V1m

V1m

Joined Member # 619959
0 Posts 2 Replies 4,304 Reputation

They make great trading partners, since their one and only planet is usually very well developed and highly populated. You can trade with them without worrying about strengthening a potential rival; and you can generally get all the money they make from the route back since they are chumps when it comes to negotiating. They make great proxy warriors when you want to distract an AI without actually declaring war; just make a powered-up military starbase and a few slow but powerful

11 Replies 11,287 Views

That's why I'd love to see more depth in the weapon trees rather than just the rock-paper-scissors we have (although the current is a big improvement over GalCiv1).

27 Replies 18,615 Views

Those rangers are always so weak compaired to my ships that i just destroy them for the small amount of credits. I give them to minor races I want to support (ie: ones I am trading with).

6 Replies 2,083 Views

Delete the design when you have finished with them instead of making them obsolete.. Oh... yeah. heh... never noticed that option. Ahem.

7 Replies 7,822 Views

PS: Also, running out of cash would interrupt the upgrade process. Being able to go hundreds of thousands of BC into debt in order to "buy" an instant fleet by upgrading is borderline cheating IMO, and disruptive of play-balance and gameplay. But at the moment it's very hard to avoid if there are a large number of ships you want to upgrade.

11 Replies 10,282 Views

Only if being totally vunerable during the entire upgrade period "deep in enemy territory" doesn't count as an inconvienience Well OK, fair comment, but you know what I mean. You know this is an easy "cheese" - to build cheap ships then upgrade them "on site" far quicker than you could build them from scratch. Why does it take 1-2 weeks to upgrad

11 Replies 10,282 Views

I used to, but now I don't. The only specialisation I do apart from vigilantly keeping an eye on whomever I'm fighting or planning to fight and upgrading my fleet regularly is a few survey ships at the start. I like to keep my fleet list as simple as possible. Sometimes I'll design a special class of extra-long range constructors to nab a distant resource I've spotted. Normally my ship list looks something like $COLONY SHIP $SURVEY DESIGN $CONSTRUCTOR DESIGN $SMALL MILITARY

27 Replies 18,615 Views

Try a gigantic galaxy, abundant stars, common planets, uncommon anomalies, 5 AI players with 3 opposed to the alignment you intend to play, one neutral, and one sympathetic. Make sure the CPU Intensive algorithms are enabled and manually check the intelligence of each AI player.

11 Replies 7,728 Views

I think it works out that there more AI players there are, the more of an AI advantage tech-trading is. OTOH, when tech-trading is on, the AIs tend to all ahve the same weapons & defences, which can be handy. Disabling tech-trading makes for a more variable military situation....

11 Replies 12,591 Views

I wonder if you got caught by the bug that sometimes sets AI intelligences very low on the higher difficulty levels...? Did you set each intelligence level individually or just the overall difficulty?

7 Replies 3,719 Views

Well the best way to learn more strategy is to up the difficulty and get your ass kicked so badly you poop pink & purple paisley. Then go back, try something new, see how it works and crush those damb dirty aliens... Ah, the satisfaction!

14 Replies 5,243 Views

Hmmm, it's apparently hard enough to get the AI to use starbases as they should be. This would be a big human player advantage. For instance I thought of a military base module: shipyard, which would be required for upgrading ships (it bothers me that my ships can upgrade in a couple of turns deep into enemy territory at no more cost on inconvenience than if they were right by my homeworld), but the AI is already bad enough at upgrading (and building decent starbases), so this ju

11 Replies 10,282 Views