

1 thing is for sure that it will be very hard to get back on track even if you regain a few planets by liberation. (if that could happen somehow)

When you play the game when it goes gold, try to hardly colonize at start.
You will notice that you will have a hard time (I never managed to win that way yet)


Reply #53 Top
midnight louie or obliterator,

About how much do you need to colonize in the early game in order to get a stable civilization? I'm looking for numbers here, say on a normal size galaxy.

Do you have to worry about colonization so much that it detracts from other elements of the game?

Personally in 4x games I tend to not colonize dozens and dozens of planets. Will I have to change that strategy for galciv?
Reply #54 Top
i think you better change you strategy in the beginning of the game. The more planets = the more income=more money for research=more tech=more defenses against the enemy.

But you know, i think your idea has merit, at some point you should try it. I'll try something like that in the next game i play and let you know.

rich
http://www.catwriter.com/
Reply #55 Top
Quote "Actually that doesn't apply when you win the game. We are talking about Liberation by your allies or another race with other motives for doing so. If you have won the game then there is no way another race can liberate any other because they have all been beaten by you."

Okay, Ancient Warrior, I concede this point to you. This feature could be quite interesting... and bizarre. I can imagine having a long vanquished enemey re-emerge from the ashes, liberated by another A.I. player. They would hate you beyond any limits. What if they became council members? What kind of sympathy could they generate from other races... Hmmm...
Reply #56 Top
Those are some interesting questions LifeWish. I'm thinking about writing an article on stuff i'd like to see added on to galciv and posting it in this forum. There are more than a few elements i've found on this forum that would add depth to the game, but i'm not sure if i should write it pre or post release because, since i haven't played it, i'm not sure what all's in the game. Maybe I could just put a disclaimer up saying "if this is already in the game then disregard, if not, then think about it". :)
Reply #57 Top
Well I cannot give you number on normal, since I only have played on gigantic (and tiny once) so far.

I do know that you atleast need to try to get as much planet within the radius your colony ships can get.
After that you need to research techs, place a SB (or multiple) to be able to get your colony ships further.

Another option is to improve your colony ships action radius by other planets.

I would say, that on a gigantic map you should atleast try to get all the planets in reach 1st, and then optionally try to get more planets (which will probably be close to other races planets)

Alto I am not sure I think that each time you play a new game the galaxy might have a bit more or less planets. (The maps are generated random)

I'll see if I can upload a picture so you can see what I actually mean with 'action radius'

Reply #58 Top
This is a pic of the whole gigantic galaxy, where you clearly can see 'groups' of stars.

http://members.chello.nl/~j.veldhuis/Galciv/GalcivRadarsmall.jpg

At the screenshot below you can the 'group' I colonized (you also see 1 torian colony within the condensed star group which I actually send a colony ship 2 l8 too.

http://members.chello.nl/~j.veldhuis/Galciv/GalcivRadarEnlarged.jpg

Now if you look at the small map (1st url) you will see several groups of stars, I would try to get atleast 2 'groups' of stars b4 I am going too concentrate on other things.(Most of my planets are building constructors now, so I can try to get some torian planets, and plant sb's on resources in space)

If you stick around with only a few planets (for example 1) your influence (galaxy wide and sector wide) will be practically nothing and you run the risk of cultural defeat even if you manage to build up forces.
Which will be hard because you will be outproduced on any terrain fast (projects, wonders, ships, influence, income, etc)

Hope this helps, do note that these shots where taken on the latest beta and not the gamma (alto my screenshots only feature the radat lol)

I am trying to be a good trade civilization btw ;)
Reply #59 Top
thanks for the info, I heard with the bonus pack that we'd be able to select which victory condition we want to win by. Does anyone know if this means that the A.I. has to follow the same option you pick? I.E., if I select cultural victory only, will this be the only way the A.I can win as well?
Reply #60 Top
Ancient warrior,
you can control the number of habital planets in the initial settings of the game. By setting habital planets to rare then you don't need to worry too much about colonization. Also the game is balanced so that the planet quality is far more important than numerous smaller planets. A class 26 planet is much better than 2 class 15 planets for production and income.

paul.