[quote]Can you explain how you manage to score more on moderately difficult games than I get on Masochistic?[/quote] Lately I have been trying to play games I can finish in one day (easier on the brain) and with the minimum keystrokes (easier on my hands & wrists). I turn off all victory condition so a military victory is the only option. Then I play a large, tight cluster map so there is no premature culture flipping that might end the game too early. I play rare so I can often get an
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Ray says [quote]I've also completed my quest to top all three morality boards. I've [moved] above EBZ, Pontius and Cotal by just a whisker. Don't think this will last too long and I certainly think this feat is much harder to obtain and retain than getting first. [/quote] OK Ray, now try different map sizes. I will never be number one but I am ahead of you on tiny, small, and large maps. [That will get Ray's competitive hormones flowing and bump up the FOTR total score. LOL]<b
Matthew Could you explain the anomalous more? Have you tried to resubmit? I have gotten two anomalous scores on un-modded games (well, except for the lower volume Drengin music) and both were "cured" by resubmission. How does one "overexploit" a minor? I must be guilty of that every day because I try to get every bc I can squeeze out of them. LOL. I started a thread about anomalous scores but didn't get any great insight. Please explain more so we can avoid anomalous s
Mayito I have 1.05 still so I only know what I read. 1.092 scoring was tweaked so that maso difficulty scores more metaverse points compared to maso 1.05. 1.092 scores about 10 to 15% higher in 1.092 than 1.091 in crippling. Ray the Wanderer has done calculations and feels the only significant scoring change in 1.092 compared to 1.05 is maso. Hope this helps. :) Rick
[quote]so i guess that it also applies to military bonuses[/quote] Yes, as far as I know they all stack but there a few caveats. On other threads there is discussed a law of diminshing returns for maxed-out factories starbases (the modules that bump military and social production). About two (or three if high PQ) maxed out factory modules starbases per sector will do the job. In the thread Theoden mentions on the forum side, it appears about 4 party palace + cultural m
[quote]God Bless America[/quote] . . . and may the spirit of humanity seek peace on the only planet we get, our entire planet Earth. Rick Citizen, Planet Earth
[quote]God Bless America [/quote] . . . and the rest of our planet Earth too. Rick
"confused on morality" is a great header for a thread. I just wanted to thank Jeffrey for the chuckle because it is could easily be a headline for an advice column in the newspaper and I was very happy to find it in the Gal Civ forum instead LOL. At this moment, I play good and use terror stars as an end game maneuver. It is less labor intensive than putting together hundreds of combat transports to invade tech-maxed star systems of several planets with every system having multiple pla
Maxtipherous Thanks for the strategy tip. I really like this kind of open discussion of strategy. I have always used the maxed out 343% culture starbase with a +5 basic defense module for a better defended unit like AntonChanning suggested. I rarely have much of a navy -mostly early corvettes and mid-game AMM so I don't cover my starbases (SB) with a ship. But your study on max influence is very interesting particulary combined with good diplomacy. If you turn off the culture v
Nice job Theoden. Stardock, I nominate Theoden of Rohan, bard and intergalactic publisher, for veteran status for unselfishly contributing to the improvement of the Gal Civ Community. Anyone listening? LOL. Thanks Barry. Rick
I usually don't pay that much attention but here is what I read and I do. 1. Ships repair automatically. They repair much faster with stacking repair techs (basic repair, advanced repair, etc.) and micro repair bots trade good. 2. Ships repair on the move but maybe faster if they are kept stationary? 3. Ships repair faster in orbit than out of orbit. Sorry I haven't watched with a notepad handy but most of the time, ships (to me) are either field-ready or they
Orion Strategy Guide Link is here http://www.orionsector.com/pages/galciv/downloads/The_Unofficial_GalCiv_Strategy_Guide_v1_0.pdf Good luck :) Rick
I always leave my survey ship on auto-survey because it means less micro-management. When it goes through a wormhole, it still seems to keep exploring space junk even on the other side of the galaxy. It does go from visible space junk to visible space junk even if it crosses the galaxy. It seems options right now are: 1. Ignore it, you have enough to do already 2. Manually move the Hero 3. Try to get Eyes of the Universe so you can see a lot more space junk and have the Hero gob
WileyCoyote Thanks for the reply. I agree with you that playing pure evil against 5 pure good AI should be harder than playing stock allignment and should net more game points. From your description, I will stick to playing pure good against pure evil AI in 1.05. At least one is rewarded a little bit for playing a harder game. We will have to reconsider when Gal Civ 1.1 comes out next week but as Ray noted, the only scoring changes overtly described for the new release when com
I just wandered to the Strategies part of the forum and back here. If anyone thinks the game is too hard then in addition the Orion guide and GCCG linked above there is the strategies section of this forum. You might start with Opening moves thread started by Theoden. A good start is always helpful. Enjoy the game. :) Rick
How does everyone handle sharks and pirates? Is it different in 1.05 than 1.092? Here is my limited experience. Sharks and pirates sometimes have full hitpoints and sometimes do not? Do they start that way or have all the ones with diminished hit points already been fighting with the AI? I don't know. Maybe early in the game there are "junior sharks" and "junior pirates"? LOL. I know you increase the risk of sharks by taking the UP monster parks that offer bc and you increase t
Nice walk through Newfy. :) Rick
Thanks Ray and Wild Wombat for the comments on morality allignment. Lothmorg congrats on the maso wins. If you do that with Gal Civ 1.1 you should have 20-30k games. If you do that several times per week, you will be in the top 10 like Ray and Solitair in no time. Or like Vincible would be if his computer worked or Hawaii Five O if he had more time to submit more games. You maso players are gooooooood. :) I was going to ask a shark question but maybe I should put that in the st
[quote]Yes, setting AIs to good does seem to penalise score. Not sure why though. [/quote] Isn't that because a good morality AI may be more likely to trade and ally and less likely to war? Ray, is it still this way with 1.092? Rick
WileyCoyote I set all five of the AI majors to pure evil in the setup. Then I set all the AI to bright except for the Yor, which is on intelligent, and this makes the game difficulty level = tough. Then I play pure good to take as opposite allignment as I can. In 1.05 this sort of AI v. player morality yields more points (and is more difficult) than default morality. When one plays pure evil v. all the AI set at pure good, there is little if any point increase compared to defau
Your question is hard to answer without knowing the level you are playing but the answer is probably research tech and trade/sell it. Here is link that helped me greatly http://www.orionsector.com/pages/galciv/downloads/The_Unofficial_GalCiv_Strategy_Guide_v1_0.pdf Good luck. :) Rick
Theoden How do you set the AI for tough? I bump the Yor to intelligent and keep the others bright. I always got tired of the Yor being the weaklings and now they are baaaaaaaaaaad. LOL. For additional spice, I make all the AI pure evil and then I play pure good. I started this because someone reported a better score for this comination in 1.05. Well, the score is better because it is harder than stock AI settings if you play pure good. They ALL want to crush you the moment your
[quote]I want my trade centers! (Whine, whine). The last couple of games I've been playing, my aligment was stuck on neutral the whole game even though I chose "good" for every single random event. There simply weren't enough of them to make a difference. What's a hobbit to do? Is there a setting to change the frequency of the events?[/quote] [quote]Yes, it's tough to get to get up Saintly on smaller and less abundant maps, Fatty. If this hobbit doesn't mind cheese, he can repe
We all hate anomalous metaverse scores. They not only deprive one of a score but make the overall score lower. Some are innocent and can be corrected by resubmitting. Others are player manipulations that trigger cheat flags in the game and cannot be corrected by resubmitting. At this time, I don't think we can know whether a score will be anomalous until it hits the metaverse. It would be nice to know if one got an anomalous before we submit or just not count the anomalous as a game and penalize
According to a post by Ray, there is a bump of crippling in 1.092 compared to 1.091 but he is unaware of significant scoring changes between 1.092 and 1.05 other than maso. Anyway, we should know in a week and a few days. Didn't want to divert your thread Gerraken but your editorials are so fun to read. :) Rick