HunterADA

HunterADA

Joined Member # 2429221
0 Posts 4 Replies 137 Reputation

[quote]Without any other bonuses? I very much doubt it. In the latter stages of the game the AI has most (if not all) of this information, yet it makes poor choices compared to an average human. I do not think that the AI is programmed to hold back, except in early game where it does not use the bonus knowledge very aggressively, e.g. the knowledge of nearest resource.[/quote] Yes. The AI is far, far more timid than it needs to be. For now I play on Tough setting as I push through the

32 Replies 33,848 Views

Let's see... >Tax rate set to 33% Crank it to 39% or 49%. You do still have 8 million people on most of your planets, right? Didn't build any farms? With 49% taxes and a single entertainment tile of whatever type, you'll be just fine. If you are building farms, stop until you understand the game better. >Takes 50 turns to research 3rd level entertainment With your economy production cranked to 100%, xeno labs going up across multiple planets, and at least 40%

62 Replies 122,625 Views

I've dabbled with AIs a bit and I found out two things: 1. It's relatively easy to make an AI that can beat the player in many games that are far more complicated than chess. 2. It's hard as hell to make an AI that can beat the player in those same games with only the information the player has. If the GalCiv2 AI knew exactly where you were, where every resource and anomaly in the game sat, could watch which direction you were teching and what sort of ships you had, an

32 Replies 33,848 Views

I don't really worry about the whole good vs evil thing since I'll just pay up my 10 bc per turn and pick whatever alignment I feel like in the mid-game. Then I go talk to everybody, introduce myself as the new, friendly Terran Alliance, and do all sorts of diplomatic stuff I couldn't do in the early game.

20 Replies 17,066 Views

Huge ships are nice and all but I'd really like to toss in some stuff with the HPs required to create a true battleship in the late game. 150-300 base hit points sounds like the right range. Anyone have pointers about where I should go digging to create a new ship type before I start poking around the files?

6 Replies 7,274 Views

My 2 cents... When the touchy-feely Altarians park 25(!!!!) ships next to one of my planets, I tend to get a mite bit suspicious. They're too chicken to do anything about it, but if they were a human player it would be an unmistakeable threat. I don't think the answer is borders, but a 'move away from the high orbitals or I will blow your pretty fleet into hydrogen' option would be really nice for the diplomacy screen. Come to think, MOO3 had an option for the tone of your

34 Replies 17,182 Views

Hit the DL's hard and fast, as soon as you can put together a fleet that'll do enough damage to kill their ships. Since they don't focus on defense until the midgame (maybe it was after a year, I don't know), you can put together 20 damage fleets, pop their wonder-fighters at the expense of 1-2 tiny ships and just plain outproduce the buggers. Once they're trying to produce their magical 2000 production small-hulled ships of doom with your 100 production cost expendable corvettes sitting above t

38 Replies 22,137 Views

>Still need to fix the turn after loading the game bug, it seems as though planets still do not produce anything the turn after you load a saved game. Please, please, PLEASE, yes. I'm certain I run into this bug during my gameplay, and since I both play in 30 minute sessions and like using the biggest maps possible, it's not uncommon for me to get through 1-3 turns before doing a save/quit. Losing all research and production the next turn is a serious pain in the rear.

46 Replies 21,243 Views

I'm a relative newbie myself, and from how the AI's been acting in my games, I'm guessing I've been lucky with their aggression settings. But one thing I've noticed is missing is the 25b+ taxation planets. Those places can easily draw in over 500 bc's a turn. With a little planning and luck, they'll hit 1000+. However, my taxation rates are close to 70% to get that result. With 5-6 of those planets, you can buy your way to whatever end result you want. The other good thing is that you

45 Replies 20,161 Views

How many factories? As many as a size 20 world can hold! Seriously, my ship production worlds are some of my biggest, following right behind the uber-taxation worlds. Plop a shipyard in there, maybe a manufacturing capital, then fill it up. Pumping out 500+ production a turn gets you dreadnoughts in a serious hurry.

12 Replies 7,846 Views

I've had the AI quite happily offer to ally with me. They'll even pay money to do it! ...granted, that's when they're getting their heads pounded in by a bigger neighbor. Up until that happens, they're too good to be seen allying up with the Terrans unless I'm willing to pony up some dough.

15 Replies 9,027 Views

Did you use the standard transports to start? If so, bad idea and that's a big factor in getting spanked by AIs on the colonization race. Two things you want to do are to design your own transports, and research drive technologies. So long as you've got 50 million colonists, that's your world now!

24 Replies 11,674 Views

Counter attack? What is this "counter attack" you speak of? The biggest use for them is against the Dread Lords. There's no way I can survive a 158 missile attack. On the other hand, it's pretty darn easy to one-shot a rinky-dink 13 HP small hull.

19 Replies 12,987 Views

Insane race customized for pop growth? Yeah...that'd be me. What's not to like about it? It's cheaper per percentage to max out the pop growth, and more people= better ground defenses, more attackers to throw at somebody, and most importantly, more taxpayers! If they start getting restless, take 5 or 10 bil, package them into transports, and find somebody to drop a present on. The people left behind are happier and you just got yourself a new planet!

42 Replies 20,593 Views

During the campaign especially, I found that cargo ships are incredibly useful as front-line warships in the early-mid game. The hulls are huge compared to the small, tiny and medium ships, so it's very possible to cram enough into a cargo vessel to get first-strike kills against tasty transports, colony ships and light warships. The huge capacity also lets you cram in enough engines to beat feet if a real fleet shows up. One honkin' huge cargo ship acting as your AWACS will warn you

19 Replies 12,987 Views