Was unable to flip one Torian planet in my last Culture conquest. We had something like a 100:1 influence domination but that one planet would not flip no way. This was not their capital (that went much earlier). The only special thing about it was that we sold it to them earlier after it flipped to us from the Altarians. The second little bug in this gme was that we were not able to talk to Torians from the Race window any longer either. Only the Speak button from the pl
Andreas Finn
[quote]Are you sure alt-control-delete isn't just closing the game? [/quote] Yes I'm sure. I get the Galciv crash screen too, and my other apps keep running fine. This is XP. Havent really found a good reliable pattern for it but I keep SmartExpection running so hopefully that will report it proper eventually.
Would be much cooler if the Artificial Intelligence was able to handle this proper and smart. I love those times when it really feels there is some deeper thinking going on behind what they doing. At the same time, I wish the AI was sometimes more forthcoming in some other deals. With Maso it seems almost impossible to buy anything else than techs and TG from them.
One more observation I forgot to mention. That is, for some reason Altarians did not mind us building the Waterpark in their sector. Stayed warm all the way up to their capital flipping. I believe it was either due to the fact that we were mining an existing resource, or that somebody else (maybe even them, cant remember) had been mining there first. [Message Edited]
[quote]Hmm, three best things, ok let me think about that while I go play some more[/quote] Ray the Wanderer! - WONDERFUL PLAY , judging from your latest Metaverse submissions too :CONGRAT: (This "congrats" smiley looks more like a party animal to me though...the MORNING AFTER picture LOL ) A Superior Speed Frigade Wolfpack is simply Pure Demolition, especially on the gigantic. I have a feeling it may require major rehaul before the AI can seriously start countering
In my experience it usually works, including the current version and Maso level also. Sometimes though, the AI is simply hellbent coming at you. When I had that, we were the weakest army, and otherwise doing pretty poor also. It seemed Drengin (but other AI too) periodically go into this MUST WAR cycle...and if you happen to be the weakest link out there that time.....tough! :sniff!: Other than that, the 1point gift seems to be one of the greatest AI weakness out there for the moment.
[quote]For instance, clicking on something next to the Mil or Social slider. [/quote] Here's some further ideas on the Spend Master , after thinking it thru a little more last night. It would actually be perfectly fine just to handle the Next Turn situation. Otherwise it may just get too complicated, for no good reason. It also seems to me that 99% of the use case is about deciding the Next Turn anyway. Maybe it could be a 3-option switch, with these possible settigs:
[quote]I managed to convert the Altarians and Alexinians now, but the Arceans and Drengin are ruthless. Definitely need some military powers to fence them off. Just trade and bribing is not enough. [/quote] Ha! - I was completely on the wrong track there. Turned out we had simply missed acquiring Diplomatic Translators from the Carinoids. CRITICAL MISTAKE!! We backtracked to the point when those guys had it ready, made MUCH MUCH better deals with everybody, and played the following year
*** THIS IS A BIG ONE! Goes easily ahead of anything I have asked before *** Some kind of UI assist for the 3 sliders so we can lock the Military and Social spending to the MINIMUM amount that will still complete the FIRST project due NEXT TERM. This would effectively allow you to say: "Get me Constructor on planet 1, Fusion plant on planet 2, and put the rest on Research." I spend loads of time adjusting those sliders. If there was this kind of mechanism avai
Beta3...I'm drooling. What would you say are the THREE BEST things with it? Can we still wait, or better just go and get it, right now?!! This is sheer torture ;p
Better splash screen when you manage to reach Trade Good or Galactic Wonder first. Also a special clip for converting star system culturally would be cool. Some of these great achievements are appearing a little lame at the moment...you may even miss the fact that you did them!!
I managed to convert the Altarians and Alexinians now, but the Arceans and Drengin are ruthless. Definitely need some military powers to fence them off. Just trade and bribing is not enough. Maybe building some battle ships would help. We dont have those techs but luckily Altarians were in the middle of building one. Another option is to buy Interstellar.
Intermediate report from my +60% Influence/Tiny/Rare effort. Its still very tough going! Year is 84, we managed to beat everybody to Galactic Exhibition and Restaurant of Eternity, got the Satellite waterpark going...etc etc, but all the AI capitals are still hanging out there too. In this game there is less warring going on between the races, but they are more hostile towards us and we been having very hard time keeping some of them like Yor and Arceans at arms length. Also, havent been lucky
Xeno Propaganda does not seem to have an announcement window when the research is completed.
I hit Ctrl-Alt-Del and Enter to lock the screen. When I log back in, GalCiv often crashes. I use the windowed version.
Speed requires 5 points minimum so it seems out of reach. Diplo sounds a great bet as always, and trying to reach Minors quick to make some excellent deals early on. The rest probably for economics. Hitting a blue starbase somehere near would help too... not to mention one of those purple planets (WE HEY big time!) By the way if you share a sector with the AI...does it still moan if you build influence starbases there? Hmmm, I bet it does... This could be plenty fun..
[quote]jn64, would you mind providing your racial picks and politcal party and how you had your sliders in the beginning.[/quote] Sure, default aligments, all race at incredible. Then I took Feds, but Industrialists should work just as well, if you boost your economy from the abilities otherwise. Yes initial rush 100% military until all Colonizers are out. On Tiny/Rare this does not last too many turns... Note that on that last turn you can already come off 100% and allocate
[quote]I think he's referring to the tech Cultural Maximizing and the associated starbase modules.[/quote] Yes I was. Based on that game, I also drew the premature conclusion that in Maso games CultMax is absolutely required for any flips to happen. But... wait a minute!! Going Pacifist and picking Maximum Influence points, perhaps selecting Abundant (?) too, and I think you would actually have great chances for cultural snow balling much earlier. Especially if happy expoi
One approach would be letting good get more rewards but require real long term commitment also. E.g. if you are good and stay good, your PQ will gradually get better and better. If you eat the worms, you may get some initial bonus, but you are also locking in a vicious erosion and crime cycle on your planets. GOOD = slow start but better long term EVIL = great start but diminishing returns
Very sorry its my short hand notation only. Read "i" for influence points. Early in the game, we went for money to top the deals off evenly, but later tried to gain some influence points there too. So, row like 80-3 Altarians: NanoEl+MedT+IndT for Shields+9bc translates roughly to: March 80, we spoke with Altarians and traded Nano electronics+Med theory+Industrial theory for Shields+9bc. And why go for Shields then...we only did this to enable the NanoMetalComposition dea
OK, here's the initial rush fairly close in terms of deals. 78-6 Got UT - can talk 78-9 Carinoids: 131bc for Cold Fusion 78-9 Alexians: CF+23bc for Trade 78-12 Carinoids: Trade for Impulse+10bc (note: Could now attack Minors with Transports! Survey ship has ATT+1) 79-4 Alexians: trade MedTh for ArtGrav+10bc 79-7 Carinoids: MedTh for IndTh+7bc 79-7 Torians: BEC+IndTh for ContrGrav 79-7 Alexians: BEC+CT+IT for DiploTrans TG!! 79-10: Yor: IndTh+MedTh for Phas
[quote]I forgot to ask, how did you get 200% in under 12 years?[/quote] Tech wise, we ignored all the research heavy military paths (Interstellar, Battleship, etc), and rushed only for Economy, Influence and more Research powers. Oh, we also picked up the first Soldiering +10% - very key for those early quick invasions. Didnt spend any money on any other military ships at all. After Carinoids were gone, we had four planets in our home sector. Built three bases there, with maxim
[quote]It seems to me that cultural conquering via starbases could be made easier. Cultural conquest gets tedious, and managing all the constructors gets burdensome,[/quote] Having just finished a Culture game I totally agree. You seem to absolutely require CultMax to be succesful, and it takes a long time to build those +250% bases. I was just doing a Tiny map as well...the bigger maps must be really hard work for this type of conquest. My suggestion for improving this is to i
Three hours right!! I must be a complete control freak and so all my games have honestly taken ages to play so far. For twelve years read days and days of intense real time effort. Just have to control every single bit of action out there. [quote]Build everything dont lease. The only expection for paying cash for something is when it is nearly completed already (200% influence and then interesting things finally start to happen [/quote] Sorry my long posting was cut off short t
OK, the culture experiment now over. This culture strategy was played on Tiny/5xI/Rare map. We landed centrally with 3 star systems just in reach, plus the Carinoids visible. The AIs got 1-2 planets each. Great map for our experiment, allowing for much easier time at the Maso level. Early on, rush for planets but not for star bases. AI will most likely beat you to them all, plus they are too expensive for you to build and maintain in the first years anyway. You'll have perfect