LDiCesare

LDiCesare

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

Controle du senat: Si tu as le controle, tu as le bonus de ton parti politique. Si tu le perds, tu as un malus a la place. Par exemple si tu prends les technologistes, tu as +20% en recherche si tu controles le senat et -20% (ou 40 enfin moins quelquechose) si tu perds une election. En outre, si tu controles le senat, tu peux entrer en guerre avec qui tu veux. Sinon, ils peuvent refuser (mais tu peux ruser en offrant la guerre contre ceux que tu veux a une tierce partie dans l'ecran de diplo

17 Replies 510 Views

brasscorpion: Cash comes from population as you saw, so you need a big population. In order to get that you need a big morale, so you will want to set the tax slider so that you are right at 100% morale. You get better morale on high-PQ planets, so settle these if you can. Planets less than 15 PQ have a poor morale. Planets less than 13PQ actually cost money so don't settle these. Planets with 16+PQ give you bonus cash whatever the population. You want to build only those improveme

33 Replies 6,137 Views

Spending a lot of research is not enough to get a lot of techs. The most important thing in my opinion is to but techs from the aliens (usually in a tech exchange). It's also important to switch research to a high-cost teh before your survey ship enters an anomaly which may boost your research. You can switch back afterwards.

25 Replies 4,924 Views

[quote] We've never been flamed for not taking this into consideration but we should have. [/quote] WHAT! No logistics in Galciv? Stardock ***s and you are a *** ***! As a result of this, Galciv is a ***ing game. That's it, you've been flamed now. Feeling better? [quote]I mean really, how would humanity possibly know how to manage all these diffrent planets?[/quote] Do we even know how to manage one? My idea stemmed from Call To Power 2. A game which would

29 Replies 1,152 Views

Ou ecris le en francais en plus de l'anglais. Tout les francophones ne sont pas dans l'European Alliance. Le senat propose des votes une fois de temps en temps, tu ne controles pas l'ordre du jour ni quand cela arrive. Je n'ai rien compris a la partie sur le suicide de races. Que veux-tu dire?

17 Replies 510 Views

I wish there was a good defender ship in the capital ship age. Something which can't move but can defend against an AMM. Right now I build almost only AMMs because the other ships are expensive, destroyed easily with one or two AMMs and there is little reason to build big expensive ships when all you need is transports and missiles. Can we get an ship with a defense bonus against missiles?

24 Replies 2,049 Views

[quote]I have never observed a Maso AI with bonus range.[/quote] Ray is right. I once modded the range of colony ships to 0, and the ai happily left their home sectors on a tiny maso immediately. Thus they get the bonus from the beginning, and on crippling too.

20 Replies 470 Views

Stacking is broken in my opinion. It's been abused to make ship catapults, culture bombs, super trade sectors. The ai is unable to cope with these things, so they should be banned. I voted no despite the fact that I think +military could be allowed. Are there many people who use lots of military starbases?

10 Replies 280 Views

Vincible's right. The ebbs in the curve are the reloads. If you play one game straight without saving you won't see these peaks and valleys. There are also events that can vastly increase or decrease one's influence. Also, taking over a planet has an impact, so some of the jumps should map to planetary conquests.

5 Replies 196 Views

[quote]we aren't willing to compromise the single player experience one iota for multiplayer.[/quote] Thanks for that. How about slowing down the early colony ship rush? Logistics for number of planets? This one would be fun: You'd have to learn logistics before you invade too many worlds, or get production/morale penalties for every world beyond your optimum number of planets. You could tie this penalty to government: An imperial government is not productive, but has s

29 Replies 1,152 Views

There used to be a bug where ai colony ships bypassed the range. I supposed you checked the range through espionage. A starbase can make a difference. I sometimes believe starbases should not extend range. Either that or the ai should be able to use them purposefully in order to extend its range.

20 Replies 470 Views

[quote]But the main thing that really bugs me about GalCiv warfare at the moment is that the only way to take a star system by force at the moment is complete genocide. The entire population are treated as soldiers! I would like to be able to take over a planet and enslave its workforce. Sure there will be civilian casualties in any war, so depending on the invasion method, a certain percentage would die. [/quote] This is false. You can use an invasion tactics which turns a certain

29 Replies 1,152 Views

[quote] I have a lot of trade goods that I haven't traded to the majors, hoping to be able to trade for (or be offered) big military techs.[/quote] In my experience, I never saw an ai initiate a trade for something else than tech. They never proposed me anything against a TG in an ai-initiated trade. Though they'll gladly buy 3 of my TG against one of their own if I propose that (and have a good enough diplomacy rating) :(. As for the way to go, I agree that Alliance should wor

40 Replies 4,930 Views

'Realistic' I doubt it. "I give you a freighter of my own goods so you can sell them to me and this produces an additional income for me" is not realistic. "I give you X bc/turn" is more realistic. The whole giving freighters thing is not realistic at all. Still, given the game mechanisms, the ai should exploit this.

17 Replies 3,064 Views

It depends on how they've been coded. If the ai gives orders to freighters right after the freighters have been produced and not when they are idle, idle freighters will never receive any order.

17 Replies 3,064 Views

JordanVmp, I disagree. What I suggest means that expansion will be slower, but the human player can still use tricks, like using a constructor to extend range, which the ai doesn't think of. Furthermore, if we think galciv2, the ai may not need the massive research etc. bonus it has on maso to be competitive. The idea would be to provide different tech choices. Currently, all the ai have more or less the same tech strat, which is then exploited by humans who research the other techs. Hav

29 Replies 1,152 Views