Matthew Downie

Matthew Downie

Joined Member # 665120
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[quote]I am just curious as to how many of you will only purchase a TBS if it has multiplayer capabilities?[/quote] Since most of the people here are GalCiv players, and GalCiv has no multiplayer, I'd say hardly anyone. I played Star Trek: Birth of the Federation. That was designed to allow for multiplayer gameplay. To prevent the inevitable boredom of having to wait for all the other players before your turn came round again, decisions were made simultaneously. So if you wante

20 Replies 810 Views

There was an old strategy thread in which the idea of terror star alpha striking was discussed. http://www.galciv.com/forum.asp?id=119672&BID=GS&page=1#131567 It's a lot harder now than it used to be. In original GalCiv, you could build fifty terror stars even when you had no money - it would just put you 250K in debt. At that time, it was probably the fastest way to get a 60K scoring game. Then that was fixed, and then logistics was introduced, which makes it even more expensive

21 Replies 9,249 Views

Actually, a lot of people use them like one-off bombs. If you've saved up enough money, you can build terror stars next to every major AI star system in the galaxy in one turn, and then blow up all their planets at once, winning the game.

21 Replies 9,249 Views

Creativity improves the chances of the Unknown anomaly type boosting your current research project. The planet pictures might reflect your planet quality but they don't give you any extra information.

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[quote]If you are pure good then towards the end of the tech tree you also get to build the best ship in the game. Excalibur[/quote] Yeah, I'm pretty sure you get those if you're evil or neutral as well.

11 Replies 547 Views

Yes, you can capture trade - both incoming and outgoing. That is, if there was trade coming into the world, you get the incoming trade, and if there was a freighter coming out of the world, you take over the route, if you have one free. (Unless, of course, you are at war with whoever was at the other end of the trade.) I have heard of people who like to take a few early good choices, get Xeno Trade Persuasion or whatever the first good tech is, and then switch to evil... or maybe i

8 Replies 427 Views

Social builds do work differently. You can half-build an Economic Exchange, pause and build something else, and the Exchange will still be half-built when you return to it. There's nothing you can do to get the wasted productivity back when you're beaten to a trade good, short of reloading the previous turn and rush-buying it.

1 Replies 192 Views

[quote]If you play as aggressive as I am, they all end up disliking you anyway.[/quote] When you're playing at high difficulty and all the AIs get bonuses, you really can't afford to be that aggressive. Survival depends on your ability to stay out of wars you're not ready to fight, so being good can be more profitable in the long run. And even if it isn't, you have a clean conscience.

11 Replies 547 Views

[quote]This would suggest to give them a graduated combat experience to muscle them up for tougher assignments later.[/quote] I wouldn't recommend that at all. I was talking about the hypothetical situation of someone who (for some bizarre reason) wanted to get a Frigate up to level seven. I'd have thought it would be easier to rush to Dreadnaught technology and use them, or get hold of a lot of military resources so your Frigates are tough from day one.

18 Replies 352 Views

To avoid getting your anti-matter missiles attacked, you need good speed (gravity accelerators are a must) and good sensors so you don't accidentally move them within range of an enemy ship - either get Eyes of the Universe or have a sensor drone in the area. And make sure you keep an eye on their movement - don't just give them a destination in the middle of hostile territory and expect them to make it on their own. Or: don't get into a war before you're ready to use them. You can usually s

18 Replies 352 Views

From Peace Phoenix, post 15 on http://www.galciv.com/forum.asp?BID=GS&id=155077 [quote]Here are some informations about the population growth calculation. The population growth of a planet if 3% if morale is more than 54%. If the morale is equal to 100%, the population growth is doubled. The empire growth bonus is applied on the base growth. And everything is capped at 200 Millions. An example will be clearer, with a 2000 Millions planet and 50% empire wide pop growth bonus: <

6 Replies 2,496 Views

Also, be careful what you colonise. Low quality planets (especially Planet Quality 13 and below) drain your money constantly. Higher quality planets cost you money too, especially if you build a lot of social improvements, but at least they provide a decent return on your investment.

18 Replies 697 Views

It was a vague estimate. If you play one difficulty-1 game, you'd have to play nine difficulty-10 games to reach an average difficulty of 9.1 - still not enough for a Maso rating. But most of Qwerk's easy games aren't quite that low in difficulty, so it might be a bit easier than that implies.

14 Replies 344 Views

The Foundation: a vote for the future! There comes a time when the established order begins to crumble from within. But all is not lost - like a phoenix, a new empire rises to seize the initiative and begin the long struggle for greatness. Although not as large as the empires of the past, the Foundation is active and energetic, with membership ranging from new players to the greatest of all time, Technician. If you're looking for your first empire, or aren't getting en

17 Replies 8,625 Views

It's hard to do a chart to calculate morale / population levels... Morale depends on planet quality, morale-boosting buildings, civilization morale bonus, enemy propaganda, defensive propaganda, tax rate, debt level, any penalty you got from taking a good moral choice during colonization, and population level.

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Battle damage per attack = (random number from 0 to attack points) - (random number from 0 to target's defence points). Minimum of zero damage. Notes: Ships take turns firing. The attacker fires first. Ships attack one at a time and fight to the death, even if they're in a fleet. Defensive ships, those with a defence higher than their attack, get a bonus of half their defence to their attack rating when they're the defender. ________ The Foundation: For L

6 Replies 2,496 Views