OronHaus

OronHaus

Joined Member # 669634
0 Posts 0 Replies 24 Reputation

That would be a neat enhancement! The ability, once you've researched Artificial Satellites, etc., to be able to create a low level planet in a system that is devoid of them! :)

8 Replies 2,631 Views

Rallying/way points would be a great bonus! As for focusing, I enjoy the fact that it gets confusing and big. That's where the micromanagement and macromanagement skills are tested!! However, I've seen some really good suggestions from people on these forums on how to organize your empire from the beginning to help you in the long term. Some of them were: - Use different governors for different PQ ranges of planets. This makes it easier to determine who is getting what social benefi

13 Replies 2,478 Views

[quote]OronHaus, here's a question for you: in those situations of yours, could you have mustered a small number of strong ships to gain the last few systems? I can't see how not, considering that your production base was dwarfing everybody else's.[/quote] Probably. In fact, I'm starting to think your way (and Code Monkey's). ~SDC~

20 Replies 414 Views

Code Monkey, I think you are using an exception as a rule. I'm certain there are situations that can be deemed unfair, or unintuitive. But I've been in situations where my cultural victory was WELL before I would have won militarily. Had I focused more on my military, I wouldn't have had nearly the influence. ~SDC~

20 Replies 414 Views

OK. I just joined! I wasn't sure I wanted to join one either, but what the hell! And I brought my score along! I'll have some more scores posted tonight (something to be said for traveling for work and staying at hotels)! :D

104 Replies 1,788 Views

It wasn't directed at you. However, my view happens to be in line with Stardock's. And you seem to have touched on the basic issue as well: [quote]Alliance wins are worth it sometimes because they can avoid a lot of tedium, but they might as well disable cultural and tech wins because in 9/10 cases, if you're in a position to win by either of these, you're a few years from a military victory as well so after all that play time, why settle for 1/3rd the score?[/quote] My take

20 Replies 414 Views

Extort the minors in your sectors as soon as you run into them. This will limit their ability to create a good defense and you can simply irradicate them at a later time. Why wait for culture!? LOL ~SDC~

24 Replies 3,298 Views

[quote]I don't agree that all influence stuff should be built on the frontier. Wonders that add overall+local influence are good when stacked on one planet with political capital. I think this is better at least on normal-sized maps and below.[/quote] I agree, depending on the type of frontier. If you are at war, and on the border with the race(s) you are at war with, there are probably better places to build your expensive social constructions!!! ;) ~SDC~

6 Replies 2,584 Views

IMHO, the biggest issue with PQ is revenue vs. spending. Even without the empire bonus you can upgrade planets to generate profits. If you are making a profit, that's the biggest concern. I can see the benefit in large galaxies once the 15+ systems are gone, or where they are uncommon as you'll need to colonize 15- systems and bonuses will get you into the black more quickly! :p ~SDC~

12 Replies 3,740 Views

OK. So, it's not exactly extortion. It's more like Capitalism. Basically, I've focused much of my resources in the second phase (phase after initial colonization) on research. I then use the technologies as 'products' that I sell to the other races (both major and minor) for as much BC for as many months as possible. When done right (and when neutral, it seems), you can quickly (relatively) create a galaxy that is economically burdened (aka, in debt to you). This impedes the growth in all

2 Replies 2,172 Views

I'm not sure if this was your question, but when attacking with a fleet, you'll need to 'un-group' and attack individually. If you attack while grouped, only one ship will attack. Perhaps this is not the case in a different path, but I'm using 1.05. :p ~SDC~

9 Replies 2,352 Views

[quote]GalCiv runs at a fixed resolution of 1024×768×16-bit.Windowed mode: edit the shortcut to read '"galciv.exe" -w' where it currently shows 'galciv.exe' or run from the command line with that switch. [/quote] If your desktop is running any other resolution/bit depth, the game will simply not start in windowed mode. By the way, this shouldn't be a major issue as the game is lightweight enough to be put in the background if you need to work in another application. Plu

5 Replies 856 Views

[quote]Best way to increase your influence early on is to stay neutral,on good terms with all majors and start wars between them. [/quote] I couldn't agree more. You can further the process by researching technologies heavily and then selling the technology to the other races (including minors). Lately, I attempt to take a much for as many months as possible for as many technologies as I can. This ends up giving me a huge monetary bonus (put toward social improvements and starbases)

12 Replies 390 Views

Here's a quick pointer. Change your allocation slider for military in the beginning. Dedicate as many resources as you can (while not neglecting research entirely) to military and all your colonies will build colony ships rapidly. Now, colonize the planets you see and have all colonies work on colony ships. By the time you find the next colonies, you'll have ships ready, or near completion, which will save you time and money!!! :D ~SDC~

17 Replies 625 Views

Quickly? Get as many good planets in as many sectors as possible. Also, make sure the morale is high (as a previous poster pointed out). Population also makes a difference, so I often go for the population/influence trade goods as soon as I can get them. Also, go for any social projects that aid influence. But I can't stress the initial colonization enough...once I got that down, it changed the entire paradigm for me! Hope that helped! :p ~SDC~

12 Replies 390 Views