LDiCesare

LDiCesare

Joined Member # 644997
1 Posts 171 Replies 10,600 Reputation

[quote]Trading techs with the Altarians in that scenario doesn't work because the AI will not trade evenly (even though we're supposed to be a team).[/quote] That's really a silly thing, by the way. What's the use of a team partner who won't share all tehcs with you? They've got nothing to lose. It's really poor ai in the sense it's not intelligent at all not to share techs and make sure one researches one tech while the other partner researches another one.

12 Replies 2,909 Views

You may be a veteran player and not want to rank up points, too. The most entertaining way of playing galciv for me is all opponents set to incredible, default alignment or maybe a few more evils to make it harder to get allies, alliance victory to avoid end game tedium, medium map, uncommon or common yellow stars, random cluters (change that setting for variety). It's hard, and not worth many points.

21 Replies 3,708 Views

I didn't like the campaign. First scenario: Ooops, I made a mistake, I picked diplomacy picks and they are as good as useless here. Playing maso I can win but it will take long because I can't rush, playing lower difficulty I'll find it a breeze. So I have to choose between unentertaining because too easy and unentertaining because too long (yes even on a small map I manage to find it too long to invade 3 planets - take lots of turns to build up a fleet to be able to invade them while doing noth

11 Replies 520 Views

[quote]2) Sometimes i am able to trade with an AI on the same turn that i just conquered it, if i trade them techs, can they turn around and trade it to others before they vanish?[/quote] In fact you can also give them back one planet if you want them to survive for some reason (for instance become a puppet state in order to let you win a tech victory). [quote]100% morale gives a big population growth boost.[/quote] right. Pop growth is 6% at 100% morale, then 3% at lower m

4 Replies 267 Views

It doesn't happen only on lower levels. I had it with the Torians once. Except I asked for 3 of their planets, not just one. Can't remember whether it was crippling or maso. I never tried it again because it really feels cheap.

13 Replies 617 Views

You have to build a few ships for defense (a deterrant). This will slow the rate at which opponents view you as easy prey. Trade with some big guns, preferably good neighbours. Evil civs will want to get you if you are weak anyway. Exchange your techs with the ai in either tech for money and use that money (gifts) to raise relations/pay bribes or (on maso you can't do the former) exchange your techs for declarations of war: If the ai are busy fighting one another they are more likely to

5 Replies 2,495 Views

[quote]Whats the best way to grab resources faster than the AI?[/quote] +Speed picks and +sensors is what helps most. The problem is that they know where to look for. The problem for me is that I don't want to waste money on constructors early in the game unless I've located a resource. You can also make sure 2 ai's are at war with one another when one has ships near a resource you want: If the starbase is destroyed, you can build one in its place. [quote] It seems like now tha

5 Replies 2,491 Views

[quote]When i recently switched from republic to democracy, my net income went down 400 bc this seems to be antithetical to the economic boost that that you get from upgrading gov'ts[/quote] Yes but you produce more for the same percentage of spendings. If you had, for instance, 100% spendings in 100% tech under republic and made +400bc and would research Tech X in 10 turns, after switching you will have only +0bc income but will be researchin the same tech in only 5 turns. If you r

44 Replies 4,638 Views

[quote]I just don't agree that it should be on the beginning of every queue.[/quote] I once used 2 governors, one for start planets and one for late planets.You would probably not put Ent Network in the second while it may very well be in the first. But then I found that 2 governors was too much MM.

20 Replies 4,367 Views

About mods, check the modding forum or the 'library' link on this site. There are no mods in the sense of existing map + scenarios, that should come with the paying expansion pack. There are mods, however, which add techs, ships, and events.

13 Replies 305 Views

You can also colonize planets in order to increase your range. 1 pop on a PQ1 planet is enough and cheaper than a starbase if you disband it after it did its job (typically settling another planet which would have been out of range). It's also easier to defend than a starbase (ships defending a planet having a bonus, and transports are required to invade). Otherwise, don't settle PQ less than 12 because they will cost you money to maintain. After terraforming/events/social improvements, all

20 Replies 788 Views

1. Yes. We've got a keyboard, let's use it. 4. A governor for starbases would be welcome. When building a starbase, you could have the option to say which governor rules it, and add an auto-pilot option for constructors (preferably set at planet/governor level) to specify all constructors built here are to be used to fill the nearest unfinished starbase. You'd just have to handle the constructors headed for far away important or manually controlled starbases. For all governors (star

10 Replies 171 Views

If you're suffering major destabilization, it might be worth moving back to Imperium but this means you exchange the political party penalty for a -60% econ penalty. That doesn't seem worthwhile, particularly if you picked the +20%econ party.

4 Replies 191 Views

[quote]Don't worry, once you've played enough games, you get to know all the improvements fairly well. [/quote] Yes, but this also means you can't use mods. If you research a tech of the mod which lets you build a SuperWazoooBazooo, what do you do? What does that thing do? How much does it cost? You must switch to the appropriate mod doc... if there's one. It's a pity because all the info is available to tell you, except you just can't reach it. Basically, you're stuck to researchin

9 Replies 3,099 Views

The only way to regain control is to wait for the next elecions to come (24 months after the previous one). On the turn of the elections, you should have good average morale, preferably over 60%. You should make sure that you never let morale drop below about 60. Your taxes AND your production will be hurt if you do so, as population will diminish.

9 Replies 245 Views

[quote]Maybe the reason behind such a difference is that you can submit more games on tiny that on gigantic. So some bonus are needed for gigantic to balance this fact. BUT the bonus could be too big due to the effect of the number of games submitted in one month on your metaverse score.[/quote] And that still doesn't address the fact that Medium games are harder than both tiny and gigantic ones.

74 Replies 1,365 Views

Suggestions de strategies au depart (je joue au niveau maso - va savoir pourquoi je n'ai pas droit au petit blason...): (Ca depend beaucoup de la taille de la carte, frequence des planetes habitables, mais en gros:) Garder le moral a 100%. Pas 99, mais 100. Ca double le taux de croissance. Faire 100% depenses et 100% militaire pour cracher 1 colon tous les 2 tours. Coloniser ce qu'on peut, puis passer rapidement a la science (suffisemment pour rechercher en 1 tour Communication Theo

39 Replies 629 Views

[quote]Additionally, your argued "starting conditions + victory" score is either simplified to the point of uselessness (if it's just a victory:yes/no calculation) or overly rewarding of speed play (if you take year as the sole victory variable into account).[/quote] In starting conditions, I include map size and difficulty, which means that it doesn't reward speed of play only, but time spent playing the game successfully, and difficulty of the challenge. The current system rewards same exc

74 Replies 1,365 Views