Newb, addicted

Just thought I'd say I'm hooked. I bought GalCiv about two weeks ago, still in my first game. Mostly over the learning curve hump, but I still have no clue really about strategy. At least I seem to have mastered the interface. With two kids I have little time to play, maybe an hour late at night, but gawd almighty its hard to turn off the computer -- just one more turn!!!. Hats off to Stardock. And thanks to several people on the Stardock GalCiv chat channel who helped me with numerous questions last week -- sorry, don't remember their nicks, tho :( .

More questions:
-I've been conquering opponents' planets by a)destroying defenses with my fighters, then b)sending transports. The transports seem to have very limited success -- most invasions are thwarted. Should I be conquering differently?

-One aspect of the interface I have trouble with is when a ship is built. After the notice of its completion pops up, is there a way of immediately going to that planet to launch the ship? I find I forget about some of the ships I've built, they stay in the planet's orbit unused. I know I can click in the build cue to launch automatically, but for transports or colony ships, that prevents me from setting the number of people aboard.

-- Is there a tech tree available within the game or in printed form? I find it hard to decide what to research, what path to follow. Secondly, how do I find out the stats of a military item before I research the prerequisite technology? For example, I consider researching Corvette Technology to allow me the Corvette fighter. How do I find the stats of the Corvette BEFORE I choose to research that tech?

--Does anyone else have a hard time reading the treasury figure in the lower left when it turns to red? Maybe its just my bad eyes.

--Finally, and perhaps most importantly, I'm still pretty clueless about getting my econ going. It seems I'm always in debt, and frequently below -500 which stalls everything. I have a few trade routes, routinely trade techs for cash. What else should I be doing?

Thanks in advance for the help.
703 views 29 replies
Reply #1 Top
1) Conquering, you group your transports and thereby gain supperiority by numbers (pop). When you develop the tech Battleships (i believe) you should get access to Combat transports which will hold upto 5 b. people.

2) I think that if you turn on Active govern ignores GNN (on the option menu), i believe the should be a pop which takes you to the planet each time a ship is build

3) On the Research screen you can right clich techs to see the tech before and after and the best source i have found is http://webpages.charter.net/trevorpowdrell/ this is not upto date, but still usefull

4) Having had on problems, but then again i have played the game to much to be right one to ask

5) Hmm... you seem to be doing allright then. You can use the spending slider (on the domestic screen) to up/lower your spending percentage.
Note that your income/maintenance cost from planets are partialy depended on the planets PQ.

Hope some of this helps...if not please do ask again
Reply #2 Top
-I've been conquering opponents' planets by a)destroying defenses with my fighters, then b)sending transports. The transports seem to have very limited success -- most invasions are thwarted. Should I be conquering differently?
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Are you sending the transport one after the others or Are you sending in a fleet formation? In the first case, each transport must fight they own battle when in the second each transport fight the same battle.
As you guess, the outcome can be different ;)

One aspect of the interface I have trouble with is when a ship is built. After the notice of its completion pops up, is there a way of immediately going to that planet to launch the ship?
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Strange, for me, as soon as a ship is build, at the beginning of the turn, I am visiting the corresponding planet. Maybe I have an option that is turned.
Have you tried to use the button that allow you to have the lists of your ships at the right? It shows which ships are orbiting (they have a little shield).

For the tech, you should tried the Javascout webpage at http://webpages.charter.net/trevorpowdrell/index.htm

If you are spending too much, you should:
- decrease the spending rate
- increase the tax rate as long as you haven't any planet with a morale below 50

When you trade tech for cash, are you trying to have a tribute over 20 months? Are you trying to find the exact number where the deal turn from yellow (refused) to green (accepted)?
Reply #3 Top
-I've been conquering opponents' planets by a)destroying defenses with my fighters, then b)sending transports. The transports seem to have very limited success -- most invasions are thwarted. Should I be conquering differently?
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Don't send them one by one. Fleet them together and send them all at once. If there is enough survivors, to fill a transport, you will still have it. (I mean, you attack with 10000 and there are 4635 survivors after tha attack (succesfull of course) then you'll have 635 people on the planet and 4 transports with 1000 troops in it. This way you barelly ever lose (at least that's my experience -- and mini soldiers help a lot, if you can afford it -- so does having research the techs that give you a soldiering bonus).

-One aspect of the interface I have trouble with is when a ship is built. After the notice of its completion pops up, is there a way of immediately going to that planet to launch the ship? I find I forget about some of the ships I've built, they stay in the planet's orbit unused. I know I can click in the build cue to launch automatically, but for transports or colony ships, that prevents me from setting the number of people aboard.
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It seems to me that after the list of completed constructions appear, you go directly to the planet screen -- at least that's my experience. maybe some of the options are not checked (there are many of them when you click in "menu" from ingame. There is also the list of completed items in the right bottom of the screen. If you click on them, it will take you to the corresponding planet. I don't remember it autolaunching the ships, except if a selected that option

-- Is there a tech tree available within the game or in printed form? I find it hard to decide what to research, what path to follow. Secondly, how do I find out the stats of a military item before I research the prerequisite technology? For example, I consider researching Corvette Technology to allow me the Corvette fighter. How do I find the stats of the Corvette BEFORE I choose to research that tech?
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Not that I know of. You should check javascout's site. I don't know if the tech tree is updated, but it will give you an idea. There was a file of the tech tree somewhere (I know I printed it, something like 16 pages that I glued together -- but after a few games you'll know the main "branches" to get where you want quickly).
I don't know if you can. But things are pretty straight forward: starfighter, corvette, battleaxe, battlecruiser, battlehammer, frigate etc. Except for the corvette (leads only to weapons ienhancements) all the others are linked (but I could be wrong). Like I said before, in a few games, you'll know it all.

--Does anyone else have a hard time reading the treasury figure in the lower left when it turns to red?
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I don't. It is actually a very strong red, that leaves no doubt about my financial situation...

--Finally, and perhaps most importantly, I'm still pretty clueless about getting my econ going. It seems I'm always in debt, and frequently below -500 which stalls everything. I have a few trade routes, routinely trade techs for cash. What else should I be doing?
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Don't build everything on every planet. I usually I'm very indebted in the begin, till I get diplomatic translators, then I research trade and all possible techs while building my freighters. I then send them to the civs I've chosen (either because I want them to like me, or because I want them to stop hating me, and thus avoid wars and racket). Always have the max trade routes allowed. Sell techs, specially to minors (after buying all what they have and selling it to evey one else). It's a great source of money. And when you sell a tech to someone, sell it to everyone, because sooner or later they'll trade them among themselves, and that is a lost opportunity for you.

Hope this helps :)
Reply #4 Top
It is easy to get hooked :)

For stratagy I use the Sucession Games and the GC Stratagies Forum.

But most important is trial and error.

~SDC~
Reply #6 Top
You guys are quick! Thanks for the detailed replies.

Don't send them one by one.
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When I used to play board games with friends we had a phrase for when one of us played a bone-headed move: "I am such a f***ing moron." Yes, I was sending transports in one by one. Doh! "I am such a..." You get the idea ;) .

It seems to me that after the list of completed constructions appear, you go directly to the planet screen -- at least that's my experience. maybe some of the options are not checked (there are many of them when you click in "menu" from ingame.
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I'll take a look. For me, the completed ship notice is a smallish dialogue box that includes the name of the home planet. There is only one button: "Done." Clicking that leaves me at the main map screen.

3) On the Research screen you can right clich techs to see the tech before and after and the best source i have found is Link this is not upto date, but still usefull
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Got it -- I'll print it out, thanks.

Are you trying to find the exact number where the deal turn from yellow (refused) to green (accepted)?
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Yes, I was told about that by someone on that chat channel and it saved me loads of time making trade offers that were rejected.

Don't build everything on every planet. I usually I'm very indebted in the begin, till I get diplomatic translators, then I research trade and all possible techs while building my freighters. I then send them to the civs I've chosen (either because I want them to like me, or because I want them to stop hating me, and thus avoid wars and racket). Always have the max trade routes allowed. Sell techs, specially to minors (after buying all what they have and selling it to evey one else). It's a great source of money. And when you sell a tech to someone, sell it to everyone, because sooner or later they'll trade them among themselves, and that is a lost opportunity for you.
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Excellent tips. Perhaps because I'm on cakewalk, I found that most of the AIs including the minor races were usually out of money too so there was no way to trade techs very often. I'd imagine this is not an issue at higher difficulty levels.
Reply #7 Top
I'd imagine this is not an issue at higher difficulty levels.
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No it is not.
The higher up you go on difficulty the issue becomes their refusing to give you any money for techs. :(

Glad it helped.
Feel free to ask questions, you'll see that most of the community is very friendly and willing to help. :)
Reply #8 Top
By the way, when selling techs, don't forget to keep your advance over them. Specially avoid selling techs that gives you a diplo bonus, si you'll always have the better said at the bargaining table. However, if you see that one species has it, you must make the strategic decision to sell it to some others or not, and if yes, to which ones (because they'll get it at some point, by themselves or buying from the AI tha has it). The question is do you want them to have it now or to wait a bit more...

Another last thing: I think I've noticed (and someone else reported it too) that upon reload, all AIs trade their techs. So before saving (for reloading eventually), trade! The opportunities won"t be that good afterwards.
Reply #9 Top
However, if you see that one species has it,
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How do you see what techs your opponents have?
Reply #10 Top
when you speak to them, in his side of the screen, you will only see the techs he has that you haven't. The techs you both have will not appear. the techs you have and he doesn't will appear on your side. These are the ones you can give/sell/trade with them.
Reply #12 Top
For the tech tree, I actually recreated Javascout's tech tree in Excel that also included the price of the tech, which ones included trade goods, wonders, and a few other things.

Since it's not a .pdf you can do anything you want to it. You can find it at: http://www.kingwoodcable.com/brackard/games/galcivtech.xls

Edit: getting the link to work

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Reply #13 Top
That's a great tech tree, Brackard! It must have took you a while to do that! :CONGRAT:

To get the link to work, you need to add the http part at the beginning!

http://www.kingwoodcable.com/brackard/games/galcivtech.xls

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Reply #14 Top
Yeah, it was really ticking me off not having tech prices (relative) in front of me for trade purposes. And I never remembered which techs led to trade goods, etc, etc. So I took about eight hours or so over a weekend and put this thing together. Maybe it will help some others as much as it did me. ;)
Reply #17 Top
Try this. I saved it as a .wks file (I believe this is MS works?)

Link here: http://www.kingwoodcable.com/brackard/games/galcivtech.wks
Reply #18 Top
I'm still a noob at this too, but I'm learning so far. One question what do combat transport do that regular transports don't? Also I found that I always keep a few techs handy for when I want to convince the AI to do something(like attack someone or stop attacking)
Reply #19 Top
Thanks very much Brackard. That works great! I'll just add the lines for the techs, and I have a great research tree! I wish I had this when I started playing. I was researching all of those dead-end techs.

Jab-Combat Transport carry 5 times as many troops.
Reply #20 Top
One question what do combat transport do that regular transports don't?
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Combat transports allow you to embark up to 5M people where transports allow only 1M people. They have alos better hits point and better defense.
Be warned that when invading a planet, at least 1 transport or combat tranport will be disbanded
Reply #21 Top
So I took about eight hours or so over a weekend and put this thing together. Maybe it will help some others as much as it did me.
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This is exactly what I was looking for, and so thanks for all your hard work.

Maybe the link to Brackard's spreadsheet should be stickied? I dont mean this thread, but maybe a post with that link.
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Reply #22 Top
Maybe the link to Brackard's spreadsheet should be sticked? I dont mean this thread, but maybe a post with that link.
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Or maybe Stardock could pay him for his work and included in their documentation :)
Reply #23 Top
Here are a few extra tips that I have found out for myself or from others in these very forums. These have helped me move up the difficulty levels to where I'm now playing Painful (badly) but i'll win someday! :D

1. I use the minors as my cash cows. As soon as I have universal translators and am ahead in techs I start trading with them. Go for # of creds over ### of turns. This will help in the long term.
2. Start slow 5 for 20, or 5 for 50. This is because the lower techs have very little value but you can get more out of these guys over time then as a one shot deal. Always go for max though.
3. Check there total cash before trading. Click on cash option of the diplomacy screen and it will tell you their total cash. The more they have the more they are willing to give you. If they have next to nothing don't trade with them.
4. Keep minors on your side. Give them techs and or ships. They usually won't use them against you anyway. This also makes them more likely to trade with you. You get income from trade routes they send you as well as routes you send them.
5. Trade tech for tech as much as possible with minors. The gained tech will help keep you strong technologically and can also be traded in turn to other minors. Remember as soon as you trade for a tech check the other minors to see if they want it.
6. Don't let anyone mess with your trading partners. If you are strong enough and someone goes to war with one of them. Kick their butts for it.
7. Don't put all of your eggs in one basket. Spread your trade routes around. That way if you go to war with someone you trade with you don't lose all of your trade income at once.
8. Carefully watch your tribute if it all disappears at once you can be in trouble.
9. Most of these suggestions can only be done if you stay ahead in tech.

Hope these help! ;)

Enjoy!
Reply #24 Top
Thanks for the tips Dave.

Go for # of creds over ### of turns.
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I assume you mean go for a higher one-time payment rather than doled out over several months? Also, if 100bc for 0 months is a one-time payment, does 100bc for 1 month get me two payments?

Start slow 5 for 20, or 5 for 50.
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Sorry, I'm dense. Not sure what this refers to.

Remember as soon as you trade for a tech check the other minors to see if they want it.
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Ah, clever ;) !

Carefully watch your tribute if it all disappears at once you can be in trouble.
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Err... uhh... I haven't picked up on tribute yet. What is it/how do you watch it?

Newb signing off for now :D
Reply #25 Top
No, Dave meant you actually DO get more money spread out over several months than a lump sum one time payment.

Yes, if you get 100 for 1 month, you actually get 2 payments. So a 100/10 deal will get you 100cr/turn for 11 turns.

As far as the starting slow, you really won't have a choice. The max amount you can get (determined by whether or not the neg. screen is green/red) will go up as you get more expensive techs/ships/etc. Payments will show up on your economics tab under tribute.

Hope this made any sense.
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