Also, yet another typo, that was 3 constructors per SB, or 18 constructors per sector of range, not per SB again. :p
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Normally, they're good but not great. In my current game, I'm not keeping up with them despite the fact that I'm doing my normal research-intensive game. :notsure:
MG: You might be placing too much priority on the number of colonies. Colonies on worlds less than Class 15 don't bring in income, for the most part. Also, are you establishing trade routes? Trade routes are critical to a functioning economy in this game.
I'd like to see the balance be closer to 52% rather than 50%. 50% was annoying, but the current state is too easy.
Even if they don't trade with you, it means that they have more money with which to buy other stuff from you. I never hold back techs that increase trade routes. I've been known to let them go for as little as 58 influence points, if the race is out of money.
I haven't tested it, but supposedly it stacks, but will never reduce the speed of an enemy ship below 1.
Have we heard that trade SBs only increase the value of the trade while the mini-freighter is in the same sector from an official source? I ask because that is *NOT* my experience. I've done exactly this, fulling a quarter of a sector with starbases with full trade bonuses, and every trade route, even the brand new ones, were bringing in at least 100BC a turn, regardless of where the mini-freighter was.
I did it in one game where I was pursuing a tech victory and wanted something more interesting to do than continually hitting "next turn." It isn't expensive, 3 constructors per SB, for a total of 18 constructors per SB. Theoretically, the max bonus you could get would be +288, assuming that I remember correctly that a sector is 12x12 spaces. That would be enough to throw a starship 24 sectors :)
I've seen them, but never seen them used. The one time I saw one coming towards me I ran a star fighter out to shoot it since it was unescorted.
I'd be happy with a hotkey that says "Go the same place as the last ship of your type was sent."
The Arceans are always the ones that come to me first, most frequently, and for the largest amounts of protection money. They're also the most likely to meet me in secret to talk about whoever is in the top power spot behind their backs. Sometimes talking about more than one race in the same game. The Altarians almost always form an aliance with the Torians, and are either on my side or having such starting problems that they're practically a minor race. The Drengin will leav
Gordeleth, I've tried that, and it doesn't seem to work. Then again, I was trying to keep a minor race from being assimilated, and that may work differently. The funny thing was that both the minor race and the Drengin systems in that system were having unrest problems. They were both red, so I couldn't tell who owned the system, but eventually the minor race flipped over to the Drengin, and the Drengin system flipped over to *ME*. So I took out all but one of the Drengin planets with a cult
Yup, the key is to get a fast start. I find that your initial allotment of money is better spent cranking spending up to 100% rather than leasing colony ships, but others disagree. I usually set the social spending to 0% until I can build banks. The only thing I buy is a single scout, and even that not on small maps.
You know, even though I had asked for this the day the game was officially released, I have to agree with Frogboy. The way I play MoO/HoMM etc is to have one big nasty force having its way wherever it goes, and a number of small harassing forces keeping my opponent off balance enough to prevent him from doing the same. I don't do that in GalCiv, at least not to the same degree. Once I start getting Avatars or better, my top of the line ships are usually running around in pairs at most, so tha
As for the prison, I'll take it, I just make sure I build a starbase very close to the system that gets the prison, and fully upgrade the defenses of the starbase. The prisoner's ship will go straight for it and go poof!
OneInTen: I disagree. Because of maintenance costs, I'm not building everything available already, having more things to build isn't going to change a thing for me unless they have no maintenance cost. Hasslmaster: Again, I'm not talking about moving production around, that would lead to planets cranking out Overlords in a single turn. I'm talking about moving the money that finances the production around, which because of planetary limits, is capped far more reasonably. However, th
So, going back a hundred messages or so, is anyone going to create the Geezer Empire? I'll join. :)
And if they're flying the unrest flag, often doing a driveby and taking out the garrisoning ships will trigger the flip, if you're already at war with the empire.
OnelnTen, the problem with that is they'd have to be zero-maintenance. As is, I don't even build half of the available buildings on my smaller planets already, because there's no return on it. In my last game, even Earth had buildings I didn't bother having there.
Valamir, the AI won't surrender to who is beating on them, they'll surrender to whoever has the best chance of beating on whoever they want to beat on (not sure, it may always choose the #2 player on the assumption that they have the best ability to beat on #1, or it could be whoever isn't getting along with their enemy).
The problem, solomani, is the nature of an Alliance. It's a statement that you're in it together, for better or worse. The only way that they could not redeclare war the next turn is by breaking the Alliance. The reason that it's allowed to accept peace for one turn is because if it wasn't, a fight with anyone in an Alliance would be to the death, because you could never get peace. At least this way, you can go to each of the Alliance members individually and offer peace. If you can
The one thing that bothers me about automoves automatically going after all non-automoving ships have used their movement is sometimes I've only got one non-automoving ship (recon) and it will find something and suddenly I need to reverse direction on automoving ships (like constructors that are moving away from a suddenly-available resource or towards a big nasty military ship), but by the time the automoves are done, I've not only lost this turn on those ships, but it's going to take another t
I have to agree. I was playing for a tech win over the weekend, and rather than just hit next turn over and over again (I was at peace with everyone that was still in the game), I built a starbase farm in the same sector that Sol was in. I did find out that having a +thousands% production bonus was actually a pain, but having a brand new trade route start up at over 100BC/turn was quite effective, as was the slingshot with the starship-sized rubber band, throwing ships for 6-8 sectors
Not bad as far as the facts go, either. Only two factual errors. First, I do believe that cultural victory requires 90%, not the 7/8ths mentioned in the article, though I could be wrong (I know that 7/8ths was correct for the Beta, and that the devs discussed changing it for the release, but I don't know if the reviewer reviewed the beta or the release). Second, he's propogating the myth that the AI knows where the good planets are. This is not true, despite many people here saying t
I'd like a hot-key that completes all auto-moves, and then it complete the auto-moves when I hit next turn if I didn't do the auto-moves.