Za H

Za H

Joined Member # 634250
0 Posts 0 Replies 27 Reputation

The problem with stacked units on auto-pilot, if they aren't grouped into a fleet, is that once you try to select any but the top unit, they will execute their auto-pilot orders before giving you control. In order to avoid this problem, you can either group your units into a fleet to cancel the auto-pilot, or always remember to move the first unit manually and let the game cede control of the next unit in line (keep some other units with movement points to delay onset of the auto-pilot phase). T

2 Replies 254 Views

Math dictates that you always benefit from higher bonuses, even if it may seem counter intuitive. The bonuses are applied in a proportional manner, so you will always stand to gain with a higher bonus. The reason why you still have to pay for part of the bonus is probably to bring research closer in line with the overall stage of your economy so players cannot exploit it easily.

6 Replies 1,191 Views

There are two seperate problems with micromanaging research. The first is the sliders which allocate different amounts of cash depending how you arrived at that particular setting. This problem tends to fade away as you progress in the game and the size of your economy grows however. The other problem, and one of the premier time killers in this game, is the research progress indicator being stuck on "Next Turn" even if you set your research spending to 0%. I believe this bug is triggered if you

6 Replies 182 Views

The easiest way to evaluate military strength might be achieved by including a battle simulator in game. If the simulator produced the following results on basic units without any bonuses for example: 1 Excalibur can kill 3 Overlords 1 Overlord can kill 5 Dreadnoughts 1 Dreadnought can kill 10 Corvettes We could weigh the four units above by arbitrarily assigning Corvettes a military power of 10, thereby making Dreadnoughts 100, Overlords 500, and Excaliburs 1500. Any a

25 Replies 690 Views

Double clicking on star systems in main view can inadverdently change military and social projects: If you double click on a star system in the main map view in an attempt to bring up the planetary management screen, the second mouse clicks is passed on as a single click in the planetary management screen. If the star system was position over what would be the military or social production box, then a player may inadverdently change their current military and social project. This is ver

633 Replies 31,383 Views

There is no research penalty. It it simply the lack of production bonus resources that make research bonus resources look expensive in comparison. If you avoided resources and filled your sectors with production bonus starbases, you can easily achieve the opposite effect too.

7 Replies 505 Views

To be fair on the analogy though, the US has 12x the population of Iraq and an estimated 1,772x in GDP (roughly 10 trillion vs. 6 billion). As you can see, the US doesn't need to devote more than 0.06% of their total GDP to completely overwhelm Iraq. As for more balanc between the AI races, try upping the difficulty level a bit and play on a larger map with loose clusters or scattered stars. I guarantee you'll be in for a rough ride.

23 Replies 1,351 Views

I should add this to be clear: not possible to beat the AI without good diplomaitc maneuvering, unless you use cheese tactics. The worst thing I did was gifting AMMs to the Drengin and Yor next to Torian starbases and loading the game once to counter the infinite range AI colony ships.

46 Replies 1,979 Views

Have you read this thread, Brad? http://www.galciv.com/forum.asp?BID=GS&id=50941 I have refined my strategy by taking the unpopular good alignment route. I don't think it is possible to beat masochist without buttering up with at least one of the AIs, and the good alignment helps tremendously in that department. Furthermore, my experience is that in a setting were AI planetary production is supercharged, the Torian/Altarian races generally perform better than the militaristic Y

46 Replies 1,979 Views

Thanks, HawaiiFive-O, I think you got it right there. I'm mainly concerned with the bonus because I'm trying to keep my tech tree up to date. I've already removed the production bonuses from these problematic techs once in the past (from experience), but I just put them back in thinking they might have been fixed. Now I have to go back and fix them again and probably end up confusing some people :notsure:

6 Replies 1,719 Views

It's probably a bug, though I haven't ruled out it being an undocumented AI cheat given the lack of response on this matter. To put it simply, the first colony ship of any major AI race (i.e. the one named "XYZ Empire Colony Ship") will always have infinite range. On turn one, this super colony ship will be sent towards a star system far away from the AI's home planet in an effort to expand its sphere of influence, and there may even be a "box in the human player" algorithm that helps in selecti

10 Replies 386 Views

Go with the Battle Axe. It'll be cheaper, and depending on what is attacking you, probably more effective too. There's a battle simulator in the metaverse that might be of some help to you. As far hit points go, don't forget that attackers get the first strike. In the course of a full assault, your 3 Defender setup may miss up to 2 counter attacks before yielding, whereas the Battle Axe will not miss until it's dead.

5 Replies 259 Views

It means "to make completely and utterly uselss". People love to exaggerate however, so many have been throwing around the "nerf" accusation for the slightest downard "tweaking" of any game feature. Educate yourself and don't be one of them ;)

26 Replies 1,224 Views

Gigantic maps grant +2 ship range, and huge maps +1. Reduce that range to in the files to 0 if you want to see range 2 survey ships on a gigantic map.

2 Replies 2,457 Views