[quote who="AChallenge" reply="19" id="3601022"] Could you expand on this statement please, Nilfiry. [/quote] I made a new topic to talk about carriers in general, but the summary is that carriers have plenty of weaknesses that you can exploit to survive or beat them. https://forums.galciv3.com/473196/page/1/#3601176
Nilfiry
Early to mid game, look at the type of ships that your enemies are producing. They will most likely have one or more weaknesses, such as on type of weapon and one type of defense. You should build custom ships designed to take advantage of those weaknesses. Later in game, balanced ships of the largest size you have are a good choice.
Yes, this is sad and true. I have experienced this myself before.
[quote who="DeimosEvotec" reply="3" id="3601145"] The problem why this system doesn't work that well is because of the large production available late game causes larges/huges and carriers to be produced in 1 turn, so it's inefficient to produce mediums to counter tinys and smalls. So either production needs to be nerfed or costs of the bigger classes need to be increased or another way to efficiently produce the smaller classes ne
I added direct links since the pictures were not displaying correctly for me. Updated in Post #25 due to popular suggestions for more gameplay realistic ship designs. The Intro S
[quote who="Larsenex" reply="113" id="3601043"] Nilfry have you beat the ai on Godlike currently without the wheel? I am just curious? I obviously dont micro anywhere near as good as you or some others do so I am just asking. [/quote] To be honest? No. Only, I have not tried yet, and that is because even with the wheel, it takes a lot of luck, close calls, and/or specific strategies to beat the AI. By specific strategies
[quote who="Larsenex" reply="108" id="3600971"] You folks who want the wheel fail to realize that it was never intended to stay. This entire thread and all the threads to keep it are moot. Stardock has 'put it back in' and will actually re incorporate it back in 1.5. Personally, as someone who has used it since Alpha, I find the game far more fluid and enjoyable without it. I was one who used it to crush the ai and with it in game it was very eas
[quote who="Turkwise" reply="103" id="3600884"] Quoting alexgorik, reply 102 Yet I BEG you PLEASE for the sake of thousands of game fans give us back production wheel and social/military slider. do not limit it to certain race! Keep both! Keep new system of tick boxes for simplified production allocation and
How about only ships with higher tactical speed and more moves can retreat? Meaning slower ships in a fleet are stuck. Also, neither side can retreat for a certain amount of time after the battle starts. This would actually make stacking more engines better, and actually give a use to having more tactical speed without heavily stacking them.
Sweet. Now I know what war endurance does. I had an inkling when I saw the xml, but I never bothered to figure it out. But there you have it, getnohappy . You either beat up your enemies then leave, or you raise your military power.
It seems like you are experiencing this only because you and your enemy were locked in a stalemate for a while. The AI faction will be more likely to ask for peace, or you can propose peace to them (and make demands) when you are significantly more powerful than they are. Alternatively, you can also achieve this if your diplomatic bonuses are high enough. How much higher was your faction's military rating? Most factions are practically begging me for peace after I c
I play almost exclusively on Godlike where you can consider all of your problems solved... a little too well. Of course even then, the average endgame logistics for most factions is somewhere between 50 to 55, up to 65 if they use the Organized+2 trait. I never carefully checked, but I am basing this off of logistic techs. As such, you really cannot expect a fleet of huge ships to have more than 6 ships in the stack when it comes to the AI. Unless
Sounds like cannon fodder for carriers.
It turns out that carriers are not so overpowered after all. After running some tests, I feel confident in saying that their main advantage is that they are significantly cheaper to produce than any equivalent ship needed to best them.
[quote who="Larsenex" reply="5" id="3600032"] Incoming: I crushed the ai on Godlike its too easy.... "Are you playing with the wheel?, Play without it like its supposed to and try again" [/quote] Even I have trouble beating the AI on Godlike without a good starting position. I would say it is just right. The new AI does not have like 20K ships and 200K debt, so it is more pleasant too.
[quote who="Avatar137" reply="15" id="3599998"] Quoting a0152570, reply 14 True but the AI never seems to build extra surveyors and certainly not with super seed/range ... I'm assuming that you do build these, yes? Have you not had any AI "steal" your designs and build them? I ha
Thanks! I have never felt that using the wheel was much micromanaging at all, so having it back is great.
It all depends on your match. Are you looking to play rock-paper-scissors with your opponents, or are you looking for well-rounded ships to handle any situation? Against the AI, nothing really matters. It is only an issue against other players. However, if you really want a single style of ship for any scenario, your best bet would be to specialize your offense, but balance your defenses, and then send your ships out in groups divisible by three. That way, you can balan
I think maybe you guys are just too lucky? I play with abundant anomalies, and I get like one at the best out of all of the artifacts that I find.
You actually can choose a new tech even when it is not your turn. As long as you do it before your unfortunate genius makes a discovery. There is another solution to this, however. If you choose to research a tech one or more levels up the tree that you cannot yet research, then all of the techs in between will automatically be queued, so any leftovers in research points will automatically be carried over to the next tech in line. Keep in mind that if you run into a spe
I have personally never felt that the wheel added to the amount of micromanaging, and frankly, I am so amazed that so many people complained about it that I almost feel like most people just played with it for two seconds and gave up--just a hyperbole to express my stance. In early game for me, all I have to do is predetermine a purpose and layout for my improvements (or do whatever if I am lazy), set the wheel to 90%-ish Manf, 10%-ish weal
[quote who="Yeller123" reply="19" id="3599785"] You may be right, but just so I'm clear it was the only godlike. I had about 30 or so other genius AIs in that game and no matter what their personality or ideology was they all liked the godlike AI. I guess it could just be that the godlike AI was way ahead in diplomacy tech and had used its size to build lots of diplomacy buildings. I tried to find the bonuses the AI gets in the xml files but h
It is not tied to difficulty. I play on godlike all the time, and the AI are more likely to declare war on each other than declare war on me. It has to do with your ranking. If you are much too weaker than everyone else, the ones with ideology opposite to yours will most likely declare war on you, unless your diplomacy stat is really high.
I make one sensor ship with 500+ sensor range and some engines to run if necessary, park it somewhere, and I am good. I never put sensors on any other ships.
[quote who="lyssailcor" reply="72" id="3599712"] I always play with the slowest possible tech advancement and I never reached the point were I hadn't anything to research anymore, even after 500-600 turns. If you enable tech victory then you have won by then. Apart from that I agree that the later techs should be more expensive in relation to the possible tech output in late game. [/quote] I always play with tech victory disabled after the first time becaus