Def Zep

Def Zep

Joined Member # 633495
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Pen, Gert is right. Your bonuses must exceed a whole number (integer value) to appear. Thus, for an Overlord (AF=20), a 10% weapons bonus is enough to post a +2 AF (total AF=22). However, for a Scout (AF=1), the weapons bonus must equal or exceed 100%!(1x.9, rounded down, = +0, for a total AF of still 1). The AI apparently picks the highest DF ship in a stack to defend with. If all of your ships are substantially outclassed by this vessel, you will lose every

4 Replies 2,534 Views

#3 Wonka, I tried that, and it works only other certain conditions. The basic problem is, each Constructor is 200iu's. To obtain the maximum ship bonuses takes 11 of them (presuming you leave off the repair bay). Plus you have to build the SB itself (a 12th Constructor). That's 2400 iu's...the equivalent worth of over 4 DN's or 2 Avatars! The difficulty is, even beefed, low-HP ships like the Frigate, Phoenix, BC & Corvette get "exchanged" off by the AI. Then, it starts attackin

4 Replies 2,610 Views

Welcome as well, Robert. 1) In addition to Ray's very well-written response, I would like to add that, regarding SB trade modules, it is important to note that the income bonus only applies when the "mini-freighter" (a small ship auto-controlled by the AI, which appears as a small "dot" on the F2 map) is in that SB sector. You do not receive it for a standard freighter (player-controlled ship which has not yet reached a target destination and formed a route) nor once the "mini-freighter

10 Replies 509 Views

Thank you for the invitation, ES. I'm honored. Unfortunately, I'm right in the middle of a Huge, Tight Cluster, Uncommon, Masochistic (all "Incredible" AI) game at the moment, in which I start lterally in the middle, both of the map and the only "spiral arm" of the galaxy, sandwhiched between the Drengin, Yor and Arceans (with their improved tactics). Needless to say, "challenging" belies the difficulty. "Survival by any means necessary" is more like it. It takes me ab

17 Replies 375 Views

#26 Well said, CM. I find it nearly incomprehensible that any company would welcome Modding its game, host those Mods on its own server, and then report any scores actually using said Mods as "anomalous". Sorry to Brad and SD to be critical of their efforts (GalCiv is a wonderfully-developed product in comparison to many other games I've bought lately), but this one is a doozy. Just my 2,318 turkish lira. ~SDC~

46 Replies 2,019 Views

I too just saw the AI build AMM's under 1.03.057A. But their use is the same as that for regular ships, which makes them relatively easy to destroy en route to a target. ~SDC~

4 Replies 1,696 Views

Thanks from me as well, Duglis! I use all your mods, and find them very balanced. The Spathi from Star Control are truly inspired. Plus, the Space Princess & Flash Gordon vs. Ming are classics! They really add a lot of color to the game. ~SDC~

9 Replies 1,719 Views

Smok: One other idea: Use Combat TR's as your system defenders. They have one of the best DF & HP to cost ratios in the game. With shipyard bonuses and parked in orbit, they are frequently better defenders than BattleAxes, BattleHammers or even Battleships! Then, once you need to either off-load excess population to improve morale, or assemble a strike force, you're ready to go! ~SDC~

6 Replies 306 Views

Smok: A couple of suggestions: 1) Off-load all your extra TR's on a sub-prime world and park your fleet there. If your fleet is sufficiently powerful, even "1" morale colonies will not revolt or leave your Empire. (This is achievable with 3-4 Dreadnoughts and/or 2-3 fully-mined Military-resource SB's.) Use propaganda on this world - it only costs 10-15bc per turn. Re-embark when you need a new attack force. This works best on a newly conquered planet - it gives you a "

6 Replies 306 Views

Jeff, The best way to protect trade routes is to reduce the AI's range into your empire. Conquer those planets allowing it to reach the sector(s) in question, and eliminate any SB's. This is easier than it sounds - at least as of 1.03.057A, the AI will only build SB's on resources, so onece you have mapped those out, you can tell where the AI most likely is tracing from. Twirlip's idea is a good one, and one of my favorite strategies. By giving a minor of ally a corner

5 Replies 356 Views

Jeff, I too recently moved up to all-Genius, and am encountering the same problem. The computer AI (especially the Arceans and Torians) are much more effective during war. Some lessons I have learned: 1) Military resources are critical. A fully-loaded production SB will give a +68% (!) bonus to AF & DF. Beware any computer advantage greater than 16% in either attack or defense. AI's possessing such a superiority will turn bellicose and begin to demand tributes. Use the

4 Replies 380 Views

I read all 3 publications (and check sites like Metacritic) before making a $40-$50 purchase. I too find CG Strategy+'s reviews to be superior (on average) to those in both its competitors. However, I recognize it does not have the subscription base or news-stand presence of either one. So I am not surprised by the poll's results. Hopefully more people will hear about CG Strategy+ and start reading it, too. ~SDC~

4 Replies 385 Views

#2 Agree with BuzuBuzu. I have never built a BH under 1.03.057A. I now build either Corvettes (armed scouts/commerce-raiders), FF's or wait for DN's. Phoenixes are useful as front-line defenders for the "Stalingrad"-type planet. The AI usually targets one planet at a time, sending most (if not all) of its fleet against it. Eventually, attrition will reduce available forces on hand to whatever the planet can produce. Also, mid-game, AF's begin to overwhelm DF's and HP's to the p

23 Replies 1,128 Views

Buzu, AMM's are not foolproof, and I have played games in which the AI effectively counters them with Corvettes, Phoenixes and even (AF-assisted) Scouts. First, their low DF, combined with a minimal # of HP's & slow speed, renders them vulnerable to any attacker possessing a speed bonus. Mid-game, it is not uncommon for an AI to have a 1-2 MF advantage over them (esp. with Gravity Accelerators) and be able to position a far less expensive "throwaway" screen within range to eith

13 Replies 637 Views

#26 CS, Sensor Drones are good for this (especially combined with the "Eyes of the World"). You can park them in an out-of-the-way corner and see virtually the entire sector, including what's in orbit within a system. However, there is no way (afaik) to see what's being produced in an AI system. ~SDC~

30 Replies 5,021 Views

#15 DMF, In my experience, even at max penetration/spending, the stats reported lag by about 2-3 turns. I am not sure what causes this, but it seems to be related to the comparative size of the targeted Empire. Brad reports (in an Encyclopedia article) that Espionage effectiveness is dependent on the size of your Empire vs. the target's. ~SDC~

30 Replies 5,021 Views

Agree with Ralegh. The most effective destabilization "strategy" is to oscillate - jump to 100% when at war and keep it there as long as the target AI is in debt. Once it "recovers" (by improving morale through social buildings, tax reductions, propaganda, dropping to Republic/Imperium, etc.), reduce it to a marginal rate (to delay/prevent the AI from returning to a higher form of government) and pursue a conventional war. Espionage reports degrade over time. (Example: An AI has Avatars

5 Replies 2,236 Views

Alf, I have observed the same effect with destabilization. Although I also lack empirical evidence, the greatest effect of funding destabilization mid- to late-game is to force the target AI out of the higher forms of government and back into Republic or Imperium. Combined with the need to lower taxes, and for propaganda (plus any consequent loss due to trade route disruption), destabilization is a useful tool for forcing the enemy Empire into debt. However, once the AI adjusts

3 Replies 2,278 Views