Prastagus

Prastagus

Joined Member # 1331542
2 Posts 11 Replies 6,057 Reputation

Great ideas and discussions. Here is my 2 cents: GC2 have many winning strategies available to players, depending on the the difficulties. Lower difficulties makes them easier to achieve, and naturally higher difficulties makes them harder to acheive. Depending on players' tastes and how much they can focus and learn the intricacies of this game, different winning strategies, different styles of playing are all possible here. For inexperienced players who have trouble keeping up with A

87 Replies 60,577 Views

Great ideas and discussions. Here is my 2 cents: GC2 have many winning strategies available to players, depending on the the difficulties. Lower difficulties makes them easier to achieve, and naturally higher difficulties makes them harder to acheive. Depending on players' tastes and how much they can focus and learn the intricacies of this game, different winning strategies, different styles of playing are all possible here. For inexperienced players who have trouble keeping up with A

87 Replies 60,577 Views

economy treaty is too tough to get in the beginning. Research treaty, on the other hand, isn't too hard to get in the beginning. Playing the Terran, I got all 9 AI's to give me their Research Treaty within 6 months of game start on Painful.

4 Replies 5,116 Views

diplomacy only works up to an extent by itself. It needs an above average (> 100)military rating to make it work even better. True in life, true in the game. Influence rating against the target AI also helps diplomacy with that AI in the game, I think.

25 Replies 9,348 Views

I got a little curious about scores so I ended a game (the very same game) three different ways: Diplomatic Victory, Influnece Victory, and Military Victory. I discovered what most of us have suspected all along. Galciv really prefers that you stomp your apponent to a bloody pulp and rip his heart out. Here are my results for the that game: Diplomatic Victory ..... 5600 pts Influence Victory..... 6800 pts Military Victory ..... 11900 pts <br/

12 Replies 9,284 Views

You may want to make peace with Terrans while you take out Yor. Since your position is central, you need to focus on 1 front and placate others for the time being OR incite others to go to war with someone else instead of you. After taking out Yor, revenge against those who forced you to placate and broke your Isolationism. If you are unwilling to deviate a little, your role-playing would come to an abrupt end from fighting a two front war with Terrans and Yor. Heh, even "Advance

15 Replies 8,236 Views

Hmm, people do make some good points. To get techs it is much easier with Terrans. If the majority of times, you want to get techs from AIs, then Terran definitely the only one that really worth doing it with. The other usages though, including using techs to start wars, are still useful no matter what races you are playing. I guess this all depends on your style. Sometimes, AIs do offer players 1 on 1 tech trades. But it seems they offer other AIs these trades more often tha

89 Replies 46,570 Views

tech trading with the Terrans is not the tech whoring like before and it seems much more balanced now. It still has limits though. Even playing Terrans, AIs won't trade colonization techs early. Xeno Biology & medicine also is a taboo, even basic Logistic require a very high cost. For other races, I'd have to trade quite a lot more just to get a lower tech (just like the first post on this topic). So it is really not worth it. In that case, might as well turn tech trading off. The AIs w

89 Replies 46,570 Views

Great strat Wyndstar! Super Trader is great, but still it is not a good idea to build freighters too early. Build them after the borders are pretty much set and whatever planets that can be colonized without the colonization tech are gone. Set the spending slider using the 1% military, 99% social, focus research policy at the very beginning and alternate buying partially built social and military productions. Completely build the Homeworld first and use Wyndstar's Early Homew

51 Replies 112,042 Views

the only race that can do a bit of tech trading right now is the Terrans with the tech rate at slowest and 5 points to diplomacy. In one of my current game on Small with 5 AIs and painful difficulty, I gotten all of their starting tech and more in about 6 months. If I were some other races, I would not have made any trades like that. So basically, tech trading is pretty much exclusive to the Terran now

89 Replies 46,570 Views

now it seems better for players to sell techs for money instead of trading techs. Use Altarians mighty research skills and set tech rate to slowest to profit from this.

89 Replies 46,570 Views

If the defense formula was like that, then I would suggest this: when defense absorb off-type weapon damage, it should use sqrt(sum(off-type defenses) - defense damage ^ 2) to deplete the overall off-type defense faster.

95 Replies 58,882 Views

See here for discussion of off-type defence bug. What you have to remember is that as presently documented, each defence type (including additions from off-type defence) is tracked separately through a combat round. If you wear down the armour with your mass drivers it doesn't affect the outcome when you fire beam weapons at the shields. The bug is that the off-type bonus isn't degraded

95 Replies 58,882 Views

From what I heard, the defense bug is because the defense is pooled against each individual weapons. So when an offtype weapon is used, the total defense = floor(square root total defense) and the absorbed amount is then subtracted from total defense value. I suggest to when square root of defense is used or right type defense is worn down to 0, the rest of the damage absorbed by the defense should modified to the power of 2. Example: Assume all rolls are maxed and assumes weapons

95 Replies 58,882 Views

From what I heard, the defense bug is because the defense is pooled against each individual weapons. So when an offtype weapon is used, the total defense = floor(square root total defense) and the absorbed amount is then subtracted from total defense value. I suggest to when square root of defense is used or right type defense is worn down to 0, the rest of the damage absorbed by the defense should modified to the power of 2. Example: Assume all rolls are maxed and assumes we

400 Replies 129,442 Views

Pick what's beneficial for you in the colonization events and later research xeno ethnics to change to whatever alignment you wish to be. This is a game, not life, so don't waste time to discuss real life morality here. Let's play more!!!

50 Replies 18,870 Views

The Super-Diplomat ability has sooo many benefits that go beyond simply getting uber techs for scrap. Just keeping yourself out of wars for one is worth the ability. Not to mention easier Economic/Research treaties (which raise the AI's opinion, also keeping you out of wars more easily). Super-Diplo also lets you speak to the AIs more often (fewer weeks between), and even when AT war you can usually still get council with your enemy (when otherwise they'd ignore y

6 Replies 6,689 Views

Not true in my maso games it gets built in the second year on my capital while the rest of my planets are building factories and have relatively low populations. It's a very powerful way to get your economy flying early on and its affects are powerful throughout the game. Probably most powerful special imo. Are you playing on fast or very fast tech rate?

21 Replies 13,670 Views