It takes time. One bump is generally accepted, two is pushing it. The map isn't any bigger because of the processing power that would be required for the AI to deal with it. Making the map twice as big actually increases the number of tiles by a factor of four.
No118
Simple answer... don't play at 1.0X, upgrade to 1.11. I had this problem when I first got the game, but since 1.11 it's been fine.
Don't use the core ships. Design your own. Otherwise the AI will slauhter you on any sort of decent settings. You don't have to make them pretty, but by fitting all the best weapons etc. they will be far better than the core versions.
Doesn't hurt to ask though, does it? I'd like that option, so that I could form a proper alliance. Not sure about 'remove ships from my influence' though, for reasons that have been discussed many times before.
Set the tactical view level to... Zero? Or the other way around? That controls when it switches between icons and models. I'm not sure which way you have to send it so just try it out.
Don't be so agressive. If you invade lots of people, of course they're going to start thinking about allying against you.
I'm not for any hard and solid 'AI will never trade techs if XXX' rule. If you're willing to pay ridicuous ammounts, the AI should be up for anything short of giving away all its planets. Of course, we're talking ammounts that would be enough to rush buy an entire fleet to take it all back for that to happen. What would be nice would be just a few adjustments to how the AI considers tech trades. - The AI should value 'rare' techs more highly. If they are the only ones with
I would consider none of the things mikeswi mentioned as exploits. It's just stupid to not redesign your ships, and are you expected to NOT attack your opponents ships when you see them? However, exploits do exist. My personal 'favorite' being the one about gifting planets and then conquering them repeatedly in order to make up a tech deficit. It's when you take that extra step to make use of a game rule as it was clearly not intended.
I'm afraid that I've forgotten the link, but I know I've used one in the past that allowed any file to be uploaded. EDIT: A swift search found this site, which would seem to be exactly what would be needed. Link
There are plenty of free file hosts. A file can be uploaded somewhere and a link can be given in the post.
Because the defense is taken off each weapon type individually. For instance, say you have a beam attack of 4 and a missile attack of 4. Your opponent has an armour defense of 4. Assuming eveything hits for full power: Beam damage = 4 - 2 =2 Missile damage =2 Total damage = 4 But if you have a beam attack of 8 against the same defense. Damage = 8 - 2 =6 Also, you can concentrate on a single branch of the tech tree, meaning th
Bug 1: This is known, and is one of the things that is being fixed for 1.2 Bug 2: Should work... sometimes bonuses do take until the end of the turn to appear Bug 3: Are those missile/beam stats just from the starbase bonuses? You really shouldn't equip your ships with multiple weapon types, it's less effective because of the way the damage is calculated. You should still utterly destroy them though... Bear in mind that your average attack power is always going to be half that of the m
An alliance only kicks in if you are being attacked. If you are the one attacking, they are not required to join in. Allies may be slightly more likely to join the war on your side though. Your cash flow is negative? I take it spending is at 0%? If your worlds are at full, or close to full, population, up your taxes until morale is at about 50% on your worst morale planet. If you are on low population, you might be better off actually getting morale up to 100%, living with dept for a
The Core ships aren't worse as such. If you happen to research the exact right techs in the right order, they're just as good as a custom ship. But you'll always have an extra level of miniturisation, or the next level up of laser, or whatever, making them constantly obsolete. Devestation beam... I think it's one of the early weapon techs. Space Weaponry or something like that. If not, look further up the Beam weapons tree. It should be listed under 'New Starbase Modules' when you loo
My experience is that the Torians start well, grabbing a ton of planets in the Colony rush. Then, they get completely torn to shreds later in the game. The Drengin can cause trouble if they get going, but the only time I've actually seen them pull this off I happened to be doing the exact same thing using the Yor, only I'd done it better... And we were allies anyway. I haven't really noticed a single AI doing well in every game, but maybe that's just me.
Agreed. Even if a full blown tactical combat is impossible due to programming difficulty and AI problems, choosing your targets and perhaps the option to retreat would be nice additions.
The tech tree in Gal Civ is linear, so this really doesn't seem to be a priority to me. The only exceptions are: - Ethical techs. If you want the Good defences, evil weapons or Neutrality learning centres, you have to research Xeno Ethics first. - Core ships. But you are much, MUCH better off designing your own. Seriously, don't waste your time with core ships.
I'm not 100% sure, but there are a couple of points here: 1. It's the cash price that is reduced to zero, not the space it takes up 2. As with all stat improvements, it won't show up in the Shipyard (look at the speed of your ship while designing it after researching engine techs that give global speed boosts, it'll be a couple of points less than what it should be) That said, the wonder is still pointless, since by the time you get it there are no anomalies left.
What advice do you need precisely? You own a fair chunk of the galaxy (hard to tell exactly how much since you are the same colour as the Drengin) and are in a team with the Drengin, who own most of the rest. You could probably win by just sitting back and letting the Drengin destroy the Arceans. One thing I will say though... why all the Planetary defenses? Oh, and it probably isn't a good idea to build a trade good on a planet with no factories.
Your best bet with starting off a planet is to build a couple of of factories. Otherwise everything else will take ages to build. Start by focussing on Social production to get them built quickly. Then, I tend to build a starbase, except on very low quality planets. After that it's a bit more free. I specialise my planets, but some people will advise differently. Don't bother much with embassies, make use of bonus tiles for research and production, but the others are less important. A
How I play depends on who I'm playing as. If I'm evil, I'll play agressive, and I'll never be out of war. If I'm neutral or good, I'll try to build relationships with the other races, and only go to war if someone attacks me (or an ally). The AI will be very cautious about attacking someone with a bigger military than them. If you want to get into more fights, just don't militarise as fast (still get the techs of course, just don't build as many ships). This may sound like giving your
I'm not interested in online multiplayer, and I understand that it would be quite complicated to make it work properly with a turn based game, but I don't see why you can't play hotseat games.
I agree, all that is needed is for the AI to just be a little more savvy, and to prioritise the diplomacy techs a bit more. Seeing that Stardock seem to be on a constant quest to improve the AI, this will probably happen in one of the upcoming patches. Until then, I will continue to tech trade. Sure, I can outdo the AI here, but I can outdo the AI in warfare as well, but that doesn't mean I'm going to avoid fighting.
Actually, I'd guess it would just show the image, like with the minors. Test it by renaming the Drengin video file. If it crashes, rename it back to what it was.
Clicking on 'Class' (between the two arrows) switches between sorting high -> low and low -> high