Which races? The Altarians and Drengin usually stay right up there with me in research on Tough, despite all my NLCs. The others are much slower though. I usually play "slow" tech.
mikeswi
What version? There was a bug in 1.2 beta that disabled cheats after a save was reloaded. It seems to be fixed in 1.2 final.
A simple fix would be if they simply did not register ships near a starbase as a threat. I had one game absolutely ruined by this stupid bug, when 4 different civs declared war in the same turn, because I DARED to park a single transport next to my home world.
The trick is to click on the alien's planets and see how much revenue it brings in. You might not be able to do that right off, but later on you can check all their planets to see which ones are making the most money, then dissolve old trade routes and send freighters to the more prosperous planets. The more money the planet makes, the more you'll make on the trade route. Trade routes to the minor race planets almost always make a ton of money. Not the late-game minors that spawn rand
I've wondered that myself a few times. Why would the minor races honor a trade embargo made by the UP when they are not part of the UP themselves? Anyway, I usually leave the UP once I have Star Democracy researched. More trouble than its worth and I don't miss the trade routes.
Just lucky I think. I've barely seen any in the last few games.
The effects of a resource don't become really obvious until after you've researched manufacturing centers. Then the new mining upgrades will increase the resource's effect by a nice percentage.
If your military rating doesn't rise compared to the enemy's, even after pumping out dozens of powerful ships, there's a good chance they have a few fully-mined military resources. Hunt them down and kill them and watch their military rating plummet.
but now first attacker advantage has gone, isn't there a strong case for building orbital fleet managers and using ships in orbit? That's been my experience so far. Since first strike isn't much of an advantage any more, the extra firepower you get from being in orbit is a major help.
In addition to all of the above tips... Any time a war goes badly for me and I start losing too many planets, the only thing that pulls it back is to launch a major counteroffensive, regardless of how hopeless it looks. The very first thing to do is to look around for any military and economic resources being mined by the enemy. Destroy them at all costs and keep destroying them if they try to rebuild them. That right there usually cripples them. Military spendin
Thanks. My theory is autopilot went haywire. Just to clarify, I wasn't doing anything at all to provoke a reaction. No transports anywhere near them (don't think I had any at the time), no bases, nothing.
2 Precursor mines on one planet?? O_o Jeesh. This is the best I've ever managed to find, and it was right on the homeworld: [url]http://i68.photobucket.com/albums/i6/mikeswi/drengi.jpg[/url] EDIT: ugh, sorry. meant to link that, not display it.
During the colony rush, I usually build a cargo hull with 2 life supports + 4 hyperdrives (if playing Human). Rush buy it, switch to building colony ships on Earth, then scout every star system within range. I upgrade it as new engine techs are researched. The results vary depending on which galaxy setting I use, but usually I can scout 3-5 habitable planets in-between completed colony ships. Save money, saves me from having 500 million people scouting instead of paying taxes and save
I've seen all that too. Also... They do not work, for one thing. No extra range, no survey ability. If you remove them in the ship designer, no hull space is recovered. All of this appears only in the ship designer when upgrading those ships, as far as I can tell.
The Technological Capital requires Advanced Computing and Research Acadamies, the Economic Capital requires at Trade Centers and the Trade technology, etc No........... Tech Cap only needs advanced computing. Eco Cap only needs Trade. Poli Cap only needs Star Democracy.
Omega research only effects one planet. I had to find that out the hard way once. I had two of those libraries in my first game after updating. It was rough on the treasury for a while but damn it was nice.
I haven't played since the latest patch yet. What does that do to the economy if you find one during the early colony rush and put a lab on it? I have trouble using a precursor mine until the other colonies grow and start making money.
Debug Message: *************** Failed To Place Planet *************** Debug Message: *************** Failed To Place Planet *************** Debug Message: *************** Failed To Place Planet *************** Debug Message: *************** Failed To Place Planet *************** That means it placed the star system too close to a
You have to load it in a certain way to make it accept cheat codes. Not sure if it works in the demo. https://www.galciv.wikia.com/wiki/Cheats
- very often the window viewport is not following the ship's autoselection; when the ship selection changes automatically the viewport stays in the same place; I've often got confused and moved a wrong ship because of this To our dismay, that was the change that was made to autofocus in 1.2. It still incorrectly selects ships without being told
I think you'd be better off creating a scenario with those settings rather than monkeying around with the race files. Take a look at "Battle of the Gods.gc2scenario" and it should show you how to do most of what you want.
You can with a cheat code. I believe it's CTRL Z. The AI will continue playing by itself.
As of 1.2, the AI can win a tech victory.
Now, if only they didn't build tech capitals on planets with nothing but factories and didn't build manufacturing capitsls on planets with nothing but labs. I wonder what the AI is smoking sometimes...
Yeah... I'm sure it will add "flavor" to the game. The sort of flavor that makes you squint your whole face for two minutes and wonder if the cook dropped acid on the way to the kitchen. I sure as hell don't want it. Every game will degenerate into nothing but "kill/protect the terror star". If they want to do something new with starbases, I'd rather have regular military bases be able to open fire on ships within their range. All that firepower and they just wave as the enemy fleets