blueflax

blueflax

Joined Member # 6866273
4 Posts 8 Replies 365 Reputation

I've come to Gal Civ Crusade as a refugee from Civ6. And it is easily one of the best strategy games I've ever played--one I'll be sticking w/ as the game matures. But the amazing thing is that this game wins the award hands down for best game ever that has a MAJOR design flaw. And that flaw is the planetary invasion system. Here's a post I made recently answering a similar complaint made on the steam forum. <span style="color: #acb2b8; font-family: Arial, Helvetica, Verdana, sans-ser

74 Replies 298,915 Views

I’m having trouble beating this game at the highest difficulty level. The combat engine assigns surprisingly high attrition losses to the combat victor, even when my fleet is overwhelmingly superior. The 2.71 version AI is smart enough to just keep coming w/ attacks on infrastructure and ships in transit and, although my super-fleets knock out a dozen or so big enemy fleets, eventually my fleets attrit to not

1 Replies 13,931 Views

Thanks for the response. And the answer to your first question is yes, I cannot get credits (either mine or theirs) to enter into any trading transaction or deal. I don't think a screenshot would help, since it wouldn't reveal anything beyond the absence of credits on the screen. Now, the AI's will sometimes make offers that proffer or request credits, but those are are all pre-prepared; once the trading starts, credits cannot be brought into the negotiations. Okay, so yo

4 Replies 14,769 Views

In the bustle of the last patch or two I seem to have lost the ability to use cash as part of my trading options/transactions. I assume a tech is needed to get this ability? But I can't figure it out from reading through the tech tree. Any advice/comments?

4 Replies 14,769 Views

I agree w/ your comment on invasions although, being new to the game, I don't comprehend the background you're referring to. But I would go a step further. In ~120 hours of play, invasions seem to be a double-or-nothing thing. Either the planet is undefended and easy to take, or it's defended w/ multiple legions, and the transport ship you've sent is lost. Now you're looking at many turns to develop and send a new invasion force. Meanwhile, your strategy is disrupted, and many assets

28 Replies 123,661 Views

Good suggestion, one that frankly I didn't think of. But in this particular game, the planetary federation voted to suspend tech trading. The attrition suggestion sounds intriguing. Will start a new game (large map, gifted difficulty, custom race), and test methodologies.

6 Replies 24,735 Views

Yeah; Bombardment Shelters (under Defensive Focus) makes your planets immune to Planetary Bombardment. Not only that, but if the AI gets lucky and picks the immunity to the invasion type you've chosen under Invasion Tactics, you're stuck; you can't go back and pick one of the others. What the heck were these developers thinking?? I'm playing a game where I can't subdue the last Drengin planet. It's three legions defeated an attack by three transports. (How can that even be...at >10-to

6 Replies 24,735 Views

Does anyone know which of the advanced invasion tactics is most effective? How effective are they? That's Tidal Disruption and Core Detonation. And can they be neutralized like the three tactics that come earlier in the tech tree? The wiki doesn't have complete info. Hard to believe this game does not have an option for siegeing and slowly weakening an enemy planet. Anything I'm overlooking?

6 Replies 24,735 Views

I just completed my first game on GC32-Crucade (normal diff, large map, ~180 turns) w/ a conquest victory. But I wanted to explore combining conquest w/ diplomatic options to maybe shorten the game. The problem was that I never got the diplomatic option to form any alliances w/ the AI players. I had the technology that said that alliances was empowered, but again, the option never came up on the diplomatic menu. So can someone clue me on the formula (or procedure) for activating diplomacy as

3 Replies 26,548 Views