Selling stuff to other players.
V1m
I get all annoyed when I cant grab&move the map like in GalCiv2 ;o)
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
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).
Resource bonuses are global.
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).
That's cool, I love reading these accounts of other people's really good games.
The HMS Hood , perhaps the most powerful battleship of it's time, was destroyed by a single lucky hit on a weak point in it's armour...
Sometimes you do get a streak of very similar-looking placements. It will happen occasionally, if only by pure chance.
Delete the design when you have finished with them instead of making them obsolete.. Oh... yeah. heh... never noticed that option. Ahem.
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.
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
I play on gigantic maps, and I get a reasonable spread of placements.
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
I'd love to be able to decommision superprojects. Upgrading low-rated planets... meh. That's make 'em not much different from the high-rated.
Well surveying and exploring can be automated, and GalCiv1 had automated attacking, so why not auto-trade?
You could try emailing support@stardock for help. Assuming you paid by credit card, I imagine they might be able to work something out.
Um, you know you can set Stardock Central to not show pre-release software, right?
No, they're there for hugely lucrative trade routes where you end up with the money from both ends ;o)
Nah, I Loved GalCiv & AP, but, you know, just go straight through to the good stuff. I don't think there's anything much in I that's not in II.
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.
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....
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?
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!
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