My best moment in GalCiv so far was on a large map with 7 AI. I launched a surprise attack on the neighbouring thalans, whose culture threatened to overwhelm my own. I took only a few turns for me to decimate their military and take over most of their planets. Being the generous evil leader of the Yor that I was and because I couldn't find their last couple of planets, I offered the Thalans a peace treaty. All I asked for in return was all of their
Sorael
The AI does some things that appear fairly dumb, but it has been improving steadily with each patch. As for not having any factories on their planets, I think the AI buys most of their ship, especially if they pick the neutral and have the discount on ship purchasing. Same deal for the improvements, once my economy is really rolling i usually end up buying most of my planetary improvement. Without having to spend very much money on production you ca
The AI does some things that appear fairly dumb, but it has been improving steadily with each patch. As for not having any factories on their planets, I think the AI buys most of their ship, especially if they pick the neutral and have the discount on ship purchasing. Same deal for the improvements, once my economy is really rolling i usually end up buying most of my planetary improvement. Without having to spend very much money on production you ca
Here a couple key points to keep up in GalCiv 2 - redesign the colonyship first thing putting the maximum number of engines you can. It's a good idea to make sure you start with the first two propulsion techs or at least the first one and research the second right away (it can be done in one turn if you set the sliders right) - buy the first factory and your first couple colony ships and get as many planets as you can. Make sure to leave y
I'm not really complaining that the current system is to hard. I usually kick the AI's ass quite easily. I just think that combat would be more interesting in the later parts of the game if both fleets had a reasonable chance to attack. With any of the evil weapon techs or black hole weapons the defending fleet almost never survives the first salvo. It's a little silly that I can destroy the entire armada of a race with a similar military ranking a
I think you guys are a little off. As far as I can tell tax is the sqaure root of your population X the tax rate X any bonuses you have. In terms of spending the production sliders control what percentage of your total production you are using. So, if military spending is set to 40% then 40% of the total available manufacturing on your planets will be used. Bonuses are then added and you are charge for half of any bonus production that you get. Th
It would be nice to be able to change/buy social production from the screen that lets you view all your colonies (don't remember what it is called exactly). I would save a lot of time in larger games.
humans really annoy me. They're so smug.
i agree, cloaking ships would be a very cool addition to the game.
the "back to planet" button works in 1.1 beta 3
I don't see why this is a problem. All I see when i look at a planet are the usable tiles, but then again I tend to be very practical.
note: this is a double post, but it is more appropriate in this part of the forum. I think what needs to happen, is that the attacking in fleet battles needs to be initiative based, instead of the current turn-based system. Each ship would have an initiative stat, just like weapons of defence, which could be increased by having certain modules installed. The higher this stat is the earlier their initial attack is and if this stat is suff
I think what needs to happen, is that the attacking in fleet battles needs to be initiative based, instead of the current turn-based system. Each ship would have an initiative stat, just like weapons of defence, which could be increased by having certain modules installed. The higher this stat is the earlier their initial attack is and if this stat is sufficiently higher than other ships in the battle they would get to attack more often as well. Att
do your calculation take into account the total tech cost from the very beginning or are they simply for that particular tech? Also any weapon can be effective if the AI's haven't researched any of the defence tech's for it, so it doesn't really matter if they are perfectly balanced.
then please put a minimum distance between starbases - and maybe even the limit per sector for starbases too Both these things are already in place. Perhaps an option to increase or decrease these values would be a suitable alternative to turning them off entirely. GalCiv really isn't the same game witho
Those are all very good ideas, except the mulitplier one. I have no doubt that the AI will get smart about tech trading with every patch.
It's great for you guys to be so open about what you are trying to achieve, so far everything looks good. One thing i would like to see though (maybe I just don't know how to do it) is upgrading of stacked ships, which clearly falls until point #3 of your objectives. Great work guys.
that's possible, but i still got two techs a once.
Same here, neutrality rocks
something similar happened to me once. It's just another bug that they're going to have to fix... sigh.
The AI is supposed to be imperfect at the tough level. having said that, there are clearly some strategies that players have come up with that the development team did not anticipate. The consequence being that the AI reacts rather poorly to these strategies, even at the higher levels. However, given stardocks obvious support of their product, I see no reason why the AI won't be back to kicking our asses within a couple of weeks.
In my last game when i researched photon torpedo. I got it and photon torpedo II and the next available tech in that branch was photon torpedo.
I'm of the opinion that having to sacrifice your own citizens to conquer enemy planets helps limit the effectiveness of military conquest, thereby keeping the various ways to achieve victory in balance. Having ships destroy colonies from orbit would ultimately slow the game down a lot and would probably end up causing a great deal of frustration. Blockades on the other hand make a lot of sense, as long as they don't end up confering to great and advantage to the attackers.
In my experience they will research only one weapon and one defence tech. That is until they start getting smoked at which point they will try to switch to different ones. Usually the time it takes them to make the switch it more than enough to anihilate their fleet. Perhaps future patches will see the AI anticipating it's weapon defence needs a little better, or at least just generally diversifying a little more.
planescape torment was pretty sweet, aside from the bug that prevented from ever finishing it My greatest moment has to be get all 120 stars in mario 64. Man, that game was almost perfect.