yep, haven't played that since 1.0x but that advice should still apply. make sure to take plenty of spare ships before you go looking for trouble tho. defenses will be overwhelmed anyhow, that's why zero defenses were recommended. you just need to make sure they only live long enough to get off one shot. if you loose a whole fleet you need more logistics tech, and perhaps wait for one level higher weapon before you try again. and concider a fast raider (cargo hull with lots of engines and 1 weap
P0rcup1ne
i think there is some sort of blitz tactic that works for most every strategy game. and i think your suggestion would be a little bit of throwing out the baby with the bath water. for instance, what if i want a really fast scout, should i have to build it on a huge hull? the premiums you pay for engines on the smaller hulls are implemented in the way they scale within the tech anyhow. you CAN'T build a tiny hull as fast as you can a huge hull last i checked. that said you CAN somewhat achieve wh
the bonuses beyond tough are not cheats, they are handicaps, and completly voluntary. if your playing chess with someone who has to give you a pawn for you to have a chance does that make YOU a cheater? go play UT and when that rocket hits you in the head as soon as you step into that crossroad on rankin, now THAT is cheating
if you take any race with ion engines from getgo you have a speed advantage in colonization. they may breed like roaches but if you can manage to put a wall of planets around your borders you can try to pen them in, or at least redirect them away from enough planets to keep you competetive in the planet count. at a minimum you can snatch all the good planets from them
the implementation i would favor is a large module(60ish) that does nothing more than allow the fleet containg the ship to share it's engines and support modules. it would rely on you own logistics rather than having custom coding or permanently attached fighters. the way you would benefit is having your fighters NOT need those components, so more weapons and armor space. that should minimize the coding needed to impliment it i think. have to make sure fleet movement still eats up the fighters m
yep, there are a whole flock of proposed implementations floating around here. for a poll to be useful it has to be very specific(which they often are not here, lol). i have only bothered with one poll that i can recall for just this reason.
you prob know this but just in case... your allies don't jump in if you attack someone, only when when you are attacked. in my experience they almost always honor the alliance, but i almost never end up allied with evil races so...
even if you don't expect to upgrade the starbase later it is usually worth grabbing just to make sure noone else does. sucks to ignore an influnce resource because you plan on killing everyone else anyway just to get halfway thru the game and start catching bad UP resolution after resolution just because you let that one slip away. also remember they can function to extend your range just like eco or influence starbases so it's almost never a waste to grab it. at worst grabbing in in an untimely
i am not in the habit of having minor allies but i suspect they won't be happy if you pile transports on the planets near them. just keep stacking up cheapo transports(since you never intend to actually use them) and just enough defensive ships to protect them. or even don't protect them, who cares if they get destroyed. do protect any other assets in the area tho. the akillians in particular are paranoid lil buggers, before long i bet they will declare war on YOU <img src="http://images.stardoc
Marc, you are the man i used to play somewhat like you do back when wars were cheap to buy, but i just don't seem to have the stomach for socking away the better part of 1mil bc just to start a single war, even if i am pulling in 30k per i just can't bring myself to do it. i have been trying to instigate wars by other means, but so far i haven't found a fast or reliable means. the ai actually k
oh yea, capital placement seems haphazard at best. somehow i feel abused when i take over a size 8 planet only to find a capital there, lol. what i suspect is happening is that it has no capacity to save the capital til it colonizes a planet worthy of it, building it as soon as it gets the appropriate tech. perhaps even choosing the planet based on how quickly the capital will become functional(emptiest build queue) dominates the decision. ah well...
the difference between civilians and military in this game is wether they are on a transport at the moment, lol. i buy transports full of troops and drop them on planets with room and, presto-chango! taxpayers!!!
[link="https://forums.galciv2.com/?ForumID=345&AID=119461"]https://forums.galciv2.com/?ForumID=345&AID=119461">Link
well, as to grammer and so forth... they will just have to take the bullet on that one and i DO appreciate the attitude more then the comedic skill. but can you really expect them to hire a comedic genius on their budget? not like they are on an EA budget or anything
guys, if you just IMAGINE a bunch of invisible resupply ships in a massive supply network constantly working to refill that storage space(support module) on ships in the field.... SD just decided that all the work of setting up such a network WOULD NOT BE FUN, so they let it fade into the background and be handled thru support attributes on ships. starbases and planets extend the range of your invisible logistics network rather than actually doing anything much to the ships if you loo
no, no, no. DO ally with them, just before someone attacks you. why pass up an opportunity to stir up trouble i always say of course if you thing the drengin will just get killed off you might want to restrain yourself. after all, they are there for YOU to kill, not some stupid bugman.
they are MEANT TO BE HUMEROUS. self-deprecating humor is what it's called in this instance. even the most straightforward of them really doesn't quite make the standards of 'hard sci-fi'. is it that important to you that it doesn't? if so i suppose there is nothing stopping you from fixing that yourself, that way you guarentee that it meets your expectations. but please don't start a thread about how you can't have ship to ship combat at warp speeds or anything like that. if you want it to be pe
10 already exists, they are called troop modules or colony modules. you dont recolonize an existing colony if you land on it. and your troop transports don't invade your planets, they just land on them and unload. 17 planets do contribute to the firepower of the defenders, but only a little. there are improvements that add even more to the defensive efforts tho. 18 i think they have this one planned for the next patch <img src="http://images.stardock.com/gc2/T_DL/smiles/Ew.
while i don't personally know how to set the initial attitudes i know it can be done. maybe check out the torians who i believe hate the drengin by default, and i thing the drath and the altarians have a coded beef too. i haven't done any modding and don't intend to until dark avatar comes along and opens up more ai flexibility.
trust me, this is a good thing. 1.0x you could almost win without firing a shot by simply jacking up your economy and diplomacy and buying every starbase in the universe. first you buy all the economy ones, then the rest you can buy with the extra income just from those. same with wars, they use to be dirt cheap to buy a war. you could pay a 50k or so and have everyone fighting everyone else, except you. suddenly all the traders from EVERY race are landing on your planet and in no time your mega
aaaah! 2 month vacation in a zero-g spa. e ticket ride down to an exotic world. ultra realistic first person shooter experience. where do i sign up??
ok, that's one factor i didn't touch on. morale IS money. high morale means you can crank up your taxation, but this is not linear. it is much like the population issue, past a certain point it just isn't effecient. econ improvements tho ARE linear, add as many as you like and get the same benefit from the 10th as you do from the second. THAT is why the stockmarkets are better than either morale or farms money wise. but for the morale wonders, those just rock. build on one planet and benefit on
one lesson you should have gleaned from the above recommendations is that : morale is growth fuel. that and population growth bonus are what allow your initial colony rush to not completely destroy your home planet population. population growth and economy bonuses are good buys in 1.2. here is where most of the ppl that give advice on this subject go wrong: how you spend your initial cash is DEPENDENT ON YOUR MAP SIZE. i mostly play on gigantic maps so i can't tell you exactly where t
while i am thinking of it here are some of the more plausable human nationalities. feel free to use or ignore as you please some don't currently have programs but it is somewhat plausable for them to develop them in then near future. if some look odd to you concider distance from the equator being somewhat of a factor. american russian chinese japanese french german<br
if you like the pro human/anti human dichotomy you need to preset the attitudes of the facttion toward all the human factions. and decide if any of your human factions will be xenophilic while you're at it. since you seem to intend to do this before Dark Avatar will be released i guess you will have to pick 2 of the current ai to represent them. or they can be the same ai but with different bonuses, that would make more sense i think. give the pro human a bit more diplomacy and maybe influence,