Brad, I find the UI to be acceptable as is. The only change I would recommend, would be to allow loads for TR's, Colony Ships, etc. to be typed in (vs. the current slider bar) for the benefit of those players without a mousewheel. Thanks for all your hard work, and excellent support, on GalCiv. ~SDC~
Def Zep
Paguma, Congrats! I think you'll enjoy the challenge of the higher levels. The AI's are certainly more effective at Genius; try setting one or two of them at that for your next game, just to see how they stack up against Normal setting. One last piece of advice: maximize your trade revenue. Trade routes are the single biggest factor in determining diplomatic relations between your Empire and another's. Determine if you are going to pursue an Alliance victory or not. If so, trad
Thx, Malleus! Leave it to me to miss the obvious! ~SDC~
#9 Eugene, Bonusevents.event should be in your Data file (Strategy First/Galactic Civilizations/Data on a standard install path). If it is not, I recommend you re-install the bonus pack from SDC. ~SDC~
Like yourself, Jutinian, I am discovering that my previous strategies on Painful are no longer effective for Maschistic (which I just moved up to) under 1.03. The Arceans especially are now a tremendous threat at "Genius" or above. I am shifting my starting picks to War Party, Speed +1 & HP+50 just to prevent the AI "tribute-demanding" you describe. Congrats to Brad and crew for a very challenging improvement to the AI! ~SDC~
#22 Fleabit, Brad has an article in the Encyclopedia in which he documents how there is a "point of diminishing returns", whenever spending too much in any one slider produces more than 10xPQ (? - iirc) production points (pp's). You do get faster competions, but by using a more balanced approach (e.g., 60/20/20 or the classic 33/34/33) you gain more pp's out of the planet overall. ~SDC~
An online webcam of my GF does it for me! ~SDC~
Or Angelina! :D ~SDC~
Thx CM! ~SDC~
Cmdr1989, 1. Pop growth is doubled if your planet morale is at 100. 2. There is a very good article by Brad in the Encyclopedia about Influence and how it works. It explains the relationship between cultural influence and loyalty/rebellion. 3. Destabilization lowers target Empire morale, which can lead to planets rebelling and voting to join the highest culture-ranked Empire in their sector. 4. Income is a function of population and tax rate. There is a "sweet
BattleHammer's are so clearly superior to anything preceding them, that I never bother building anything else until then. They are the core of my first Fleet. I too would like to see FF's and BC's improved to be more competitive and a better value. ~SDC~
Well put, CM & Morpork! I too lack a mousewheel, and clicking 200x to get the number of colonists I want is extremely annoying. Would be very nice if I could just enter the number from my keyboard! ~SDC~
Thx, Brad! ~SDC~
Paquma, At the very beginning, you can set any slider to 100% and either produce colony ships (in 2-3 turns each) or research immediately-valuable techs. Generally, I produce 1 scout on the first turn (@ 1-turn completion, so it's ready turn 3), send it in the opposite direction from my Survey Ship, and then make a colony vessel asap whenever I discover a yellow star. I do this until I have 5-6 colonies. I stay in Imperial and keep every planet but Earth at 50-56 morale. Earth
I too used to ctrl-n until I had a dual-PQ20+ home system, but now I just play with the set-up I start with. I've noticed the RNG seems to "balance" your starting position by placing resources, asteroids (free ship anomalies), etc. nearby if your PQ is realtively lower. One of my best starts, oddly enough, was with a PQ16 Earth, with nothing else but Mars & Saturn (at their base PQ's) in Sol. Four of my adjacent sectors had yellow stars, one of which had a triple-cluster of t
*Second* this recommendation. Locked sliders would be great! ~SDC~
Jeff, Your GalCiv account has an option you can change which will allow threads to appear longer than the default (which iirc is set to a rather low timeframe of a little over a week). The URL is www.wincustomize.com/login.asp. Select "edit account" at the top. ~SDC~
Mojo, Destabilization lowers the morale of an AI empire. Effects vary with each planet due to size, resistance and morale improvements, but you can see the overall, Empire-wide morale decrease from turn-to-turn. At a certain point, planets will rebel and vote to leave the Empire. This happens when the planet fails 2 loyalty checks in a row. Influence enters into the equation in two ways: (1) it triggers the loyalty check...apparently, if the planet's resistance lev
#1 Sarge, You can also capture techs when you successfully invade an enemy planet. However, this is the only other way I know of; there are no "spies" per se taht can be assigned to steal tech in the current version of GalCiv. ~SDC~
#29 Vorlin, I agree. I am sooo tired of games in which the AI exists just to wear different "faces" ("skins") to attack the player. Although I too have encountered late/end-game tedium, it has ben due to my selection of: (a) Map Size, and (b) Play Style. Once I changed these (small/medium maps vs. Large/Gigantic, and active warrior vs. passive culturalist or technologist), the game picked up again. ~SDC~
Chaotic Good ---> Good. Even with great advantages on the line for going evil, I find I just can't do it. I always push for "Saintly." OTOH, I plan to start a game this weekend where, deliberately, no matter what's offered, I'll always choose the evil approach, just to see what happens. I'll go back to my regular game when my conscience kicks in. :) ~SDC~
#1 Vorlin, Fully agree. War Party +50 (along with ability = +50HP) is my favorite pick under 1.03. BC's +100% are incredibly powerful (when was the last time you could say that, much less build BC's and expect to win with them?) Brad & SD might have to re-price this pick... But until then - Party like Genghis, dude!!! ~SDC~
OTOH, the (written) intro states contact was restricted to diplomats who traversed between the known civ's, and the (oral) intro says many systems were left untouched (un-contacted) during this era... So I'm happy with what SD wrote... (Not a criticism, just an ob...) :) ~SDC~
It means "Established". However, it is currently unimplemented. Should it be implemented, it will be a (very) easy way to tell what routes you should "kill" in favor of a superior one (should you be limited on the # of routes you can establish, and have to decide between a shorter one in progrewss, or a longer one just starting...) ~SDC~
Per ZaH's excellent analysis (search the forums), BattleHammers are clearly the best ship to base your initial Fleet around. They are arguably equal to a BB, and superior in every respect to whatever else precedes them. ALL of my "conquest" victories are directly attributable to BH's. Don't underestimate them. ~SDC~