Kblore

Kblore

Joined Member # 2514610
0 Posts 0 Replies 3,528 Reputation

Hi! I still think Iztok's comment that there wasn't sufficient information to truly answer the question turned out to be the best response. That's exacly the answer I had in mind. When presented with the problem I started modelling attack&defenses, but quickly realized that I HAD TO ASSUME lots of things. Esp. the unknown human ships were the biggest obstacle,

81 Replies 87,332 Views

Just want to point out, that nobody changed there stance after this post, so I think the ..."Well I didn't realize the fleets weren't balanced statements" are really, "I didn't realize that unbalanced fleets maded a difference until I saw the results Personally i only read the initial post before making my predictions and only scanned the rest of

81 Replies 87,332 Views

I absolutely do not believe you ShuShu. I'm sure ShuShu isn't lying. However, he did leave out crucial information, probably inadvertently but possibly on purpose. Ok, I believe him. I'm kicking myself for making a reply without having the necessary information to really have any idea how the battle would go. Obviously ShuShu wa

81 Replies 87,332 Views

I absolutely do not believe you ShuShu. Of course if you gave complete details on all the ships i might change my mind but if the ships are more or less balanced for the fleet numbers the Terrans win with 3 ships standing on average.

81 Replies 87,332 Views

Specifically Round 1 Terrans lose 2-3 ships of lower HPs Round 1 Iconians lose 1-2 ships Round 2 Iconians lose their 2nd ship if they didn't lose it in round 1; else 3rd ship loss is 50/50 Round 2 Terrans lose their 3rd ship if they didn't in round 1; else no losses Round 3 Iconians lose their 3rd ship if they haven't already Round 3 Terrans lose their 4th ship Round 4 Iconians lose their 4th and last ship Terrans have 3 ships left, 1 may have some damage bu

81 Replies 87,332 Views

The basic economic problem with new colonies occurs because the initial colony building has a production capacity of 12 and a research capacity of 10 and a high maintenance cost ( 12bc per turn I think -- easy for you to check ). This means with 100% spending and a few civ bonus's the colony probably is generating 24-28bc per turn costs to start with. With a 49% tax rate it takes 2.5B to 3B population to produce 24-28bc income. So personally I don't think colonies can really be

9 Replies 2,918 Views

On the bonus tile example you do pay 20bc for the 20 MP. The base cost will show on your planets screen. The civ wide bonus's and planetary bonus's are only 50% cost, rounded up I believe. The bonus production and research costs show on the Domestic spending page. The bonus production from economic starbases are considered a planetary bonus. And yes research costs are basically calculated the same as production costs. The only things I'm not sure about

6 Replies 4,573 Views

I don't go for alliances prefering to conquer everyone. However in my 1.31 suicidal game, I did want to extend the game to the end of the year from early April when I could have won. I was neutral alignement and left the Yor ( evil alignement ) with 10 planets. I gave them 2 +39% influence resource starbases. I also built up a couple of influence starbases by their planets on my border and then gave the starbases to them. I did that to keep the planets from flipping

10 Replies 7,483 Views

I'm wondering if it would possible to implement both of your strategies. Start the game off by playing 100% approval until your population is very large and then going down to 41% later in the game in order to amass a large attack fleet to annihilate your neighbors? Actually the limiting factor for me in conquering other civs is filling up t

26 Replies 19,643 Views

The conspiracy theory that there is no conspiracy theory and that G. Bush is actually in charge. Yep, if nothing else you'ld think the oil companies bought the presidency and Cheney and Rumsfeld are actually running things with Bush just being a figure head. Sort of frightening to think they might actually be taking orders from Bush rat

44 Replies 42,928 Views

I hope you guys are right. I had a frightening thought the other day. There are no conspiracies and George Bush is really the top dog and in control.

44 Replies 42,928 Views

I put in a starport and factories myself. A class 5 planet with 3 Manufactoring centers will have a base production of 48. Add in a 80% MP bonus and that gives 86 MP with 100% MP and 100% spending. I can get a decent constuctor every 2 turns then and a good constructor every 3 turns. I do however not bother building research buildings and just use focus for research anymore. And the build times are a bit longer if I have research focus on but I can still get a constuctor every 3

26 Replies 18,142 Views

Didn't the ctrl + n cheese thing get dealt with You really consider control-n cheese? I think control-n is a minor crutch at best. When I first started playing GC2, I thought it was very important to get good bonus tiles on my homeworld but after getting more experience I now feel it matters very little. If a player prefers

49 Replies 52,989 Views

I love colony rushes. I don't really see a viable strategy for winning a game of GC2 without expanding past ones homeworld on any of the larger maps. I do see the possibility of successful strategies that don't just grab as many planets as possible -- actually I feel they are probably better than the strategies I've pursued so far. However, I did win a game of Civ2 with just 1 city once -- highest difficulty level and largest map. Got a great city location and just went for it.<

17 Replies 10,951 Views

How do you define cheating then? However, AFAIK AI cheating is understood as using information denied to player. Pretty much is what I feel AI cheating is. Handicaps/Bonus's are not chea

32 Replies 19,299 Views

But I have never seen a game that needed so many updates and patches, ever I sure have. I started playing EQ about 16 months after it first came out -- 4 months after its first expansion pack. I can remember them doing several updates ( bug fix patches ) -- that would generate problems of their own and cause them to have to take the serve

99 Replies 30,730 Views

What are other players fav Cheese Tactics Repair by upgrading ships. Extra movement via moving into and then launching out of a starport ( love that "gravity assist" but not really sure how it would work with Hyperdrives )

74 Replies 28,470 Views

thats GOOD, but if you have only like 1-2 planets for each race in the game, YOUR going to NEED those bonuses If the AI did something akin to control-n it would be considered AI and programming cheating. Personally I cann't see much of an attraction for playing a game of GC2 where there are only 1 or 2 habitable planets per civ. Ma

16 Replies 7,847 Views

I am not surprised by this behavior from the AI. In fact the Auto survey function available to the player essentially lets the player collect anomolies with out the need for scouting. The player can set his Flagship to "AUTO SURVEY" at the first turn and the ship will immediately travel to anomolies, even though they haven't been detected yet. The AI will do the exact same

32 Replies 19,299 Views