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Ian Lee: I'll check on that sometime. (maybe load up an auto-save). russelmz2: This isn't anything I'd normally do, since by the time I've got enough constructors to do something like this I can culture-bomb the galaxy in a single turn. I just wanted something to do other than hitting Turn over and over again while getting a tech victory.

14 Replies 608 Views

By the time I realized that it was going to be a problem before I got my tech victory (bad planning on my part, in all honesty), I'm not sure that anything short of giving them my entire culture bomb would have made a difference, as the only other place I did any cultural enhancements was in my home sector, and even then I'm not sure it would have been enough, as there's "per turn culture" according to the Encyclopedia writeup, and these had been in place long enough that turning the tide would

14 Replies 608 Views

Oops, forgot to mention that on some pages here (the Metaverse, for example), there's a "Simulator" tab on the left of the page that lets you try out various combinations of combat to see who would win more often, and how many hitpoints the survivor is expected to have when done.

5 Replies 215 Views

Unlike CivIII, both the attack and defense value of both the attacker and defender are used in all combats. In CivIII, attacking something with a 12 def with an 8 atk, you'd expect to loose quite often. However, even the combat transport has an attack of 0. Now, on ships where the defense is higher than the attack, when they're attacked, half their defense gets added to the attack, so in the first case, the combat transport (assuming no bonuses apply) would have an attack of 4 and defense of

5 Replies 215 Views

I was playing a slow-paced game, everyone on normal, and I had managed to stay out of any wars. I had decided that I didn't want a culture victory, since two of my three victories were culture. I was buzzing along with tech, selling techs to everyone (BTW, Brad, the AI should have a special value for certain techs, or certain techs under certain conditions, such as Stellar Cartography or Terror Star when they've been outlawed), but not choking them out like I could with CivIII. I'm st

14 Replies 608 Views

Lots of starbases with trade bonuses. Try to lay them out so that other empires can't trade through your sectors to each other, and keep your trade routes balanced between the other empires, or stick to empires you know you can trust (I've found the only way to achieve that level of trust is to have an alliance). Originate all of your trade routes in a seriously beefed up system (preferably with two high-PQ planets with large populations, and maybe a few of the capitols), and if you've

10 Replies 825 Views

One thing to be aware of is that just because population X was happy before the invasion doesn't mean that anything close to the same population will be happy after the invasion. I like taking the +15% PQ bonus, and one of the reasons for it is because almost every time the AI invades one of my planets, he gets stuck with an instant red angry face because of the loss of that bonus. :)

12 Replies 695 Views

That is true, but it also makes it much harder for the AI to set up trade routes that route through your sectors containing starbases with trade bonuses and pass right through you to someone else. Since I'm usually much more aggressive about using starbases that way, that's an important factor to me.

7 Replies 842 Views

Tactical combat with an auto-resolve wouldn't work for this game. The only way to get the auto-resolve to come close to matching what would happen would be to play it out with the AI controlling both sides (as in MoO2/MoO3), and that takes to long in MoO3 sometimes, let alone here where you're usually attacked across a wide front instead of a single attack per turn at your chokepoints.

114 Replies 3,744 Views

O.K., here's the HTML page. I only listed planets from 12 to 20, and only for the first two social projects, since the others come late enough in the game that they're not a make-or-break deal. http://geekzilla.org/galciv/pq.html Basically, except for the following exceptions, 15% always gets you one level of PQ over 10%: An unimproved Class 12 becomes a Class 13 for both. An unimproved Class 13 becomes a Class 14 for both. A Class 15 with either SE or HI becom

9 Replies 481 Views

Class 13 + Soil Enhancement is still an area where 15% beats 10%, getting a Class 16 instead of a Class 15. I don't know how much benefit there is of a 16 over a 15, it certainly isn't as much as between 14 and 15. On the other hand, yes, it would be nice if a 14.95 planet were almost as good as a 15 planet, rather than a 14 plus some unused potential that will make upgrading easier and/or more effective. Also, BiffMan, your math is a little off. a 10% bonus will add one to t

9 Replies 481 Views

The first time I ever had that happen to me was on an Apple II, wrote a game to play 4x4x4 Tic-Tac-Toe. Didn't matter who went first, it won. The original version suffered one defeat on its highest level in several months of play. Then I found a bug in my programming, fixed it, and it didn't play nearly as well. Left me wishing I still had a copy of the program with the bug in it :(

33 Replies 1,599 Views

I'm not opposed to the idea of more ship types. Maybe an improved frigate that requires more tech, but is more combat effective and just a little more expensive than the original frigate. Hmmm... Definitely want an improved Defender. The BattleAxe is the only other ship that is defensively oriented, and it has a maintenance cost that's three times higher. And once you get beyond BattleAxes, everything is offensively oriented. Maybe add an "Automated Systems" tech, and then ma

689 Replies 26,499 Views

Gordeleth, can't happen for two reasons: 1) Only ships capable of exploring anomolies can use wormholes. I'm not sure about the entire list (Survey ship, Starhawk, Ranger), but the Colony ship isn't on it. 2) Even if they were able to use it, once they wound up outside their range, the only valid destinations are someplace within their range.

56 Replies 4,722 Views

I buy a scout right off (paid in full up front, no lease) and then crank out colony ships as fast as I can, crank funding up to 100% and drop social to 0%, bee-line to Trade in the tech tree. The scout's primary mission is to find habitable planets near home, then spreading out. The survey ship's primary mission is to find space rocks which turn into ships (for more scouting or defense), second is other anomolies, and third, move towards other star clusters backing up the scout

30 Replies 2,791 Views

Actually, 15% does make sense in some cases, as it boosts the Soil Enrichment farther, since you have some leftover. For example, a Class 12 planet with a 10% bonus and soil enrichment results in a Class 14 planet, whereas with a 15% bonus and soil enrichment you reach Class 15 (exactly, in fact). A Class 14 planet with a 15% bonus goes straight to Class 16 even without Soil Enrichment. The biggest benefit of the 15% bonus is that it makes planets that the AI won't use close e

9 Replies 481 Views

Arcanum3000, there's no way to keep that from being exploited. Trust me, I'm a sneaky b*****d when it comes to thinking up ways to get around the system. The closest way to do that would be to have a unique ID generated for each game that is started, and when one of the cheat commands is invoked, the program *FIRST* contacts StarDock, and only upon sucessfully notifying the server that this game ID is invalid from this point on, invoking the function. Anything less, and using

56 Replies 4,722 Views