You could interpret that as paranoia... if an alien race landed on Mars, and then started massing troop ships nearby, what would you think? I'd rather the AI were a bit oversensitive than undersensitive. I've never had war declared on me for this reason. By the time they see that my troop transports are a bit near to their planets, it's already too late... There's a couple of things that, to me at least, seem relatively simple, and would make a major hike in the difficulty of the AI..
No118
You can set it as that they all start off at war with you... they won't be on the same team as each other, but I expect that they will avoid fighting each other while you are at war with them. Just refuse any offers of peace.
I've had this happen to me when I changed ship rally points in planetary governor mode after End Turn has been pressed (in the bit where you can give orders to ships that have finished auto-piloting). To solve it, I hit 'Find' to go to all the ships that still had movement points, and gave them new orders, and then everything started moving again.
It's always worth building your first factory on a Precursor mine if you can. If you really have money problems, just bring down spending. If you have a precursor mine on your homeworld, build a factory there, and then no other factories, and watch Colony ships get churned out at max speed. What's not to like?
Maybe the videos aren't in the download version? I'm guessing you can download them seperately somewhere? I don't know, because I got the retail version, but maybe someone who downloaded can help..?
It's worth noting that there aren't animated scenes in the demo, presumably to save on download times. In the full game, there are videos for major events such as concouring your first planet, building a capital ship and of course winning the game. The major race leaders and news robots will also be animated in the full version.
If you build one (very) basic fighter on each world (just a tiny hull with one wimpy Particle Beam will do) then the AI should leave you alone for long enough for you to have got yourself going properly. I generally use my homeworld to pump out colonisers until all the uninhabited planets are taken, and use my colonies to build constructors and fighters once I've got offensive techs. When you're ready to actually go to war for real, get a small hull, add the best engine you have, and
Bill Gates gives more money to charities than most countries. He's not ALL bad.
I reckon there should be a technology that transforms some Class 0 planets into low class planets, but not all of them obviously, for the points already explained. It would give colony ships a function past the early rush.
...Except that Stardock will probably cut back on their abilities when that happens.
If you're playing on tiny galaxies and rush attacking like that, you'll win really easily anyway. It'd probably be quicker not trading at all...
But... without any tactical combat, what difference would range make?
My allies have jumped in to help me in both wars that I have started and in wars where I was attacked first. I reckon they only join in wars you start because you've already weakened the opponent and they want some of the planets... Nothing to do with your alliance at all. Just normally they don't claim to be joining in for your benifit.
Plus allied victory of course
There's an option for windowed mode, which should mean that you don't have to alt-tab in and out.
You can see the sort of scale of the tiny and small hulls because you can see the cockpits. They really aren't that big.
I thought that once war was declared all trade goods deals are cancelled?
That's just rubbish. You don't need to exploit the AI to win on Tough for certain. Maybe on the higher levels, but then the AI itself is cheating, so that's fair enough.
When ever I ally with someone, I always SELL them my trade goods Normally in echange for tech, then we're both better off.
That isn't the sort of thing that is easily moddable. Generally, modding involves changing stuff that is already in the game. e.g. replacing one the Large hull models with a Star Destroyer model. Or changing the Nano ripper to be less powerful. Carrier class ships would almost certainly require access to the source code.
By the end of a game you could easily have a fleet of around 20 fighters. The point of Gal Civ isn't massive fleets though.
How can you 'miss' something that was never there in the first place?
That's why no-one ever replies, and why people bump. Part of the strategy of the game is picking a weapon path, and then later deciding whether to risk switching weapons paths when your opponent comes up with a defense to them. Changing this would be a terrible idea.
Initiative order: That would certainly make the battles look more interesting and realistic, instead of the current system of 'everyone pick on that one guy' Hull Size: It might be interesting to have small fighters harder to hit, but why would small ships do less damage to big ones? They are already disadvantaged by not being able to fit as many weapons. Exponential Technology Growth: Er... higher technology weapons already deal more damage than low tech ones. That's what
Fleets in orbit are formed automatically when an opponent attacks, provided you have an Orbital Fleet Manager. They are then disbanded afterwards. I don't know how the fleets are organised exactly, but I'm guessing that more powerful ships are put in first.