Aww_Nuts

Aww_Nuts

Joined Member # 1026285
0 Posts 7 Replies 227 Reputation

Start with a medium or smaller map. Ensure that the "Habitable Planets" setting is on "Rare". I echo Wulfer and Moser's comments on diplomacy and trade. Study what techs the AI's research (and which ones they don't). Trade your techs for theirs and/or sell them to all takers. Know the tech tree and tech costs as your researched techs can be sold to all contacted AI's and minors for mucho bcs. Volumes of good info has been written so you might want to go to the websites that have this info.

6 Replies 228 Views

Cari, Gal Civ programmer, is aware of the Terror Star crash problem. As a work-around you can save the game after all of your Terror Star attacks for a given turn. The game will then crash when you click the "Turn" button and then you reload the game from your save copy.

7 Replies 354 Views

Welcome Raven, I got alot of good info from the "Orion Sector" click http://www.orionsector.com/pages/galciv/ The Guardians (your chosen empire) have some excellent info also. IMHO- The Research End movie is the best. You can play any of them by going to the "Movies" folder within the Gal Civ folder.

17 Replies 418 Views

I play with background music = off. I haven't had a crash from the music since. I have had a crash from using Terror Stars (special fx music = on). I reloaded some drivers per CariElf and it fixed the Terror Star problem (except for the planet victim, hehe).

4 Replies 183 Views

I enjoyed the space marine battles (ship to ship and/or ship to starbase) of MOO2. It would be cool to take over someone's elses starbase, especially the resource type. Taking ship's is also good especially if they are ahead of yours techwise. If these have already been suggested in the myriad of Gal Civ2 threads, then my apologies.

116 Replies 3,954 Views

Yes, it takes 8 freighters per planet. I usually pick a minor as my trading partner and then later switch off to the new minors who I can then trade my TGs for mucho bcs. The trade money they receive just keeps coming back to me via the trading of TGs. I protect their planets because it I receive both ends of my trade route (my gain and the minor's gain). Besides that, I know that any trade bcs are NOT going to my enemies (read as important).

78 Replies 2,088 Views

I don't know if this is cheese but I usually pick 1 race as my main trading partner and then surround their 1-3 planets(galaxy set to rare) with freighters. Their ships can be launched but their enemies can't take their planets militarily (as long as I am not at war with my trading partner's enemies). Of course, they can still be culturally flipped but there are the usual ways of addressing that problem. Having the rare setting for habitable planets makes trade a large part of my econ

78 Replies 2,088 Views

I played MoM alot. I still go back and play it, now and then. I would purchase, the new version, online via download or in a store or whatever. One bug that needed fixing is the one on cities that produced more than 255 gold per turn would wrap the counter back around to zero. Some cities, rarely, could be tricked out to produce more than 255 gold and then you would have to back them down a bit or else lose their 255 gold/turn.

398 Replies 102,886 Views

{imho on I couldn't agree more about the replayability of the original Civ games. I always thought that they should take the ending position in Civ and make it your starting position in a game of MOO. As you know, one of the ending scenarios in Civ was to build and launch a colonization ship into space. This is eerily similar to your starting position in MOO. The appeal would be that the better you played in Civ would equate to better MOO starting techs (and a better initial coloni

98 Replies 3,656 Views

I definitely fall in Weyrleader's camp. I play the game for fun as I define the word fun. For me, one game in a large universe (rare planets) takes about 6-8 hours. I fiddle with the slider's alot. I try to get the Trade Goods and Wonders. I build out the planets. I usually don't create much militarily until Overlords or Excaliburs. I finish every game militarily and I don't culturally flip planets very often (rarely more than 0-1 per game). I like the Metaverse even though I w

98 Replies 3,656 Views

How about having survey ships/Rangers gain experience from exploring anomalies. Either convert the experience into it's military areas (hit points, weapons etc.) or get more bang for it's buck in future anomaly explorations. One would think that exploring 10 or 20+ anomalies would make the ship's crew more experienced in the whole anomaly exploring endeavor. A veteran ship might be able to convert a "Waste of Time" anomaly into a "25% research gain".

114 Replies 3,213 Views

I've only been playing a couple of months but here are a few thing I do: (1) Load your colony ships with 40 mil, rarely more to start. The initial one has 100 which can cause some more morale problems on a PQ 15 or 16. (2) After colonizing a planet build one or a couple of colony ships (this is after the initial colonization rush). (3) Build Soil Enrichment, Habitat, Banking, Entertainment Center as your initial social projects. (4) As the morale drop below 100 check to see if a

79 Replies 33,312 Views