Ummm... "0AF" = Zero Attack Factor. ~SDC~
Def Zep
In combat, if a ship is set to auto-retreat, it will attempt to flee (instead of fire) when it becomes its turn to roll the dice. I think the idea is, that if something like a basic Starfighter meets a BattleHammer or Frigate, it will try to escape with whatever HP's it has left, as its one die isn't going to do much but scratch the enemy's nameplate and PO it's Captain in round 2 anyway. Frequently, however, ships that need to do this are so outclassed by what the AI sends aft
Humane, You can build a SB anywhere. When moving a constuctor, on the "ship information" tab (the little box at the botton with an "i" in the circle), there will be an elongated bar to the left showing an arrow with (IIRC) what looks like a box (actually, a parallelogram) at the bottom. Click on this, and you will build a SB. (Or, being sensible like Nirv, whose post I just read, says, you could always just hit the "B" key...) Building SB's in non-resource sec
Oops! Jeff, on my 4th sentence in post #11, I should have said: "For this reason, I think of SB production modules in GalCiv the same way I think of libraries, marketplaces, etc. in Civ3 - they are planet-by-planet bonuses ("city by city") I get for having them on an SB in the same sector as they are." ~SDC~
Jeff, I agree..."mining" is confusing, because it is used in two (subtly) different senses when building SB modules. In its initial sense, should there be a resource present, the popup refers to the bonus you will get for building a SB there with your first constructor. This bonus is Empire-wide (as are any subsequent increases to the % through the building of additional modules specifically harvesting the resource). For this reason, I think of resources in GalCiv the same way
"Ummmm....Angelina Jolie. Named Angel for a reason..." ~SDC~
Woot! ~SDC~
I conucr with akaste and Za H ... resources, especially military, unbalance the game. They are, I believe, one of the most significant reasons an SB-centric strategy is so successful. Combined with the stackable nature of SB module improvements (and the capability to build multiple SB's in a sector), overwhelming advantages can be set up by a player. I second Za H's recommendations in post #11. ~SDC~
Wow! Thanks, Brad...switching to Widowed version now! ~SDC~
Jeff: To summarize the above and answer all your inital questions: 1. Like the tech tree, the different SB module "paths" are color-coded. They are linked to the tech tree...if you research a Comm tech that allows new SB modules, those SB improvements will appear in the yellow section marked "Economy". Over time, you will learn which fields to research based on which color of module you wish to improve your SB's with. 2. The game does allow you to build modules that ha
Horatio: Very good point. You can do that too. For range problems, don't research...build exactly 1 (one) constructor and build a SB for range-attenuation. ~SDC~
RC, A couple of other tips: 1. All Empires require a minimum, basic set of buildings - those listed in my point 1, post #3, above. Set sliders at 10/10/80 and research these buildings first, then start on your path to the Dark side... Trade anything necessary to get these techs to save yourself turns. You are after speed, not value. 2. Do not lease. 3. Keep spending as close to 100% as possible. You have few planets to colonize, so popularity should not be a p
RC, You will need to get Quentin Tarentino medieval on the AI's very quickly. Research Interstellar Tactics asap. Frigates are the first viable attack ship which can take out defending BattleAxes. BattleHammers will, however, defeat them, so you have to research (then build) fast: 1. Social - put Mfg Centers, Fusion Energy Plants, Banking Centers and Research Labs on every planet. Set sliders to 10/80/10 until these are done. 2. Science - Move quickly through
Miguv: I found the following things superior about SMAC (BRAC, more accurately): 1. Diplomacy. SMAC's faction leaders were fascinating, and vendettas/pact brotherhoods-sisterhoods were very well developed as a concept. For example, Miriam proved a strong adversary, but a fantastically loyal pact-sister if you gifted her enough techs and energy. 2. Technologies. Tech descriptions were fascinating. Voiceovers were extremely well done. "The Ethics of Greed" remain
Also see the "My planets are money pits" thread where even more advanced strategies than mine (esp. by Popup Target) are posted. ~SDC~
Fully agree, Darv. In fact, the game is so easy with PQ+15, I've stopped taking it as a skill. It's just too easy to outcolonize the AI. I, too, have yet to see the PQ resource. ~SDC~
Whoops! EDIT: You're probably running into funding problems. It is easy to spend off your first 1000gc's and then be stuck with too little income to support your leases, maintenance & espionage without setting your tax level at a minimum (50% or below) to maintain popularity/morale. This will restrict your Spending level to ~66% or below. The net effect is, each planet will only produce 3-4 Mil/Soc/Sci per turn. Your Empire will only clear 2-4gc profit per turn. The AI will out
You're probably running into funding problems. It is easy to spend off your first 1000gc's and then be stuck with too little income to support your leases, maintenance & espionage without setting your tax level at Interstellar Refining, Comm Theory ---> Universal Translator, and Medical Theory ---> Zero Gravity Research, as your first three Tech paths. These give you the basics of all planetary infrastructure: Mfg Centers/Fusion Power Plants for production bonuses; Banking Centers for cash bonu
Research: On your "empire" tab (3rd button on the bottom, first tab on the spreadsheet) there are 3 sliders. One is for Military spending (ships), one is for Social Project spending (planetary improvements),and the third is for Research (amount of money put into science, shown as beakers on your planet's production screen). When the number of beakers produced by all your planets add up to the cost of the Tech Advance you're researching, you discover that tech. At start (i.e, spending yo
Duglis, I recommend the following settings: - Large/Huge Galaxy - Uncommon/Rare planets (forces a military approach to colonize the few habitable systems available) - Cultural/Tech Victories off (forces conquest as the only available path; also, influence is already vital for control of the UP, so doubling it up as a victory condition is unneeded imho) - AI levels set in a combination that rates the scenario "painful" or above (generally, 3xintelligent and 2xgenius provi
Re #152 Way to go Grogk!
Re #109 Dear Elrikk, I understand. In 1967 (that's right, in 6th grade at age 12) I attended my first political rally, up on Capitol Hill. Me and my brother got put in "the Pen"... My Mom nearly passed out when she found out where I'd been, playing hookey. My Dad had a cow when I showed them my SDS card, signed that day by Abbie himself. Abbie is now a politician in California. I now wear suits every day to work. I wouldn't be caught dead in anything
Re #101: No prob, Elrikk ... Years of substance abuse have permitted me to retain reams of obtuse information. Better living through chemistry!
Re #91: Hey Elrikk -- Strat I!
47. My next door neighbors moved when I was 6. Their oldest son gave me his battered copies of AH's Gettysburg & Midway. Neither had rules - so I wrote some myself and played them with my friends. Been gaming ever since. Hassled my Dad into buying me a subscription to a small, offset-printed miniatures mag put out by Chris Wagner called S&T which I saw at the local model shop. Castle Bodenstedt fell many times! Used my summer job money to subscribe to 4 small lithographs called Kampf, put out by