LTjim

LTjim

Joined Member # 3435984
0 Posts 31 Replies 10,290 Reputation

In some games, I research a few of the Invasion techs early, just in case the DLs show up. Then, if the DLs do show, I can get to them before they get a ship in orbit. It's a nice high quality world and a new tech. If I'm lucky, or playing cheesy, I'll get a developed planet packed - or nearly so - with Industrial Sectors.

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I do not play TA and do little of the ALL Labs strat. There was a thread discussion I had recently with Mumblefratz and some others on beating it at Suicidal that touched on several of your items. Nonetheless, some aspects should be common to both DA and TA. First, apparently there is a limit on the number of techs you can gain by research in a turn. IIRC, it is N+1 where N is the number of planets you own. Thus, early in tech trees, when the research points pe

7 Replies 4,507 Views

In SEIV, one had to specify which planet environment a colony ship was designed to colonize. That is, a CO2 planet could only be colonized by a colony ship with a CO2 colony module. As Willythemailboy said, that is not the case in GC2. Do note, howvever, that Quality 0 planets cannot be colonized by any tech.

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Good intel! Thank you! If you still have that saved and poised, could you try two more things? 1) Have combats BEFORE the Red base destructions and then replay with the same combats AFTER the Red bases destructions. This would address the possibility that the values used in combat calculations might be calculated at time of combat while the values displayed might be updated at the start of each turn. 2) Offer a war

18 Replies 10,133 Views

There are other nuances, also. For example, if one were to trade/sell a warship, or buy/trade, does the AI use the nameplate value in its algorithms? Or, the current, real-time value? I'd guess the current value. If the values are real-time from Red bases, then that ship's values would change when its ownership changed. Thus, the "deal" might be calculated on not relevant values. There be cheese.

18 Replies 10,133 Views

I still think that any powered spaceship in orbit would have access to something they can drop into a gravity well on just-landed transports. Like hand grenades and nukes, close would count. SEIV has many features like ramming (armor is your friend), planet defenses, tactical combat, etc. It has its own problems, of course, but you might take a look at it if those features are important to you. I fondly recall rush-building defenses and cheap ships in some SEIV games when AI fleets showe

27 Replies 27,409 Views

Some answers: 1) I do not know (I play DL and DA, but not TA) 2) The chance of a tech steal is very small and random each turn, and also is the same if one has one spy on an enemy tile, or many. 3) I have had AIs complain about Influence bases I had placed near their planets, with a corresponding drop in Relations. I advise making later constructors faster and/or smaller. With a few levels of miniaturization, they can be made from cheaper Tiny hu

10 Replies 5,264 Views

SEIV may be instructive. That 4X game has a multiplayer feature. MOO2 does, also, sorta'. On the SEIV Boards, even after I had learned to beat the AIs on the highest levels, I found that my race choices and strategies would not have been competitive against humans honed in human-v-human play. The same was true for MOO2. For example, in SEIV, IIRC, if one did not maximize attack bonuses at the cost of almost everything else, one got blitzed early.&nb

34 Replies 35,170 Views

Ground-to-air missiles against possibly stealthed ships and/or against jamming = high tech. Also, if one misses, the transports are safely down. Dropping ore chunks from orbit on grounded transports = very low tech Also, one need not hit exactly, and can drop more chunks as needed. (Remember "Moon Is a Harsh Mistress"?) BTW, games have often had problems with unarmed units. I recall some (Panzerblitz and Panzer Leader are two) allowed horse cart an

27 Replies 27,409 Views

GW Swicord: You lose the bonuses when you lose the Red bases (and their upgrade modules) - yes, that's a given. The question is if the losses associated with the loss of the Red bases affect already-existing ships. Scoutdog: The end of turn aspects are not quite that simple. For example, one can gain the extra miniaturization bonus associated with the hyperion shrinker in mid-turn by rush buying it in mid-turn - I do it nearly every other game.&

18 Replies 10,133 Views

But do ships retain their as-built values? That is, their name-plate numbers as modified by the cumulative bonus values at time of launch? (Note, IIRC, ships built at planets with ship bonus values established when the colony was first created retain those bonuses evermore, even through later upgrades.) Or, do ship values vary in a dynamic fashion as Red bases and other civ values change during the game? Note, if the values are dynamic, then it would appear th

18 Replies 10,133 Views

The "Red" resources give combat bonuses when mining star bases (and subsequent mining base upgrades) are constructed upon them. I've had some trouble nailing down any timing effects of "Red" base creation (and upgrading). Consider the scenario where one designs a 100 attack ship design and builds three of them, one each on consecutive turns. Call the turns N-1, N, and N+1. If one were to build a Red base (or upgrade) that added 5% on p

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I'm not sure about how it works in TA, but google and the Wiki are your friends. Just google: galactic civilization trade goods. It'll take you to the list of them. Be advised that the gravity accelerators are broken in that one cannot gain the bonus through a trade. That is, one can trade for it, but one does not get the +1 speed bonus.

4 Replies 6,720 Views

The fairly short answer is: 1) Race-wide spies develop general info that you can see in the "report" box, ship destinations, and such, and are immune to being eliminated. Info accumulates, but the number of spies (up to 4) make a difference in the max possible intel level. 2) Tile-placed spies stop the improvement from generating anything except its maintenance cost and also have some slight chance of gaining the theft of some technology ffrom the race. The ti

3 Replies 5,542 Views

The easiest way that I can think of is to give/trade them techs. That is, if you see they have researched beam theory and Laser I, getting them, say, Stinger II, will likely have them jump tracks. Same would apply for defenses. The AI will generally go with the best it has and research it further. It is one sneaky way to improve the odds that you are researching the best defense .... ;-)

7 Replies 6,560 Views