GodzillaBlitz

GodzillaBlitz

Joined Member # 634676
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I liked the old way too. It made the choice between morale enhancing social construction and some other social construction more meaningful. Now, the morale enhancing social construction can almost always wait until later. Also, I think I've lost one election in the last twenty, and that's only because I got so used to winning elections that I got sloppy monitoring morale. Morale, as it stands now, is more of a minor micromanagement annoyance than it is a strategic element of

31 Replies 1,233 Views

Yeah, I can see problems if the AI exclusively used killer stacks, especially if it hasn't researched much to enhance speed. I do think they would be devastating in surprise attacks like akaste describes, but in order to be totally effective I would think they would need to occasionally deviate from the "straight-line" path to enemy planets. One thing that might help make the game more difficult in the interim would be to prevent players from seeing what ships opponents have at oppositi

38 Replies 2,416 Views

Interesting thread... I've only played enough to agree with the relatively ineffective invasion tactics used by the AI that people are mentioning. It seems to me that it makes sense to make "invasion stacks" consisting of a number of powerful fighting ships mixed in with a squadron of full transports. This allows you to exterminate the defensive ships and capture a planet in one or two turns, all the while protecting your transports. With two or three such stacks, you can strike devasta

38 Replies 2,416 Views

Abe: The biggest problem that I see with the review's evaluation of the AI and gameplay is not what's in the review, but what gets omitted from it. The review seems to focus on the constructor issue, but ignores the major elements of gameplay that clearly are impressive. It's like describing Jennifer Lopez's appearance by saying she has a crooked eyelash and therefore is mediocre. Or saying Dan Marino was a mediocre quarterback because he fumbled once in a critical game. It just doesn't do the s

134 Replies 8,054 Views

I had this happen to me as well, and my game ended up with transports with attack values of 10. The balancing part here, I think, is that their defense and hit point values stay at 1. They are easy to destroy. You are right, though, they can do damage if they attack first.

2 Replies 267 Views

I played an hour or so continuing the game in which I had built up a big lead pre-patch by tech trading, just to see what happened with the AI opponents tech, but because I had a big tech lead before, it was hard to tell if the opponents were trading or not. There looked to be a couple of places where opponents picked up tech from someone else, but then again, I got the Slug-thingies to give me some tech as a payment for an attack on the Drengil, so it's still very likely that tech will change h

36 Replies 1,578 Views

Olaf: I just tested a couple of human trades, but didn't play the game. If the AI opponents trade tech amongst themselves at near face value, and only the human player is given a tech trading disadvantage, that would definitely stack the table against the human player significantly, in effect creating a 5 against 1 advantage for the computer player. Are you sure you're not imagining this? Any one else seeing it? Developer comments?

36 Replies 1,578 Views

Turn out the lights, the party's over. It seems that 1.01A slams the door on the abusive tech-trading strategy. I didn't have much time to mess with it, but I tried selling some tech that I think would have fetched me 5- to 10-bc streams before, and now all I could get was 1- and 2-bc. Nice. Also, it seems much harder to trade tech for tech now. The AI expects you to give more than you get. Nice. It might be a touch too strong, definitely isn't fair, and may have other

36 Replies 1,578 Views

If it would help, I have a save game that is a win on small galaxy, all bright opponents, but the upload to the Metaverse isn't working for me. I would be happy to email you the game if you like. To get it to a cultural win, you just have to press the "end turn" key a few dozen times. This was my third game, when I just started to refine the strategy, so I don't have the larger streams of income I am getting in my fourth game (small galaxy, all intelligent opponents). I would be happy to email t

36 Replies 1,578 Views

I hope the developers take a close look at what any solution to human tech trading would do to the gameplay. The tech tree right now seems to unfold at a good rate. If the AI responds with the same tactic, the tech tree will unfold much much faster and tech itself might become meaningless (everyone ends up with the same tech if the AI trades it too aggressively). It might be better to look at a number of solutions that would result in limiting tech trading. I know that human tech trading and the

36 Replies 1,578 Views

I added a post about it somewhere else, but I started a game at the intelligent level, small galaxy and got a horrible starting position. Nevertheless, the tech trading works like a charm: I've just discovered trade and have a tribute stream from the AI opponents of nearly 200bc/turn, about 1500bc in the bank, production maxed, and I lead the tech race by at least two techs over every other civilization. This is only three or four years into the game. Have to see how it turns out, but I

28 Replies 1,560 Views

To answer my own question, I started a game at intelligent level, small galaxy, and tried the strategy. Even at this level, it seems to be working like a charm. I got a crappy starting position in the corner of nowhere, and managed to only get a total of three respectable systems going during the expansion stage. Two civs got nice spots in the center of the galaxy and opened up big developmental leads. But I started trading and selling tech as soon as I got medical theory, and

36 Replies 1,578 Views

Great game! A lot of great ideas posted. 1. I would vote that individual planetary sliders would make planetary management micromanagement hell. GalCiv's simplicity makes it great. 2. Is there a way to "launch all" ships at a planet? I've been doing it one at a time, and it gets repetetive fast. If not, it would be nice to have. 3. It would be nice if there were an abandon planet warning if you try to load your entire planet's population onto a transport or colony ship

689 Replies 28,821 Views

Loving the game so far! Some random thoughts and comments... I stumbled onto pretty much the same strategy as CLA Russian's by my third game (all computers bright or better, small galaxy), and it definitely worked. Not sure if it will hold up at the "intelligent" level, and my strategy was a bit different from CLA Russian's, but the result was the same: comfortable wins at the normal and bright levels. Again, maybe this changes at the intelligent level, but at the brig

28 Replies 1,560 Views