Hrm... to quick to post. I should add (Tax Income) < (Production) as another constraint, even though it should usually be true :notsure:
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LordTheRon: Let's not kid ourselves. If Brad really programmed the AIs to go for a tech victory, you'll be hard pressed to stop them if they turtled well. Everything you listed as a method to stop the AI from achieving tech victory can be applied to the Orion council too, yet the later is still just as annoying. To be honest however, my personal preference is for games to not end involuntarily unless the player loses all his planets. We are playing for fun after all, and having
Perhaps an example will help here. Suppose your empire begins as thus... Tax Income: 100 Trade: 50 Tribute: 50 Total Income: 200 Production: 150 Leases: 50 Total Spending: 200 Net Income: 0 Now suppose you switch to some super government with a +100% bonus... Tax Income: 200 Trade: 50 Tribute: 50 Total Income: 300 Production: 300 Leases: 50 Total Spending: 350 Net Income: -50 I guess i
You have to look at the gross income and production of your empire, not the net income. Some of the economic bonuses from advanced governments are indeed reduced by the drop in morale, but you should still be better off in the end. Generally speaking, if your total spending exceeds tax income (not total income), changing to a more advanced governement type tends to reduce your net income since trade and tribute are not increased proportionally.
You are probably being destabilized if your population on a class 17 planet is evening out at the 7 million mark. Invest some cash into espionage and see if you can find out who is subverting your empire.
I think Solitair's idea is much better than either of the poll choices right now. Hopefully someone from Stardock is keeping track of this thread and doesn't allow AIs to end the game with tech victory. The similarities between that idea and a certain Orion council is just too disturbing to imagine ;)
My diplomatic relationship with the Torians dropped from friendly to neutral in one turn after they decided to give me three Battle Axes to fight the Yor. Since these Battle Axes were launched from the orbit of Torian planets, they are effectively stuck within Torian borders for the immediate future, but the Torians are apparently unaware of this. They simply regard the presence of my Battle Axes near their planets as a sign of an impending sneak attack and automatically downgraded our relations
Correction to the above: You can't even bring up the information screen for alien ships in fact, so players are effectively blinded during the auto-pilot phase since there's no way to distinguish a the alien ship classes unless you've memorized each of their different graphics.
The only natural cause of population decline is low morale, which can in turn be caused by overcrowding. Since you have been deliberately ferrying people to this planet, my guess is you have exceeded this planet's capacity for population and indirectly killed off all those poor colonists that could not be supported. Your natural rate of population growth is determined by morale as well, and the "pop growth" ability is then applied on top of that. If the morale of a planet is in the 50%
GalCiv has been out for almost a month now. I think there has been at least a dozen fan sites formed since then, but only two are recognized in the Encyclopedia. Can you tell us what exactly it take to qualify as a fan site for GalCiv? Are we supposed to send in boxes of chocolates with a 20 dollar bill to get the official nod? My submissions to the Encyclopedia have been ignored for the last month, and I would really like to know what I'm going wrong. Thanks!
Unable to Select Alien Ships During Auto-Pilot Phase: If a player ship has arrived at its destination through auto-pilot and still has any movement points remaining, command will be returned to the player but he will not be able to select any alien ships until all auto-piloting ships deplete their movement points. You can still view alien ship stats by double clicking on them, but this is extremely tedious since you have to close the information screen and memorize anything you just saw
Ooops :p http://geocities.com/russellmz/index.htm There ya go!
As far as winning the game without cheese tactics goes, my opinion is that good alignments are a better choice. I'll take the evil PQ boost if it occurs on a planet with base PQ >20 and avoid harsh production and morale penalties early on, but otherwise I stick with the good options since the evil ones have very limited benefits anyway. Good technologies seem better to me than their evil counterparts as well. Trade route techs come earlier in the tech tree and are much cheaper to resear
I feel better now, so to make this thread somewhat constructive... Javascout's GalCiv Database: http://webpages.charter.net/trevorpowdrell/ Azakain's GalCiv Manual: http://www.brimstonedragons.net/azakain/ Russellmz's Unofficial GalCiv FAQ: http://www.brimstonedragons.net/azakain/ My Tech Tree: http://galciv.bsd.st/zai_h/ I wish Stardock would update their fan site links or at least put up a sticky post with this info :notsure:
Did you start this game under v1.03? Aside from oddities related to updated save games, there are suspicions that the 5 BC/turn starbase maintenance fee isn't being displayed in the economic reports too.
I strongly believe that the war party is the best pick on higher difficulty levels, especially masochist. If your ships cannot defeat 3 enemy ships of the same class in one turn, you will have a hard time achieving anything but a tech victory. The human advantage over the AI in tactical combat is just too good to past up. Once you have a basic fleet with Dreadnoughts, warring with the AIs is the most efficient method to stunt their development and secure your victory, regardless of which path yo
I suggest you build an Eye of the Universe, then sprinkle some sensor drones around the map in guard mode. This permits your combat ships to sit in orbit or some convenient location without having to constantly patrol your borders for enemy ships.
I nominate Galactic Domination Philosophy. Let's see how you can beat a high cost no benefit tech with strict alingment requirements like that LOL
The starship quality bonus is bugged and not working correctly right now. I have never seen any bonus from them myself, while others have noticed the bonuses disappearing upon loading a saved game. It's probably best to avoid these buildings completely until the bug is fixed later.
I feel like withholding the requested information just to spite this spammer >:(
Add invasion to the list of involuntary opening of planetary management screens.
Non Responsive Turn Button & Ships: Don't know if this was reported, but I think I've figured this one out. If you load a game while the planetary management screen was opened involuntarily by the game (e.g. after loading/colonization vs. the player clicking on it), that loaded game will exhibit some strange behavior that includes non responsive turn buttons and ships that autopilot but never move. Other symptons I've noticed include the missing progress reports upon loading as well.
I think the system gifting is too much into the exploit area as well, and that's why I go with trade goods. You're almost guaranteed to get anything you want, including a war declaration if you are willing to part with a trade good. Since the AI already gets huge bonuses on masochist level, I just convince myself that the Aphrodisiacs and morale boosters aren't really benefiting them that much ;) I've tried using technology as bargaining chips, but it just didn't turn out very well for
That is true as well, especially if you have the Eye of the Universe wonder. If my planets weren't blind as a rat I could save a couple hundred production points from sensor drones and put them into something more useful instead. Did I mention the cost of sensor drones has been trippled to 30 in v1.03? They were my favorite unit too (:(
Haupt. Dietrich: It's confirmed. For me, I never seen any bonus, and for others, the bonus is removed upon loading a saved game. Either way it's not working as intended. MojoJojoUK: A loss of population isn't always bad thing for newly conquered planets since that helps significantly with morale. This is critical on higher difficulty levels when the AI receives large bonuses to PQ and morale. A culturally converted planet will often start with 1 morale, and you won't b