Ellestar

Ellestar

Joined Member # 641220
0 Posts 121 Replies 349 Reputation

I already said in another thread that IMHO it's more important to think about how changes will affect gameplay. So i also want to hear about results you want to achieve, and how gameplay will change if result will be achieved. Now it's impossible to give some reasonable answer because starbase effectiveness depends on too many factors. ~SDC~

94 Replies 3,091 Views

My score 2754 - Gigantic, Abudant, 5 Incredible AI with 1.02.042 patch (i was able to send my score only several days ago because of a bug). I has a population of 4008,6 (population of all comps). Then i started a final conqest, i has ~960 population, but even this wasn't really important because of unlimited free production in that path. Military victory, January 2194. (~2 turns to Tech victory). Second score - 3734 - Gigantic, Abudant, 5 Incredible AI with 1.03.054 patch. 5500 populat

5 Replies 528 Views

IMHO it will be good to set a cap to a population that counts to the Score (maybe depending on the galaxy size). For me, it was ~1000-1100 (Gigantic, Abudant) then i started culture conqest of enemy planets. IMHO from that time game is already won or lost, or at least population isn't that essential. So, any excess population should not be counted in the score too. Also, any other things that depend on current population (say, taxes) may be scaled too *Min(PopulationCap/PopulationInGame,1).

238 Replies 8,675 Views

Min-Maxing Also, you are delaying your 'advantages' (be it colony ships or buildings produced at all planets). It's more efficient to get 1 advatage first, then second than get both of them in the same time. Say, every advantage gives 20% overall empire bonus (just virtual number). In second case, it's 1+0.2+0.2=1.4 bonus or 40%. In first case, it's (1+0.2)*(1+0.2)=1.44 or 44% bonus. So, 1.44/1.4=1.02857 or 2.857% bonus gained just because of min-maxing. (This is not how exactl

11 Replies 367 Views

It don't have any bonuses, with the exception that it knows locations of yellow stars. 1/2 of the comps has better than your respawn, 1/2 - worse respawn -> 1/2 has more systems, population and military. ~SDC~

11 Replies 367 Views

http://www.galciv.com/browser/msgboard.asp?BoardID=GF&id=54178&cmd=showall#54838 To Za H: //Math dictates that you always benefit from higher bonuses, even if it may seem counter intuitive.// Don't be so sure. ~SDC~

6 Replies 1,109 Views

Well if you think that you are so good rushing on Gigantic Incredible AI just consider these things: 1) What is the best starting bonus computer may take then on Incredible it have other bonuses? Answer is simple - +2 to speed. How good will be your rush with just this one setting? And why developers don't give to comp this bonus? Other bonuses just give another 20% to something like 1.4, so it will be 1.6... Who cares? Just another thought - why it has other bonuses, but not speed?

46 Replies 1,639 Views

Well they are on the list, but i playing on Gigantic, and so i need to rushbuy wonders/trade goods. So, i'm building +PQ and +Morale, and on planets with better production finishes Banking Center. I just can't waste production on 1/2 of my planets to build Banking Centers everythere. Also, i'm taking +Econ at the start, so it's not that efficient for me. P.S. By the way it seems that Fusion Power Plant and Manufacturing Center are also inefficient as long as you don't have 100% spending

8 Replies 2,573 Views

Set military spending to 0% and you'll see only military maintenance in Domestic Policy -> Expences -> Military. Try to start a new game, rushbuy constructor and build starbase - > 5 bc military expenses with 0% spending. ~SDC~

10 Replies 369 Views

Encyclopedia http://www.galciv.com/encyclopedia.asp -> Economics in GalCiv Bonus from starbases to research - 2/3 free, 1/3 increased capacity Bonus from buildings to research - 1/3 free, 2/3 increased capacity *This is how i understand that.* If you have 100% bonus to research from buildings and 0% bonus to production, then your Production capacity will be X, and research capacity will be X*1,666. Also, you are gaining X*0,333 free research, or 1/5 (20%) of your money

7 Replies 430 Views

Encyclopedia -> How sector influence works http://www.galciv.com/encyclopedia.asp As the manual discusses, each star system you control gives a base amount of influence that is then modified by the size of your population and what planetary improvements you've built. Encyclopedia -> GalCiv User Manual Different star systems have different base levels of influence that are generally based on the quality and position of the star system in the galaxy. This is then enhance

20 Replies 3,311 Views

I thought that planet influence depends on population of that planet. So i want to buy +Morale improvements and then move some colony ships with a good population. It may be more efficient than building +influence buildings, but i don't tried it yet. ~SDC~

20 Replies 3,311 Views

But i still don't think that difficulty must be so high that it forces players to use Diplomacy (i hate diplomacy, i like to win on my own, also comp can't use diplomacy that good, so it's cheese tactics too IMHO), good starting position (cheese, i know) and military way (well if you can win vs 2x+ number of forces, it's cheese not because of implementation, but because of result) etc. to win a game. I like to win with better economy! Also, comp already using one 'advanced' uber strateg

46 Replies 1,639 Views

Well i didn't saw more resources on tight clusters anyway. Ctrl-N... That Ctrl-N? I posted my 3nd and 5th game by the way (1st played to dreadnoughts on medium, 2nd - restart then i saw that i'm losing badly in colonization speed, 4th - i saw that i'm losing with 1.03 patch (enemy dreadnoughts, i like builder strategy too much - my common mistake)) so for now i feel free to use cheap tactics etc. You was beta-tester, i think? ~SDC~

46 Replies 1,639 Views