Yeah, I too think the manual sucks ass. It took me an hour to figure out how to install the game because the F**king documentation never said I needed to open the tray before inserting the disk. And then when I finally did start playing I wanted to make my ship go to the right, but every time I hit the Turn button it advanced the game to the next month! Stupid undocumented features...bleh. GalCiv Suxxors
Valamir
Yup, one of my favorite tactics if I have a military quality advantage (from a new resource base, or having just killed an enemy base) is to take a force of ships around a sector and kill every ship at every planet. While my vangard does this the CTs move into position to invade. But the AI will go out of its way to rush build ships to put back there...you can actually watch their available money on the dip screen plummet after a couple of turns of this.
Jeff, I agree. I would like something a little more flexible though. I do think that it is reasonable that one should be able to split planets into "colony worlds" that need most of their spending going to Social Programs to make them useful and "Core Worlds" that have all of the social projects I want them to have and can now just crank out ships or tech. Cari, any chance that there could be 2 sets of sliders...one for "Developed Worlds" and one for "Developing Worlds" with a
I use an approach similiar to Viandox's. Ralegh had the right idea, but 1/2 of Earth's starting Pop is I think WAY too much. Mid Game Pop is crucial...Late game you're trying to find a way to get rid of it, but Mid Game you never have enough. You need high tax revenue to support a fleet in a war...that comes from Pop. You need planets with enough Pop to load transports without being rendered useless..that takes pop. Aphrodisiac is either the second or third best Trade Good in the early game
I used to do that too. Then I realized that the CTs make pretty dang good defense ships. It takes a pretty determined enemy attack to wack a CT. Since you can't park them in orbit without unloading I typically park them on my crucial starbases, especially near the frontier. They serve the dual function of giving me solid defense (8 CTs can pretty much render a starbase invulnerable until Overlord times), and a nice counterpunch for invading offensive enemy worlds.
Its really great that GalCiv is doing so well and all, but where are all of these whiny crybabies coming from... Ohhh the games too hard Ohhh I actually have to think and strategize Ohhh everything didn't go my way Ohhh a random event just made life more difficult...(yeah, there's something completely unrealistic). I mean its one thing to ask for advice. Its another to piss and moan because the difficulty got amped and now you're screwed. THAT'S when it ge
Za H brings up a good point. I'd be disinclined to allow purchase of constructors...its already pretty easy to take resources away from the AI without being able to do it before they even build a base.
Hey Alz...why is your tax rate so low. I routines have mine up at 70-80% and usually don't have any trouble keeping approval up...
No breakdown that I'm aware of. Ives...I'm betting that the minor race you bought from was the Caronids. In all of my games at least they are the only minor power that developes Trade Goods and they often snag a bunch of them.
In one game the Fundamentalists popped up scattered all over the map. They took a cluster from the Drengin on the far left, a couple from the Yor on the far right and one from me in the middle. It made me wonder if the number of planets taken are tied to HOW evil you are. In that game the Drengin had a score of like 2, the Yor were in the 20s and I actually was neutral...i was on the evil end of neutral, but my UI was still blue. Further the Fundies LOVED me. I traded a bunch of use
Pop, from this and other posts I'd say we probably play the exact same game. I was so pissed in my last game because the damn Altarians were so close to me that I HAD to go straight for military power or else my expansion would have been stifled...annoying. Because I much prefer to be the economic force who can bring a dominant military into being with the snap of my fingers, but until I need it I don't bother building it and paying maintenance. It was the first game I was actually struggling
That make sense to me Solitair For whatever reason it is called a "wonder" not a "kick ass social project".
Just a bump. Not a complaint, and I realise that at some point all of the scores will be run through the new algorithm (which will probably help me out actually given the large number of scores I can't hope to match) But it would be interesting to know what factors count positively and what count negatively. I wasn't jonesing for a high score in my last game, just wanted to get a military victory since I hadn't got one yet. I'd be interested in knowing what behaviors from that gam
Lets see...the AI is superior to every other computer AI ever developed for a game that has this many variables...Fact. It doesn't think 100% perfectly like a skilled human opponent could...Fact. NO computer today or likely within our lifetimes (certainly not before we're all gumming our food) will ever think dynamically as well a human...Fact...or at least a very likely prediction. Soooo....whats your point Overlord. That the computer doesn't think as well as a human
Whatever Frogboy did to the scoreing...it was pretty huge. My question is does anyone know exactly what was done. My last game was played on a large map with painful difficulty. I won by military victory and scored over 3000 points. This game was played on a large map with Crippling difficult (everybody Genius). I won even faster by military victory (in the first game I had to slog all the way through a fleet of Overlords to win. This time I had only just hit Avatars). But
Thanks CE. I figured the tech bonuses were universal. I suppose tying the ship to the planet and just applying the same Sol Bonus to all ships tagged "Sol" was just easier to code and less resource intensive...but it doesn't actually make much sense from a realism perspective. But, on the bright side, I do longer have to worry about the timing of my ship and social projects anymore.
This game has more opportunities to sieze victory from the jaws of defeat (or defeat from the jaws of victory) than any other. The simple loss of a Military Starbase shifts the balance of military power. Loseing an Economic Starbase or being hit with a recession if you've got your economy stretched to the breaking point with no way to absorb it. Bribing an enemy to attack an another enemy Achieving a local military superiority against a generally superior foe and using it to
An addendum to Solitair's point: Build them only at the planet likely to be attacked, and destroy them when the borders of your empire shift...otherwise you'll be spending more in maintenance than it would cost to simply lose the planet and reconquer it.
Its probably bad form to bump ones one thread only 9 hours after posting it, but given the...shall we say "lack of organization" of this forum, I didn't want it to sink into the abyss unseen.
From the 1.03A History: fixed ships not saving home colony (should fix missing bonuses problem) ---- Ok, I had to stop and think about this and then try and figure out how to ask this question, so...two parts. 1) I had assumed that when a ship is launched from a planet with ship bonuses, that the game calculated the bonuses that existed at that time and applied them to the ship, saving that info with the ship itself. BUT, the above text seems to indicate that the ship b
In none of my games have I ever went for Stellar Cartography. The Fog of War in the game just isn't enough to need any help. How to make the tech more useful...? My solution: The population and Manufacturing options on the main map don't function unless you have it. Or at least don't function for planets hidden by fog of war unless you have it. Then it would become a must have tech.
Yup, that startled me the first time too. Most of the time I get taken to the update page, sometimes I get into the browser and have to hit the software link. No real rhyme or reason to it.
Pop, I agree. GalCiv is a fantastic game as is. But if it truly wants to be the greates strategy game of all time it should take the diplomacy system out of Europa Universalis II. THAT was a system that actually made sense and was difficult to abuse. The shear concept of Bad Boy points would put an immediate end to the most abusive diplo cheese tactics.
I never look at the net when I change government. I generally manipulate spending to keep the net somewhere between +25 and +100. What I look at is Research (because its the one category that doesn't have a bunch of wierd undocumented (or perhaps more precisely, underdocumented) capacity effects and caps. Generally my experience has been watching Research go from 1000 a month to 1300 a month with an upgrade from Imperial to Republic, most times this is after adjusting spending so my n
Since these bugs have been around forever, and are this easy to fix, is there any reason why they haven't actually been fixed by StarDock?