vincible

vincible

Joined Member # 651373
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I'm not sure if you (Frogboy, Carielf, etc) are aware of these things since they're discussed primarily in empire threads, but it's stuff you probably ought to know. The incentive to play below your level exists even more strongly at the opposite end of the difficulty scale as well. Maso is so hard that anyone who's beaten maso a few times can beat crippling in their sleep (to use the infamous phrase) but hardly anyone plays maso, partly because of the totally inadequate Metaverse rewar

77 Replies 1,957 Views

[quote]well in the top 20 or so, I have the fewest games in[/quote] Actually that would be me--ten games less than you, Pontius :) I haven't played in a couple weeks but I'll be back. I have thoughts on this but I'll hold off until we see how the new beta goes, and I suggest that others do the same.

86 Replies 2,215 Views

[quote]I have ten planets 9 are not building and one is, do that 9 add production not used and give it to the one?[/quote] Nope. Their production is wasted--you pay for it and it does nothing. Before you ask, yes, this is the designed behavior and not a bug. I think it's to make the economic system simpler in order to help the AI cope.

5 Replies 2,410 Views

Ray and I are actively seeking out military victories because they score much higher in the Metaverse. Many of our victories (well, mine anyway) would have been cultural victories if we had not actively tried to prevent it. You'll find that most of the top-ranked players do this. You get a military victory if you flip all your opponents' planets. So the question is how to do this without first getting a cultural victory. There are two ways. One is that you cannot achieve a cult

25 Replies 3,775 Views

When at home, I'm using my girlfriend's broken-down, seven year old comp over a crappy dialup connection to connect to the internet (over AOL! insert banned vomit face here). My own computer is working ok now, except for the modem which is nonfunctional for some reason. I just moved out of the dorms and into a new apartment. I'm sleeping on an air mattress and I have no furniture whatsoever. My comp is sitting on the floor, next to a big pile of mostly clean laundry. But beds will be de

2,185 Replies 477,754 Views

[quote]It may be sacrilegious to say this but the forum may have surpassed the game for me in terms of the fun factor. Not surprising actually if you think about it. The game mechanics are "dead" but here in the forum, our interactions have made this forum into a kind of MMORPG where things change so quickly.[/quote] I find a surprising amount of my free time is consumed not by video games but by video game forums (not this one primarily). [quote]thanx to all fellow shippers fo

2,185 Replies 477,754 Views

Yes, you're right that additional econ improvements stop doing much good after a certain point, as you discovered with the starbase. Sad, huh? I just remembered where that information on PQ caps came from. Bear in mind that this was written for a much earlier version of Galciv, so the details may have changed (for example it may be 5x PQ now or something). The page is in the Encyclopedia. For some reason I can't link to it but it's called "economics in Galciv." The relevant par

12 Replies 525 Views

The attack value of an individual battleship might be modified by improvements on the battleships' homeworlds, like shipyards and star ship foundries and things. Income is more complicated. I hope I'm recalling this correctly. There is a base income you get from a planet, regardless of population, which is based on the planets PQ. Then there is a contribution from the population. The economics stat modifies the contribution from population only. So if you have a bunch of planets with lo

12 Replies 525 Views

According to Frogboy, the AIs get smarter up to "intelligent." After "intelligent" they just get bigger bonuses. The "no trading for cash" thing on maso does *not* depend on diplomacy. They simply won't trade anything for cash, even if your diplomacy is greater. The AI will be more likely to part with ten good techs than it will part with 40 BC. It's just a design feature to make maso harder.

9 Replies 631 Views

I've played a fair number of maso games generally that way (though not as strictly pacifistic as you). It's a waste to build a military on maso unless you're about to use it, since the AI will always be more powerful than you and will threaten you anyway. So I just end up going without ships until I'm ready to attack, and sometimes I end up never being ready to attack and just take the cultural route instead. Congrats on the win! Don't feel bad about bribing the AIs to go to war with ea

25 Replies 3,775 Views

If you mean the skull, then no, the skull doesn't go away. This doesn't mean that your citizens are unhappy--it means they're considering defecting to another race because that race has higher influence in that sector. The skull will not go away even after you increase your influence to the point where there is no danger of defection. If you mean the red frowny face, meaning low morale, then that one should go away.

8 Replies 652 Views

What I generally do is set my tax rate as high as it will go while keeping earth at 100% morale. Put all resources into military and crank out colony ships. Lower taxes as population grows. If you want to really superoptimize things (I generally don't, it's too much trouble) then you would put all resources into military and check how many turns it will take to complete your colony ship. Then increase technology spending until you've got as much research as possible while still building

12 Replies 3,804 Views