Here's one thing that will boost your score if not playing Gigantic/Maso/Alliance Victory. Research Beyond Human tech - but not Final Frontier, which will trigger a tech victory which will not be worth many points. Go for one of the other victories - your massive tech will boost the score. I got 57,275 using that strategy in a Huge/Maso/Cultural Victory game.
Spacepundit
I've pulled this strategy about two or three times. I make sure my transports can do speed 6 (two of those points from the Gravitic Accelerators). Keep in mind that buying transports from the enemy is EXPENSIVE. Make sure you have enough techs to trade for 'em. Since the trade will result in a significant tech advance for the targeted civ, you want to save this strategy for a crippling or annihilating blow. Here's another strategy. Too many defending ships orbiting that star yo
Will Metaverse accept mapeditor-created games?
I remember a game where I saw a bunch of Altarian corvettes with the "Die humans!" name. Interestingly, they were a stack of Precursor ships that the Altarians discovered via random event.
This will work with the major civs ONLY, for reasons which will become clear. Step one: Park your empty transport(s) right next to the star(s) you plan to invade. Step two: Sell the transports to that civ. In a turn or two the enemy civ will fill those transports or park them in orbit. At that point... Step three: BUY THEM BACK. (Minor civs never sell ships.) If you buy from a civ a transport that's parked in orbit (or sell one of yours that's orbiting), the sold trans
This should be a complete list of stuff in the game and in Stardock-approved mods that affects civilization-wide Planet Quality ability. Start-of-game optional PQ bonus (+5, +7) :HOT: Political Parties Research, Inc. (+5) :) Sneaky Diplomats Party (+5) ;) Terraformers (+15) :SURPRISED: Anomalies Atmospheric Recycler (+1) :D Improvements Gaja Institute (+10) LOL Submolecular Enviromental Manipulator (+5) :d The
You have a gap in your Party ID sequence. (Remember that the sequence starts at 0 - that's the Federalists' ID.) If the sequence is 0-11, 14, 15, 16, then the game will not color in the seats held by parties 14-16. (I noticed this when I first created the Terraformers party.) Don't have any advice on the tech problem.
Do you mean a link to the mod? Just look in the Library section of this site.
I finally got around to updating the mod. Was going to do it yesterday, but the weather was messing with my dialup service.
I've pulled off successful invasions playing Research Inc before, including my most recent game (Cultural win, large map). Anti-matter missiles are your friends. The "fundamentalists" event eliminating two of the AI players in one turn comes in handy, too. That game was also my 50th submission :CONGRAT:
What is exactly the point of these penalties?/TD> I used Research Inc as a rule of thumb for the maximum value for a party's sum worth of bonuses (as defined in GalCiv Writer docs). Research Inc's value is 21.74. A party that increases PQ by 15 and has no other modifiers has a value of 28. The -5 penalties actually have very little effect on the score; the real difference comes from the military penalties. Dissuading the AI from choosing that party is certainly a benefit, but e
I'm happily surprised that this got Stardock Certification: :CONGRAT: "The Mutarra Wave is a powerful (PQ +15) terraforming device. Early tests were disastrous, but the device is now only mildly unstable (Mil & Soc Prod -5, Pop Growth -5). The Wave competes with starships for critical alloys (Hull -60). The developers will share their technology in return for government control." (Observant readers will note the Stat Trek inspiration.) This is actually the first draft.
Of course, the database will have info not on ships but on hull types, weapons, etc.
Some things I'd like to see: 1. You can scroll through the tech tree and get info on what every single tech does - but not on what any of the ships, improvements or starbase modules do. In Alpha Centauri you can display a tech and the screen will display everything the tech allows to be built just like GalCiv - PLUS you can click on the name of the thing that can be built and get info on what it does (and what tech is required to build it). 2. The ability to determine the alloc
Oh, that's the Improved Factory starbase module that won't build. I forgot there's also a planet improvement by the same name - that one works fine. When I put a constructor over the base, Improved Factory appears on the menu, but when I click it, it doesn't build. Then something realy weird happens - the constructor teleports to an adjacent square (the one it was in just before it entered the starbase square) and then automatically moves into the SB square - without prompting for a sta
The game won't let me build the Improved Factory. There's no identifier number conflict.
"Tear down the bowling alley! We need more room for another warp engine!"
Actually, the Patrol Corp party in the Omega Pack solves the speed problem (but not without those military penalties). And the AIs don't seem to be interested in that party, so the speed advantage isn't spread around :D
Got it. Range techs will come in handy on gigantic.
One of the bad things about gigantic galaxies is the vastly increased travel time, which makes for some pretty long games. About 25 minutes ago I created and tested a galactic achievement called Controlled Singularity. It costs only I shield. Description: "The obsolete stargates can be modified to warp space around our ships any place in the galaxy, thus increasing their speed by 2." With the AI build priority code set to a ridiculously high 100, all the AIs build it as soon as the game starts.
My war strategy is to keep the peace until I can pull off an alpha strike. The risk is sometimes they see ya coming and declare war a couple of turns before you're in position. It's especially nasty if your victim has a ship in range of your mini-freighters. That happened to me once against the Drengin on a large map. Barely saved my best resource starbase (+68% economic) from annihilation. Another tip is to do the alpha strike when the target race is at war with another one. In my last
When designing custom maps, will any of the following trigger the anomalous flag when submitting to Metaverse? - Homeworld size class 26 ;) - Too many or too few stars - Too many or too few planets - Too many or too few ships - The presence of certain ships (yeah, like I want to pay the maintenance cost of an Excalibur at the start of game) - Anything else?
(I have the latest update from Stardock Central.) The starfield background is distracting. I want solid black so I can clearly see the stars. When you randomize the placement of planets, some of the yellow stars do not have size 15+ planets. Biggest annoyance: the editor does not allow for configuring star density and occurrence of habitable planets.
Alpha strikes are the preferred risk-free way of going to war. I would add this: aim your first alpha strike against the more powerful evil enemy - and do it as early as possible. In my current game (+30 econ, +5 PQ, +1 speed), once I achieved frigate technology I sent an armada to knock out the Drengin. The second strongest civ is the Altairans - hopefully they'll go to war with the Yor soon and kill the starbase the Yor built on the military resource in my homeworld sector :( and the
In almost every game I've played, the Carinoids wound up building Diplo Translators. In my most recent game (my first stab as maso) they were only one sector away. I used this strategy to get the translators: take a chance that the trend continues, and then conquer them before they can build anything that can shoot. It's kinda risky eliminating a minor so early, but since I started out with nine planets in three star systems :SURPRISED: I figured I'd have enough staying power to make it work.<br