Hi! [quote]there is no single reason to use spies offensively, because once you are #1, you will need them all in defense of your planets.[/quote] When a spy costs more than a fully armed huge hull ship, you know what you need to build. When you're #1, you roll over the opposition and don't bother with spies. Once one civ is gone, so are their spies. BR, Iztok
IztokBitenc
Hi! [quote]I have not seen the planet quality increase event since moving from Galciv1 to DL. [/quote] I had it in my last game. IIRC it resulted in a nice class-28 planet for Altarians. When I conquered it, it became class-30 or 31. Game ended before I was able to fill all free tiles there. BR, Iztok
Hi! [quote]What a totally worthless ability that is.[/quote] Not exactly. The higher the firepower of your fleets, the better it gets. Super Warrior race is the only one that can make real use of logistics: the more ships, the bigger the firepower. Enough of FP and there will not remain anything to fire back in the second round of the combat. BR, Iztok
Hi! [quote]Has anyone experimented with a "mixed" All-X strategy? I like to place the corresponding improvement to bonus tiles (except farming) and if the planet has Research bonus tiles, I go (modified) All Research on that planet, defaulting to All Industry for the others.[/quote] You can't go all-factories on one planet and all-labs on the other. The way sliders work prevents that. If you do that is that a mixed aproach. Although in one suicidal game with very few planets I d
Hi! [quote]1)Is it possible to adjust the number of habitable planets and asteroid fields whilst playing the game? [/quote] No. Only at the start. [quote]2)Secondly, what do you make of the Snathi? [/quote] Just the last two X: eXploit, eXterminate. [quote]3)What is the best way to start relationships, for lack of a better word, with these people, especially the Drengin Empire?[/quote] Get better diplomacy ability than they have. Hit one of their bigger planets
Hi! It seems that if you start the game with "friendly" relations to someone, you can also talk to him from the start. BR, Iztok
Hi! [quote]1)Would it be a good idea if I researched EVERYTHING just to cover my basis?[/quote] Yes. Check what it does, use it (build, buy, put on a ship...) and check again. [quote]2)I've also got the original GalCiv I here. Would it be a good idea to play that for a while, per your instructions, just to get my feet wet?[/quote] No, not GC-1. Too different. [quote]3) Excuse me for being dim, but what's a hadron collider?[/quote] [link="http://en.wikipedia.org/
Hi! [quote]I play the Torians (old habit) and usually focus on econ and military construction abilities, and play as Federalists. Huge galaxy. Dread Lords, not Avatar.[/quote] If you don't get a research resource or two is the only reseach bonus you get just 10%, so with your settings a big planet producing 80 MPs and 17 TPs is nothing unusuall. You also need to boost your core planets with econ starbases. Those will make them produce 30-40 TPs instead. And go fast to the Industrial Sect
Hi! [quote]I'm wondering why the devs haven't fixed that. [/quote] IMO because it's not a problem that needs to be fixed. There's no multiplayer, that would automatically penalize "good" players versus "evil" ones, it's just a player vs. AI. If he wants an easy win, he plays "evil". If he wants harder game, he chooses "good". That simple. And BTW, good has some hidden bonuses: when I played Iconians, a half of my "weak" military was composed of granted ships from other civs, eve
Hi! For the first weapon I usually use Harpoons. The psionic beam is more expensive to research, because you need to reseach also the evil alignment. But the firepower of the PB is not comparable to ANYTHING until very late weapons tech. So by using it you save tens of thousands of BCs in research, that can be used for ships that will conquer your opponents before they reach that late weapons tech. And you can get that late weapons tech anyway by invasions. A no-brainer decision, that breaks
Hi! [quote]HELLLLLLLLLLLLLLLPPPPPPPPPPPPPPPPP!!!![/quote] 1) Play turtorials. 2) Check GalCiv wiki: [link="https://www.galciv.wikia.com/wiki/Gameplay"]Gameplay[/link]. 3) Start again with small galaxy, "cakewalk" difficulty, two AIs, and just test everything: buildings, research, diplomacy... You need to learn the game before you can start to play "seriously". 4) Ask here specific questions. Your cry for help sounds too much like "I'd like to build a hadron collider, but I ca
Hi! [quote] It would be interesting if the strategy works as well on a higher difficulty. [/quote] It does, but not with ships, and almost never with planets. Trading tech for tech or money is still quite doable. But on suicidal and with 60%+ higher diplomatic ability (playing Torains) I was not able to buy off a single medium attack-20 ship, even when I offered EVERYTHING I had (20 techs, 50 planets, ~10000 BC). However I remember one of my suicidal testbeds about a half a yea
Hi! [quote]So for a SuperBreeder race, it is either 100% or 21%-minimum, is it?[/quote] It's not just that simple. Empire-wide 21% approval can mean some planets at 30%, some planets at 15%. Not all planets have the same morale bonuses and maluses. BR, Iztok
Hi! [quote]2) boredom[/quote] Welcome to the club. My last game dragged through 6 evenings and the conquest of those 150 planets AIs had was so tedious I allmost felt asleep several times, while waiting 5-10 minutes [B]each turn[/B] for my 100+ troop transports to move to their rally points. Obviously the old trick to move my "window" into galaxy to an empty space to made my ships move instantly doesn't work anymore. <img src="s
Hi! I dislike the Torians, they are in my face and are the most powerful race, For a change you can try the influence SB spam. Buid 100 cheap constructors, send them to torians' space and build in the same turn 10 fully upgraded influence SBs over their best planets. In 5 to 10 turns most of them will flip (if you don't have the MCC ). Thereafter it's easy picking.
Hi! why build SMALL survey ships? If you've noticed I've built TINY survey ships. The cargo one you described costs ~160 BC, and is only one. Tinies costed 80 BC, had only 1 speed less than my usuall cargo design (+2 speed makes quite a difference ), and significantly better range. I was able to produce each turn one, and be over in 6 turns with them, to keep pumpin
Hi! I just wisted the GalCiv-2 wiki page , and instead of a standard intro text I saw hudreds of pictures of Bin Laden. I know it is quite easy to revert the page back, but I wonder if there's anything that can be done to the person that changed it? Can we report him? Any ideas? BR, Iztok
Hi! I tested the race and approach from the OP in a testbed in a large all abundant galaxy with just one fool AI. The techs the race had at the start were Xeno Engineering, Planetary Improvements, Xeno Research, and Galactic Warfare. I ran the testbed only to the end of the first year, with the main aim to get as much colonies as possible from just one planet, and stay at least close to solvent. Results of the test were quite different of what I had expected: to settle about 25 pla
Hi! I really wish I knew what the "1.5 attack/defenses don't work properly bug" was all about... Do you know how combat in DA works? If you don't, then it's pointles to tell you anything. Better check DA (Beta) Combat System . If you do, then "defenses of the wrong type never deplete" tells you everything you need to know. BR, Iztok
Hi! Is there any difference if you have 1 research center on 5 planets or 5 on one planet, for research purposes only? There is a difference, because colony buildings also produce research points. Also, different colonies can have different bonuses that support research (starbases, colonization event bonuses, research bonus tiles, buildings that support research). The more research centers you have the faster the item
Hi! Can you turn on full battles and check with battle viewer to gather more data? Maybe game still "thinks" drengin's ship is stronger? Maybe defenses are counted into the "tie" equation as hit points? IMO that's more a question for the developers than for us players. BR, Iztok
Hi! Can you be more specific? The most important thing I'd like to know is the number of planetes you had at turn 20 , 40 and 60. The next is how much money you collected from anomalies. From your report I'd say it had to be immense, to allow you to research Star Democracy, Xeno Economics, to build 6 survey ships and unknown number of colonizers, before you've run out money. BR, Iztok
Hi! lucky rangers are always useless to me. Also to me. In my last 7 games I never saw a signle one, and I and many AIs played all those games with Luck on. I remember seeing one with Altarians in one old DL game. It never made an impact, without engines it was just too slow. I simply flew around it when taking altarians' planets. BTW Lucky Rangers can be obtained only after 5 years of the game have passed. An old nerf, because earlie
Hi! i find it curious that the science rate is still so weak without starbases? If you check the tech tree you'll see the ONLY bonus you can get there is 10% from early Planetary Improvements tech. OTOH factory production gets 40%, and racial points also give more (10% increase for 1 point). Until you get a research resource or two, and some starbases' support, is research really not strong. Include here the fact that NO bonuses got transferred with focu
Hi! Any way to calculate the actual time to finish? Open Plant/Ship list (opens on the left side of the screen), select a planet , click on the name of the social project it is building. A Quick-build window will open with a list of queued buildings. If you click on any of them you'll see the EXACT cost for producing or upgrading it. Now just compare that with social production on that planet and you have the answer. BR, Iztok