[quote]Threats never worked for me either, and the rebuke just made me laugh. And then destroy them and take the damned mines.[/quote] No need to trade with a minor for a starbase resource. Simply blow it away and put your own constructors on it. It's a minor. Not a threat.
tetleytea
I don't think there's an exploit there in Creativity, but I do think Creativity can be maximized with some tweaking of the sliders. It basically involves getting Creativity to research 90% of the follow-on tech for you.
[quote]I finally managed to secure 2 green and yellow resources. [/quote] I discovered that a good way to secure starbase resources is to play with a lot of minors. They tend to snatch up the resources pretty good. Then you can bully them.
I will say this much: the 20000bc has done nothing for me but prolong games I have already won. I end up spending a lot of time buying farms, labs & stuff just to keep my treasury under the 20k limit. Otherwise I could just hit the Turn button 17 times, get my Technology victory, and be done. If anyone causes any trouble, I would just upgrade a bunch of ships and take care of it. But 75% of the time, that doesn't happen.
My leaning is that it's in between A) and B ). As if, the chance of getting Creativity is based on the total rp of the PRESENT tech, but if you complete that tech and starton the next one the same turn, the Creativity bonus will give you the NEXT tech. Which usually is much more expensive. Say, for example--and this has happened in a real game--I was researching Habitat. Habitat is 1500rp. I tune my slider to research 1000rp/tur
A few points I would make: 1) The Biosphere comes close to nullifying Neutral's terraforming bonus. If you run out of planet tiles, build the Biosphere and wait till you get the Orbital Terraformer. 2) Defenses are only strong against one weapon type. Weapons are strong against two defense types. 3) Missile defenses are worth maxing out. That unlocks Hyper computers. Get
[quote]Build farms on food bonus tiles, but be careful. Morale on the planet is linked to population, and it is very difficult to support more than ~20 billion people per planet. Avoid the 300% bonuses, they often cause overpopulation problems.[/quote] Bleh. So what if you have one planet at 39% morale. Take the bonuses.
The espionage thing is deceiving. The military/social/research numbers you are seeing on the espionage screen are not what it gets if it does 33/33/34 spending--it's if it does 100/100/100 spending (which it can't). In other words, if you see 52/52/24, that means it gets 52 military if it was 100% focused on military, 52 if it was 100% focused on social, *OR* 24 if it was 100% focused on research. And building economy buildings will do nothing to chan
[quote]I have noticed that there is a tendency to get creative towards the end of the cycle[/quote] I am seeing the same thing--sort of. I keep getting creativity early in the game, and after I complete researching a tech. I get the following (partially researched) tech for free. If your formula is correct, it may be that the best way is to massively over-research the little techs, like Xeno Communications, and there would be a good chance you get I
Hi, I have a question, if anybody knows: how can you maximize the possibility of Creativity kicking in? I tried putting my Research slider at 1% all game, but that never worked. I only get the Creativity early-research event whenever my Research slider is really high. Is the likelihood some percentage chance, multiplied by the number of RP you get that turn? I seem to get the best luck whenever my research slider is at 100% and I s
[quote] I also like to use the minors, all at once, to attack the next Major race I'm planning to attack. It will soften them up quite nicely. If the situation is right, while a minor is attacking a Major sometimes I'll sell them a transport after I fly it right next to a Majors planet. I only give it 500 troops so the minor cant actually take the planet. It serves two purposes...1) it weakens the Major and 2) You dont take a diplomacy hit for declaring war. [/quote] That reminds
I just finished off the Jagged Knife yesterday. I think that's great advice about loading up transports and orbiting them--not a bad idea to be doing when your worlds hit the farm ceiling anyway (although technically, they need to be launched). What was horrid about the event for me was that, in peacetime I like to start building the most expensive ships I can, but not finish them (i.e. just leave them a couple shields shy of completion). That way if there's a war I
I understand what CY is saying. For context, IP = industrial points. It is reasonable to say that more BC = more IP and RP -- *IF* your economy is running a deficit. You have to cut back production to make ends meet. Thus more BC lets you crank up the production. The problem is, by the time I even think about researching Stock Markets, I am not in that situation. I can barely keep the 20,000bc lid down. So BC does NOT equal mo
I don't plan on playing a Gigantic map anytime soon (except with sparse planets), but I just can't convince myself that economic planets are a game-winner. They strike me as more of an empire-building/high-scoring thing that people like to do when the game's already won. But I do like the idea of using it to culture-bomb/culture-defense a planet, though. I may try that, if I can just bring myself to research Stock Markets.
Looks like the mistake I was making was upgrading Stock Markets from Bank Centers. It doesn't work that way. You have to build them directly. SM's seem quite worthwhile now, but I still have yet to hit a situation that late in the game where I need the money. By the time I research SM's, I need IP and RP, not BC. But I do like that influence bonus. A nice well-placed "economy" world will probably do some good things; and you get to recoup y
Please pardon my noob question, but I've been playing since Galciv1, and I just don't see the point of economic planets. Do the markets stack multiplicatively? Or are you just aiming for a high score, what? By the time you're done pouring all that extra money back into your planet to build more stock markets, the game's over.
A PQ26 to me is just a planet. I treat it just like any other. But later on, as my budget goes in the green, I start spamming low-level factories on it, to make it a mega world. Then it starts building the late-game wonders--it certainly has the extra tiles for it. My Recruiting Center (if I'm playing a race that has it) is always the first or second building on the planet, no matter what the class is.
That Good bonus is really stupid. So basically being Good confers you 50bc a turn. Wow. Whoopee. I just think No Mercy is not very useful as a Super Breeder, because what's it going to do...save you population?
I upgrade my surveyors after the anomalies start to wind down. Then I replace them with cheapo 25bc survey ships on Tiny hulls (I get the Galactic Guide Book). They make cheap sensor ships anyway. Even my PQ3 planets can crank out one of those in 2 turns. First, I build my surveyors on small hulls early on, so they've got some hit points on them. If they find a Starship Graveyard, it's a no-brainer: I upgrade it to a fighting
What about Drath tree + Super Breeder? The Super more than makes up for the population penalty, and you have soldiering. Leverage profiteering to fund your economy while you lower your taxes to get the 100%. Declare war just to declare war. Korx + Super Manipulator/Super Diplomat looks like it would be fun, and for a similar reason. They've got profiteering, too, and you can manipulate other civs into killing each other's starbases s
I think some advertising can be in perfectly good taste. Like in Warcraft, I wouldn't mind some neutral creatures being polar bears, who drink Coca-Cola from time-to-time. ...and then I bring my Orcs in, and kill them. [e digicons]:D[/e] And then all the sports games, I think the binary athletes should totally plug Nike, Adidas, Sprite.... Because that's what they do.
I think the ability to change the research rate, or any of the rules mid-game...well...doesn't make sense. I wouldn't use it. But then again, I don't do Metaverse, either. What I would really like to see is ships' auto-explore and auto-survey not be so stupid. Just a little work on the AI would go a long way there, and it would affect the computer opponents more than it would the human (just because there's more of them). If you've g
I just got through the ToA campaign (I've been waiting on 2.0 to come out before getting back into Galciv again, but I got tired of waiting), and that's when I noticed the MCC change. But the reason I like Neutral is because it's an early bloomer. You get the morale bonus now, the terraforming now, the purchase bonus now, the soldiering bonus now.... I tend to play small maps on sandbox mode (I'm an RTS gamer, the big maps go way too slow for me). No
[quote]If your evil, put a Mind Control Center on it as well. First of all it gives you a 100% economic bonus[/quote] Is that still true, though? I tried evil on ToA 1.96, and I got no econ bonus from MCC anymore. I've been playing Neutral ever since.
[quote]Rise of Legends (Would not even work on my computer)[/quote] That's a bummer. I love RoL--it's the reason I'm putting off buying GCII:ToA. I wonder if the computer issues are the reason it got shafted by the gaming magazines' ratings.