Being that the human player always looses in a trade, trading with AI is never profitable to the player. However the trade brokering scenerio yielded cash benefits, even if not technological benefits. Still I hated doing it and Im glad it's gone I really have to say that it depends on your diplomacy
Spearthrower
You can actually transport more population over to them than the "cap" allows as long as you have food for them.... but aside from that. I class my low PQ planets as 8 or below. Assuming they dont have any bonuses on them (I cant tell you the times I've had really low PQ worlds with 700% manufacturing on them) I would generally just make them research bases. You start by building the factories, build one or two then build up your research la
I'm only playing on Normal. I presume at higher levels that the AI would just show up with superior numbers and drop ships and start taking planets before I could respond adequately. That's not actually a valid assumption... it just does things better across the board. I think the naming conventions
The start of your debug.err lists your hardware and drivers being used so if you could post that then we could see if it was a hardware or driver issue. Yeah I was just about to say that. Considering the first problem is clearly graphically related Invi , you need to show us what drivers and hardware
Vernholio - not at all, you are totally right and I did mention that. This exploitative strategy would cost a ridiculous sum of money and the AI could easily counter it. I usually get a much larger number of starbases than my logistics allows.... much larger but nowhere near the numbers we're talking here. It was theorywork. The point is that they would need to
they took 2 years to make callciv2 with a team of 10 ppl. (thast a very low estimate) give 2 dudes 2 weeks to come up with these dillemas and their consequenses like i described above .....then give a scripting team of 4 guys 1 month to implement it. i think it can be done in that time frame......but then again i dont know
Does anyone ever build a survey ship? By the end of the colonization phase of the game, all the anomolies are explored, and if any ever pop up again, you probably still have your free survey ship. On gigantic maps I do. Sensor ships that double as scouts with more range and a lot more speed than your
Knowledge is power! Sensors let you explore much faster thereby finding planets and resources faster. This can give you the edge in a close startup. Researching sensors unlocks the Eyes of the Universe wonder which gives ALL your ships the max 15 parsec sensor range and a huge area around planets and starbases. Once I've got m
I'm very much looking forward to seeing what happens once we can turn off tech trading in 1.1. I am hoping that the different races will develop unique technology profiles; go down different victory paths, develop different weapons/defenses, etc. With that option on, though, I expect to have to play at higher difficulty ratings s
I loaded to before the invasion, and started invading again. only in the end, I used all my techs to buy peace. The next turn they surrendered again... to me. I lost any respect I had for the AI at that point Reloading to reroll a statistical chance and it going your way makes you lose respect for t
You know, performance really does depend on what ships you build too. All those polys can make any computer slower. I've got a couple of really silly designs that make my computer run a bit slowly on higher settings: AMD Athlon XP3500 64 DDR 2g/400 twin Corsair Geforce PX7800GTX 256mb This is half dedicated to gaming and half to 3d animation, it performs better with any FPS on max settings on everything than many supposedly graphically less intensive games. Poly c
How can this question not be answered yet from Frogboy I don't understand. He probably quite literally hasn't seen it!
I've asked this question in 4 seperate threads and never gotten an official answer, but more people have said "yes, you get the benefit from enemy routes" than have said no. But I did get both answers. Bearing in mind that I was probably one of the people who said no..... and I probably said it 3 tim
lol spearthrower. You're smart enough to know the Yor aren't godlike in their overpoweredness ( ) so I assume you realise it's just a shortcut to good relations (same way that money can buy you 'good relations' on some street corners) to prove it can be done. ROFL x 2! <img src="http://images.stardo
Sorry, what's the name of the mission. If you tell us that I am sure you will get some tips.... I just can't remember the name of the planet! One cheesey way that is possible in most missions is to let the Dreadlords take one of your planets then reconquer it to steal high end techs.
While I've never actually seen a reason why this is so, it has been there since first release. I never played Galciv 1 so I can't say whether it was a function in that game too.... but for all that, it seems intentional even if I cant work out why it is so.
You build a trade good. You get its effect. You can then "licence" the trade good out to another race so they also get its effect, but they themselves can't "licence" it to another race. This is the way it works. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb
Hold on! You've got to give the AI loads of money first to convince them to let them swindle you?? I think you've been had mate!! Drengin Commander: "Sir, we just received *another* delivery of gold from those Terrans!!!" Lord Kona. "Chuck it in the back with the rest." Commander: "Any other orders sir?" Lord K
As an extension to naming ships, I build a ship and leave it barebones.... this then becomes the class model for that ship. So in your example above, my ship would have been called "Star Raider Class"..... then future iterations of it with weapons defenses would have been "Mk1 Star Raider" "Mk2 Star Raider" etc. I know its a little late now, but creating a system for yourself can really help in the long run. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="absmi
The only problem is that none of these explain the missing constructor which is a barebones hull totally available to build from the start of the game yet has somehow become inextricably linked to Ion drive. That just doesn't make sense! I am guessing it must have come from a save from a previous patch (just cant remember!)..... anyone know if you can actually edit this kind of stuff in the XML? I hate having to wait before I can build my classy Terran
Ai has fast ships in my game. They make sure they have powerfull fleets first and then upgrade to speed. They are usually moving 5 or 6 per go, which to me is pretty fast when mine are about 3-5. I think you guys have been unlucky or are very good at research. In games when I have seen the AI
There is a retreat option already no? You can set it for your ships in the options you wallies Heheheh! This is my favourite post on this thread! <TABLE cellpadding=8 width="95%" align=cen
One thing to take into account - the AI already uses the 4 starbase per sector rule - not the minimum distance rule. Now as far as I can remember, it only said that you would only be allowed to build 4 starbases in 1 sector.... not that there would be a total, all races included hard cap of 4 per sector. I might be wrong as it has been a while since I read it! On your points 1) T
I disagree, Spearthrower. You may honestly think a feature is supposed to be working a certain way because there is only one sane way that you think someone would ever implement it. When you see it not working that way, in your mind it has to be a bug, because there is no way someone would have thought that was a good idea to imp
The scores you get for military conquest seem ludicrously more than for cultural/alliance/tech. Or is that mostly due to the fact that military victories happen much quicker? I dont really bother looking at my score except once I noticed I had 154k points - none since then have been anywhere near close to that number and I seem to remember that being a rampant destruction of the AI.