Matthew Downie

Matthew Downie

Joined Member # 665120
0 Posts 0 Replies 60 Reputation

[quote]many who are at the top did so by playing the game before it was released to the public[/quote] Are you sure? GalCiv's been out for ages now, and it's not like year-old scores are worth anything much.

155 Replies 8,302 Views

The precise workings of the AI are a big mystery. Each one is supposed to work in an entirely different way, thanks to the magic of object-oriented code. Although these differences aren't very noticeable. I think the only difficulty-level diplomacy changes are that majors get higher diplomacy at some levels, and that Incredible AIs don't like to give away money. (Note that newly spawned minors in Maso games are willing to give away money.) Good things to buy are: Techs, parti

21 Replies 2,768 Views

[quote]The higher the AI is the worse your trade will be. For instance a trade with an AI set to normal may net you 50BC for 20 months. A Trade with that same AI set to Incredible (MASO) will net you 2 BC for 2 months. [/quote] That's a very specific case - Incredible AIs are set to refuse to give you significant quantities of money for anything. For every trade type, AIs have a different rating for how much they value their own stuff more than yours. For example, they will value th

21 Replies 2,768 Views

[quote]Wrong. Morale +10% means that your planet morale is greater (I don't have the exact formula). It is the empire level population growth bonus that have an impact on population. And, as the post I was refering to at #4 said, the growth bonus is a bonus on the population growth, not on the population of a planet. But there is a cap about the population growth per turn: it is 200 Millions. So at a certain population per planet, 100% morale is no longer required for maximum pop growth. [/quote

32 Replies 611 Views

In MOO1, like in GalCiv, you conquer planets by dumping your population on them (though you didn't build transports, the people just moved through space automatically). In MOO2, you build combat transports and they automatically had four soldier units aboard, so you captured alien populations instead of wiping them out. On the other hand, in MOO1, you didn't build Fusion Power Plant type improvements, you just built loads of factories. MOO2 has a similar system of planetary buildings to GalC

2 Replies 344 Views

I'm basically with Qwerk on this one. I think there's only a couple of dozen players with hundreds of games who are suffering badly from decreasing scores, and we should remember that the vast majority of people who bought GalCiv either don't mind the way the metaverse works or don't care about it at all. If I was asked to come up with a quick fix... I'd: (1) Abolish or drastically raise the score cap. This would mean that AP metaverse players would again be rewarded for playin

36 Replies 887 Views

Running out of resources - I assume that means you're running out of money. To avoid running out of money: (1) Increase your tax rate on your first turn, to 40-50%. (2) Do not 'buy' colony ships. Build them. If you set 'spend rate' to 100% and social and research spending to 0%, you can produce colony ships at a fairly high rate without risking bankrupcy. (3) Do not colonise planets unless they have reasonable Planet Quality (preferably 15+). (4) Create trade routes as soon a

5 Replies 3,647 Views

[quote]So I select a particular ship there and its stats appear on the little display at the bottom of the screen.[/quote] Try double-clicking on things. That usually centres you on a ship, or launches it, or does something useful. [quote]I can only assume that I have not understood something here.[/quote] No, you pretty much do understand it. You want to maximise your income from tax and trade so you can set your spend rate high without going into debt. If, for some reaso

2 Replies 277 Views

60K is a cap imposed on your score at any map size, though I don't think it's possible to achieve that much with anything below a medium map. With the earlier version of the scoring system, 30K was the maximum - I think it still applies if you haven't patched your game.

2 Replies 173 Views

The AI does cheat at Crippling and Maso difficulty. They get extra bonuses. The Yor may be getting techs by trading for them. I tend to let my tech fall behind, and then research a few really big items that no-one else has and trade them around to everyone. They may also be going a long way into debt to buy trade goods. Or maybe they were lucky and found really high PQ planets? I usually fall well behind at least one of the AIs. It's not something you hav

5 Replies 2,861 Views

[quote]I don't think destabilisation helps you to culture flip enemy worlds.[/quote] I've changed my mind about this. I think it is possible to speed up the flipping process this way - some link between morale and loyalty - though it's not clear how strong the effect is.

20 Replies 5,517 Views

[quote] see which star has the most influence and colonize it (even if its PQ 1!!!) [/quote] Warning: colonizing PQ 1 planets can be seriously hazardous to your wealth.

5 Replies 2,458 Views

I have managed to switch to another ship while a fleet was moving and leave it stranded between map squares. But I didn't think it made them indestructible - I thought they really in the square they were leaving.

3 Replies 305 Views

It's been approved now. The Saints and Sinners event pack. The main upgrades are more dramatic Evil options, the two missing graphics files, and the kitten graphic has been edited so he's now doing a Vulcan salute. Good players who've got the right graphics won't be gaining much. Evil players get to be evil quicker, and they get bigger bonuses along the way. (I wish I was evil.) Still takes a while to get to Pure Evil... When I played a game to test it out in a small abundant gal

19 Replies 696 Views

Interesting. You seem to have been given as an unwanted gift what some of us have struggled for endlessly. According to: http://statbot.galciv.org/statbotover.php?Name=loopcub you have a morality of 4.03, where anything less than about 1.3 is pure good. Your smiley is therefore a bug. And why not? ;p

6 Replies 364 Views

[quote]I installed the Saint Pack, some *.pcx files seem to be missing [/quote] Yeah, I put a message in the Fellowship forum asking what the default .pcx files were, but no-one replied. [quote]Seems strange you think downloading the events in the "Mod" folder would work.[/quote] I haven't a clue about this. I assumed that you'd need to replace the standard files to make sure they weren't used. Icho sounds confident so I'll take his word for it. [quote]will the saint pa

19 Replies 696 Views

[quote]No it's survival of the fittest Matthew. Either they walk over our bodies, or we walk over theirs.[/quote] Firstly, you would say that. You're evil. Secondly, worms don't 'walk'. They wiggle. Thirdly, the good way of handling the situation would be to let the worms screw up the soil on your planet, find a better planet, wipe out all the Alexians on it, and take over. Truly, goodness is its own reward.

22 Replies 923 Views