LDiCesare

LDiCesare

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

No. If you read the Phoenix description, or cloaking, it explains that ships "lock" their targets and follow them even into fog of war, except if the ships have cloaking (like phoenix ship). So survey ships can be found in the fog of war, but phoenices can't. And I'm pretty sure you can do the same thing.

18 Replies 421 Views

[quote]its range to see the impact on play by editing the Data/CoreShips.SHIP file[/quote] I did that. Don't change the range of colony ships. The ai has no idea what to do with colony ships of range 0 or less (0 actually becomes 1 on incredible or with race picks). They have no idea that they need a tech or starbase to extend their range, so they don't adapt their game to reach for +range tech or building starbases only in order to reach stars. The net result is the human player contro

22 Replies 2,877 Views

[quote]I have a horrible memory for that type of thing so if I put it at 100% it will stay at 100% the entire game and I like having an income of 200 or higher bc thank you [/quote] But what do you do with all that money? Rush-buy? You will actually lose money. Anyway, it's better to keep production at a level where you don't go in the red.

44 Replies 4,659 Views

Maxtipherous, +research/influence projects can actually be useful in the start when you have neighbours with big cultural influence (read - maso with a bad start). So they are sometimes very useful in the early game.

12 Replies 3,805 Views

[quote]~It goes a little fast at first... it seems to be a rush to colonize and then a long game of infrastructure. I think they should lower ship ranges, and make colony ships more expensive; so there was more of a slow discovery of the galaxy feel. I think the soulution for this, for me, would to play in a huge galaxy with "loose" star clusters.. as I have been playing in medium/tight galaxies. (what do you think?)[/quote] I agree about the initial rush. I tried modding ships to get coloni

22 Replies 2,877 Views

Jexal, using spendings of less than 100% menas you produce less than you could. In particular in the early phases of the game, it means you let the ai produce ships twice as fast as you can, thus letting them settle many more stars that would have belonged to you.

44 Replies 4,659 Views

Your problem will be the loss of trade income. The fastest way to win is to ally yourself with them - won -end game. Now if you want it harder, build culture starbases outside their sectors, party palaces there, until their worlds start flipping. You will stay at peace, keep the trade routes, and they will soon be unable to pay for their fleet. From there on, you'll have more worlds, more power, more everything. If you really want it hard, try to attack maybe 3 or 4 of their systems with Ant

25 Replies 570 Views

There are 4 governments, but actually 2 types of government: Imperial (what you start with) and the rest. Under imperial, you produce little but are always in power. Under other governments, every 2 years, there are elections that you may lose if your people's morale is low enough (less than 60% as a rule of thumb). If you lose, you lose the benefit from your political party and get a malus instead of the bonus. Specifics depend on the party. However, other Governments (Repuiblic

44 Replies 4,659 Views

[quote]You could do this quite easily now, it's just not pre-designed. This is part of why GalCiv is easily modable.[/quote] Yes but the ai doesn't know how to play drastic changes mods. Typically, a mod that requires 'combined arms' (colony ship useless without starbases) doesn't work for the ai. Fast ships are good for scouting/harassing, but the ai would probably leave them near the opponent after they struck instead of fleeing back to safety. Already, they don't really profit from t

20 Replies 406 Views

I just have a "last" save game. And the autosave on ecery turn in case of crash. Hermann, it's easy to tell whether you're playing maso: Incredible ai's are the only ones who refuse to buy anything for a decent number of BCs. So go in the diplo menu, ask teh Drengin if they would give you, say, 100BC in exchange of Earth. If they look like they won't accept the deal, then you're on maso. I actually didn't check which figure is needed, but you get the idea. For other levels, you may want

12 Replies 331 Views

There are actually several world-changing techs: -Universal Translator = allows diplomacy. Problem is you will have it very early. -Stellar Cartography = localizes yellow stars. Totally useless. -Aliances = allows alliances. Not groundbreaking, but something. -Diplomacy = allows change of government. The other govs don't change much because it's a no-brainer to go for these. -Cultural Conquest = May not be this one, but until you can build party palaces, the culture starbases

20 Replies 406 Views

[quote]The recharge rate before being able to successfully extort anything else by merely asking seems like a long time. [/quote] Indeed. Try checking how much monehy you can extort (1 BC?) if 0 BC, look at how many IP you can extort. If 0, you either already threatened recently, or don't have enough military strength to be feared. I think diplomacy skill will help you extort more but will probably not change the threshold at which threats start working. I may be wrong, though.

11 Replies 276 Views

Trying to avoid waste is currently a micromanagemetn nightmare, so you're better off doing with it. As I said, and as eradicus said, people already pointed these points out, and the answer from Stardock was that it would be too much to code the ai to cope with this, so it won't be done.

7 Replies 359 Views

There's no limit on starbase per sector, though there probably will. In patch 1.11, there's a limit of 3 parsec minimum between starbases, except resource starbases. Effects stack indefinitely. Production waste will probably never be addressed. I asked about it very long ago without success. Also, wasted production (your planet is not building anything) still costs money, and that is not likely to change.

7 Replies 359 Views

Ships can be sold to other civs, or scrapped. Upgrading ships doesn't exist but ships do upgrade automatically when you get new bonuses (usually from techs, like +10 weapons, but also trade goods for +hp and anomalies). This doesn't change a frigate into an excalibur, but a +100 attack frigate is twice as effective as a +0 frigate.

3 Replies 254 Views

USe HawaiiFiveO's galciv writer to renumber the parties or edit them by hand so they don't conflict. I think it is sad that the game relies so much on figures entered in text files instead of strings. The init of the game probably runs marginally faster, but then mods are always in conflict between one another.

6 Replies 246 Views

The ai largely benefits from higher hability since you have less PQ13/14 that you can benefit from, they expand faster as they can hop everywhere. A scattered map will also hinder a turtling strategy more. I think everyone agrees that the total bypassing of PQ14 and lower by the ai is a big weakness, almost an exploit, particularly if the ai has PQ bonuses, but even when it doesn't.

214 Replies 17,052 Views

The pick is overrated for 2 reasons: Start game, it doesn't help you as you don't have trade tech. You must research it in order to profit from your picks (same problem with the +trade picks here). Worse: end game, your bonus is lost as soon as you reach 10 trade routes. Sure, it allows you to bypass one or two techs late game, but still, you lose the bonuses you had in the mid game. Overall, it's a very bad pick in my opinion. You have to build or buy 5 freighters in order to b

6 Replies 268 Views