Alf Melin

Alf Melin

Joined Member # 633793
0 Posts 0 Replies 57 Reputation

You seem to have a good grasp already and yes, you are right that with little or no military you will become the target of demands and threats. A couple of suggestions: - Never pay tribute. - Use some money / tech / trade goods to get a war started between the worst bullies (Altairian / Drengin usually) as soon as you get the first threat. - If your people are unhappy try building a colony ship, take half the population off the planet and send it to a planet

9 Replies 544 Views

The point about the AI players attacking a player which is approaching a tech victory is probably valid, although on Gigantic galaxies its unlikely that even a coalition of aliens could trash a player empire fast enough to stop the research from completing unless they started the crusade rather early.

44 Replies 1,424 Views

Well I see your point, but surplus population has its uses (colonisation, invasion, resettlement) and alternatively you can simply increase tax rate to offset morale/pop boost ie welfare state, you are investing in your populace but taxing them for it. Makes sense to me (I'm Swedish but fled that country...) LOL

8 Replies 599 Views

IMHO let the "Nothing" project give a boost to morale (equivalent to Propaganda) and population growth (as investment in health care, infrastructure etc improves living conditions). This ensures you get something for your money and avoids the issue of using colonies as cash generators to exploit the system.

8 Replies 599 Views

Events, events, events... take a look at EU2 (with the EEP project) and HOI (with the C.O.R.E. project). Complex event chains add great depth to playability and makes sure that no two games are ever the same.

4 Replies 306 Views

http://www.galciv.com/forum.asp?BID=GS&id=43564 Early planetary invasion are costly in terms of future manpower growth loss if that makes sense ;) Think compound interest... Personally I stick to crippling the enemy fleet / starbases and then settling for terms (all tech, loads of cash, influence).

2 Replies 282 Views

Go find a third-rate planet (PQ 13-14) and colonise it. If you get a PQ bonus event and don't mind a little evil, great! If you don't get an event, disband the colony at once. This is of course best done with small number of colonists. BTW the game checks for colonisation events every time you land... so you can land, disband, land, disband until you get a good event. Very cheesy and not very rewarding unless you are really short on good planets or unless you are desperate to shift your

17 Replies 1,042 Views

When the chosen project is "Nothing" let spending increase Morale (ie function as propaganda) and maybe a Pop Growth bonus. This makes sense to me as spending on education, health, infrastructure, the arts etc instead of great planetary projects and starships would work to improve living conditions. This way the player gets something for his money (better pop growth, better resist vs culture take-over, better morale for invasions etc).

529 Replies 27,587 Views

Allow the player to mark a military or social project as "Obsolete" so that it no longer appears in build list. Saves a lot of late-game scrolling for those of us who like to rotate build (ranger, combat transport, range switching) if we can remove useless ship types from the list. Player ability to control how common random events are. Sharper contrast on main map between fog-of-war and areas where you have sensor info. Minimap shading to show fog-of-war vs areas wher

529 Replies 27,587 Views

I've also not seen any Space Sharks in the last couple of patches :( and I *love* (space)shark-fin soup LOL Maybe a player-set parameter "Random Event Frequency = None/Low/Normal/High/Scary" would help those of us who hate/love random events.

33 Replies 1,200 Views

"It takes 4 Phoenix to defeat 1 Combat Transport" I see the Phoenix as a CT-hunter (just like the Starfighter/Corvette are transport-hunters), but unfortunately it doesn't perform well in that role unless you have +300% military bonus :( Now if it was able to lay mines or bypass escort ships to attack CT's then maybe... ;)

37 Replies 1,622 Views

Try PQ 10% + Economy bonus as ability picks and then pick the party that gives extra Morale. It's a potent combination that allows 70% taxation and 100% spend. Make sure you improve your government type as quickly as possible.

4 Replies 386 Views