Interesting. I wonder, though, why the AI on 'Painful' wasn't a lot more powerful with these subsidies coming in from me? Well, I think it was because Evil had some bad starting positions (and I was keeping strong allies with Good). At any rate, this means the AI will not *buy* tech as easily. Is the converse true?: Will the AI still be eager to *be paid* for them? NOTE: I can only use the stand-alone patches, so I haven't seen your latest tweakes on SDC.
YIN-
Oh, and have many beers. You deserve them! :CONGRAT:
"I've seen posts recently practically asking that I start posting source code to prove this or that." Brad: This is, indeed, a compliment! People simply can't believe that the game isn't cheating! While some are too immature to think it through on their own and understand that they *too* can do the things the AI is doing, then let them piss into the wind. What would be much, much worse in my opinion is people coming here and saying "There ain't no "I" in this AI!" I'
Soulfire: I've won my last two games with a cultural victory (the last one, on 'Painful' AI, saw me in *no* wars whatsoever!). So I feel your pain. One of the things I did, though, was to continue to keep pumping up cultural bonuses even when I was clearly on my way to winning. Perhaps you are already doing this, but my understanding is that if you stop doing that and rely only on the counter, other civs are meantime building up their own culture stuff, thereby stalling your
...just be sure to play on huge maps and blow up lots of stuff!... LOL
"Also, wars fought i.e. enemy ships being destroyed is a heavy hitting factor in calculating Metaverse score,as far as we know." Well, since I fought *no* wars in my cultural victory! Hmmm, in some ways, if you ask me, winning a cultural victory with *no* wars against me on a small map on Painful should be scored pretty high! This should factor in, of course, what the alignments were (it's often pretty easy to convince the Evil not to attack you as good), but how easy that would be, e
"I would like to see it listed as "in use"somewhere to provide me with reassurances my credits are well-spent." Yes! There are bits of 'missing' info like this that cause confusion. Thanks for the clarification, however.
Can I also add on the tribute question if it hasn't been raised: Is there a reason why when I buy a special good off a civ (Frictionless Clothing, for example), I don't get it showing up as *my* commodity?
...bows... Though I'm forced to wait for the stand-alone patches, I'm still stunned. The 'normal' method for patching games, even at its best, just makes me ...well, it makes me want to buy games from Stardock! :CONGRAT:
By the way, the 1800 came from a cultural victory, Painful difficulty, 5X5 map.
Any ideas why? Why is what's getting posted on Metaverse different from what the end of the game score is? This was my first time posting to Metaverse, so it's not averaging lower scores for me. Well, while I'm at it, it simply showed me my "132" and dumped me out, at which point I look to see if it even posted, but 2 hours later...nothing. Ideas? :notsure:
GalCiv is not about cinematics, so perhaps you should move on? If you want a great strategy game, however: http://www.galciv.com/forum.asp?BID=GF&id=29541
For me, the biggest difference is MOO3 lacked a sense of urgency. Turn after turn would go by with no real sense that anything was on the line. In GalCiv, maximizing each turn (at least earlier on) is so important that I sometimes feel loathe to hit the turn button in case I forgot something! Sorry, but with MOO3, *all* I wanted to do was hit the turn button...
You can only offer an alliance if you A) have the tech B) they have the tech and C) if you are in "Close" relationship to each other. Not showing the alliance option until the relationship is 'Close' is, in my opinion, poor design as I, too, thought the alliance tech was buggy until I asked here what the deal was...
Sub-normal provides no real challenge. Try a few levels up. I wouldn't randomize the alignments either, since 'the story' comes in seeing how civ of varying alliances work together to dominate the galaxy. For example, 3 Evils going against 3 Good (you being one of the good or evil) would spark some very interesting back-and-forths. That's where the story is, so consider playing your next game with a similar alignment setup. Trust me, the AI really does 'fight for its colors'
I've played 6 games now, 4 on small maps and the last 2 on medium (next up from small). Yes, the medium ones have been risky...I bottomed out at -500 b.c. for a few turns. But as soon as you start the tech and frieghter trades, you skyrocket. The point here is that you've already laid the sound underlying work for a much stronger mid and end game. Starting slow and cautious is a recipe for disaster in my opinion! ;)
Unabashed bump if anybody is still waiting to buy this awesome game...
LOL! Yes, my strat is definitely for the small map folks. Maybe you want to write on for larger maps? Please write one up here, if you like so it will be that much easier for me to steal it! ;p
"Yeah, I see your point- I guess it's just a matter of taste here, where I don't really like the whole map littered with SB's... I thought an SB would be a more singular thing, occuring more rarely than I'm finding them occur." I think on higher levels you will make a few key starbases, pump them up to maximum value (the values get better as you build a single base rather than a bunch of undeveloped ones), then defend them for your life! You might recall in Brad's description
Interesting. I guess I've just lost too many excellent planets by only a turn or two to the AI otherwise. Of course, I tend to play small maps! I should have mentioned that. I suppose on larger maps a few extra turns is O.K. since nobody can reach you that fast.
Propoganda in an emergency. Don't panic between morale-building facilities production! Morale can drop for a while to 50 or in the 40's. It's O.K. I like how it's implemented because there is now a directly correlation between population growth and morale facitilities. In other words, maximum growth is a challenge! Otherwise there's little strategy to just maxing out planets...
Some tips a few of the frustrated players on the board might find useful since playing the first several turns well is *crucial* to success. These are simply my home-grown ideas. I bet there are even better ones out there from better players, so please share!: ** Rush buy --at the longest lease plan-- colony ships for however many good planets (rating of 15 or higher if at all possible) are nearby. Use the survey ship to scout if needed. If this means 4 rush buys, do it! 4 15+ plan
Ah, interesting. A bit odd at times, but interesting. Thanks for the info.
It should appear at the top of the options screen.
Just a comment that it seems some of the morale choices aren't calibrated properly. For example, there's the discovery of a mine with 'rich' minerals but sending in your guys will cause some certain death. The bonus for going in (and turning more evil)? -- 15 b.c.! LOL! A cup of Yorian tea goes for about 8 b.c. on the open market... LOL Seriously, these Morale choice things have the potential to be truly interesting and relevant to the game, but many times there'