Right on Def. Since you can't park a fully loaded CT on a planet without it unloading, I usually base them on my key resource Starbases. 5 CTs on a Starbase...makes that starbase pretty much impregnable until Overlords come out.
Valamir
I've been using this strategy regularly for a long time. I don't concider it cheesy in the least, rather I consider an effective work around to the limited diplomatic options. Meaning: What I REALLY want to do is cut a deal with the Arceans where by I agree to provide lend lease aid to their war effort with the Drengins, but only if they they make targeting a particular resource base a top priority. Agreements like this (and far more complex ones) are par for the course in face to fa
Step 1) Make sure there aren't any ships left on the planet. You can tell this when the little shield in the lower right of the sun disappears. Step 2) Make sure the transport is selected. You will want to make sure that ALL of your transports are grouped together in a fleet, or else they will land 1 at a time. Step 3) Make sure that all of the ship's in your fleet have movement left. This I suspect is where your problem occured. If you have a war ship grouped with your tra
"To Valamir Are you insane? " Gee Elle lets see. On the planetary production screen, select "Diplomatic Translators" from the Social Projects list. On the center panel you get the following: "These advanced Translators will give those who use them a +30% bonus to negotiations" There is similar text for all of the trade goods... Read much?
All good points S-W. Basically you're taking the second wimpiest combat ship in the game with a tiny attack score up against the best defense ship in the early game...which has nearly 5x as many hit points as you...while its orbiting a planet and thus gets a defense bonus on top of that...and you're surprised you're being slaughtered? That's like taking a bunch of Jeeps up against an M1 Tank and expecting to actually damage it...
Are you incapable of Reading Dick? The description of what each of the trade goods does is found in the window that comes up when you choose to build it as a social project. Diplomatic Translators give you a +30% to your Diplomacy. Which is huge and should not be traded to another major power. How much more documentation do you need than to have it spelled out for you in black and white right on the screen when you chose to build it?
Could be Brian. I'm an investment manager by trade. lord knows that's a "fuzzy logic" business that balances art with science in equal measure.
Sorry Star...something about your post I'm not able to parse correctly. Could you rephrase?
Star Pilot: Yeah different map sizes produce dramatically different games. I played a small map once, and am considering doing it again just for a change of pace, but it wasn't that enjoyable for me. My style of play in most of these 4X games is to be a builder, build up infrastructure get a secure base of operations and then engage in surgical action...military conquest or, in the case of Gal Civ or CivIII, cultureal conversion. I'm kinda in the mood to challenge my paradigm with an
Two Points: One, I wanted to add: Bonkku, far be it from me to tell you how to enjoy your games. If those are the types of things that float your boat, more power to you...I just have a big problem with you asserting that the game is broken simply because it doesn't cater to your preferences. You need to start distinguishing between "broken" and "not the way you'd like it to be". They are not the same thing. Two: Star Pilot's post is a PERFECT example of what Twi and I are
Bonkku its not about guessing. Its about judgement and estimation. Its about making decisions in an environment of less than perfect knowlege. Strategy is the art of managing uncertainty. The more variables become fixed and known the less uncertainty there is to manage, the less strategy is involved to play. The more the underlying formulae becomes known with precision the less uncertainty there is to manage and therefor the less strategy is involved to play. Gal Civ is gre
I didn't say you didn't need to think and plan. I didn't say you didn't need to know what combination of factors works best. I said you don't need to have the data from the game handed to you to reach that point. Play enough and you will learn what works and what doesn't work. Studying a spreadsheet with all of the variables mapped out will just get you there quicker...and in my opinion as I said, is the equivelent of cheese. Great generals study the battles of history and l
To Ellestar: 1) So you think that any other designers of strategy games are wrong because they give this information to a players? --->Depends on what you're modeling. If you modeling the impact of a bullet with armor...no. That's physics. Its testable and quantifiably knowable. If you're modeling whether or not a computer player will accept a trade or why it makes one choice instead of another...than yes. It would be wrong to give that information to a player. You can't ever
So: "I don't understand it" = Broken in you world? Your problem is being fooled by apparent precision. It is unneccessary to play the game...even to play the game well to know +50%...from what. What is being increased by 50%? Who cares. Doesn't matter in the least. The only information you need to know is that +50% is a little bit better than +40% and a whole lot better than +20%. That's it. Armed with that simple understanding of relative value you can pla
You know. I like the idea that alot of Gal Civ is a black box...because thats how real life is. The Fed doesn't REALLY know what's going to happen when the change interest rates. Analysts don't really know what effect a drop in oil prices will have on corporate earnings. You make estimates, you try stuff, you see what happens. The game works this way too, and to me that's a very good thing. However, sometimes I wish that there was an explicit way to get under the hood and identify
You're welcome to think that Fox. You'd just be wrong. Have you ever played on a large map? How many planets do you have? Now...how many planets do you have that are actually PROFITABLE? How many have higher income than they do expense? It tells you on the planet view screen. Answer: Few. Even your big planets with huge populations aren't going to make you much money. In fact...planets almost never make money. They are costs that allow you to produce stuff.
Hey Snuis...not that I'd pass one up if it came my way by any means...but if ranking the resouces in order of which I find most valuable it would be at the bottom. Not useless mind you...just that if I had a limited number of constructors to work with and resouces of every type, I'd be upgrading all the other ones to max before I started upgrading influence. In order for me: Econ, Military (these may be swapped if neighbors are hostile or if going for a military win in th
Fleabit you need to play a little more. On a small map where planets are few...yes. On a large map...even medium I expect...no. That Econ boost is a boost to tax revenue from ALL planets. The maximum BC you can get from 3 planets over 50 turns pales in comparison to the maximum BC you can get from a 50% Econ boost applied to 20-30 planets over that same amount of time. As for keeping the starbase...well that falls into the category of the AI making poor use of its star
Once I got to Overlord Tech I bankrupted the Arceans by giving them all of my old Battlehammers, Battleships, and most of my dreadnoughts. I had a TON of BHs and BBs because that was the tech level we were at when I got into a huge 40-50 turn long war with the Yor. The game literally hung for about 30 seconds after I'd loaded up the list and hit send while it processed the shear number of ships I gave them. His economy immediately went down the crapper (mine zoomed up) and he went fro
Its not the trade system that is messed up. Its the starbase useage system. You'd take that trade in a heart beat? Unless you're playing on a small map that would stupid. 3 systems is NOTHING on a large (even a medium map). The monetary benefit of a fully tricked out Economic Resource over the course of the rest of the game will DWARF any money you'll get out of those planets. DWARF IT. Basically you just offered to give the AI 3$ and get back $300 (the benefit to you and the benefit lost
For a really rollicking good time, play a game of CivIII on a big ass map as the Persians (or whoever your favorite is)...win using the Alpha Centauri space ship. Start up a game of Gal Civ. Name your Civ the Persians and yourself Xerxes. Rename a nearby yellow star Alpha Centauri and pretend your lone starting colony ship is the one you just launched to win CivIII. Just when you finally wipe out the Romans after 1000s of years of conflict and thought it was safe to back in the water
A neat idea. But with empire population in the 1/2 a trillion to trillion plus range, and even my underpopulated worlds at 2-3 billion...what would really be the point of fiddling with a million or so people on starbases. Isn't it more likely that there already ARE several thousand to a million people on the starbase...its just too small a quantity to be worth tracking. After all, as far as I know you don't lose any population for the crew when building starships...
As long as we're on the subject of wishful thinking. What would really be KICK ASS super cool. Is building a ship that could set up a trade route between two planets which would actually transfer production capacity. So Sol has beau coup social production and little old newly blasted to hell and gone Phaecda has nothing. 4 freighter type things later and a big chunk of Sol's production is being transfered to build social projects on Phaecda...until some nasty AI comes by and shoots t
With the hyperlink idea...please link the random event links to center the map on the planet in question. It does me no good to know that Phaecda just got raised to 35PQ if I have no idea where Phaecda is...
I've tried to be good. Honest. I've scrimped, I've sacrificed, I've rooted out corporate coruption....But I've never had a alignment score above 56... Maybe its because the computer knows I can't pass up +39% to planetary quality. I can pass up 983bc even when I'm deeply in debt. I can pass up space pirates with kick ass shipyard bonuses. I can just say no to mining minerals from hostile moons...but I cant pass up PQ or production bonuses of 30+...and I REFUSE to share a world with