Peace Phoenix

Peace Phoenix

Joined Member # 809893
0 Posts 365 Replies 12,580 Reputation

[quote]si je comprend bien les starbases sont un appoint pour mon commerce. exact?[/quote] Exact. Cette phrase résume la situation. Il faut noter que dans la partie dédiée à la stragegie, il y a un fil de discussion sur l'utilisation d'hyper base dédiée au commerce et qui suivent les mini cargos. Au niveau des modules à utiliser sur une base spatiales, tu as le choix. Il faut néamoins se rappeler un élement important: une base spatiale toute seule est assez vulnérable. Me

20 Replies 526 Views

Walldorf, with your suggestion we will have: Galaxy size radius free stabase Tiny: 4x4 2 1 Small: 5x5 2.5 1 Medium: 8x8 4 1 Large: 12x12 6 2 Huge: 16x16 8 3 Gigantic: 24x24 12 4

100 Replies 4,408 Views

On the subject of minors. Why not be able to choose: - if there are minors - their intellligence - if they are allowed to build Trade goods / wonder - their aggressivness in term of colonization That way, everyone should be happy on how the minors will react since they can tweak their behavior to their needs :)

100 Replies 4,408 Views

[quote]Starbase cost scales quadratic with the number of bases[/quote] Are you speaking of the cost a starbase or the total costs for all starbases? [quote]the effects of the star bases work galaxy wide[/quote] That is only true for ressources starbases. Other benefit are for the sector or adajacent sectors.

100 Replies 4,408 Views

[quote]Star Pilot: We could have the # of free star bases be the radius of the galaxy. I.e. a 24x24 galaxy would give you 12 free star bases. A small galaxy (6x6) would give you 3. [/quote] Personnaly, I would say that a good rule of the thumb would be that the ratio between number of free starbase and average number of ressource is the same for each map size. And as star pilot suggested: [quote]You might need to do radius for the step up between SB cost. The first 3 are fr

100 Replies 4,408 Views

[quote]And you got tech by trading, stealing, and invasion. So filling in the tech tree for a missed item (due to very hard choices repeatily coming up) wasn't that "big" a deal. [/quote] I agree. Especially if Psilons are in the Galaxy ;). But the point was that you NEED the others aliens to fill the gap :)

81 Replies 5,685 Views

[quote]merci de vos reponses .une derniere question: il faut planifier les commerces avec les autres civs en prevoyant eventuellement les starbases que l'on va developper pour que celles ci soinet rentables?[/quote] Si tu comptes utiliser des starbases avec des modules de commerces, oui. Si tu comptes utiliser les routes de commerces pour améliorer tes relations avec un AI, c'est autre chose. De plus, tu as toujours intérêt de faire partir les routes de ton système le plus importan

20 Replies 526 Views

[quote]Il vaut mieux construire les bases spatiales dans les secteurs où il y a le plus de passage. [/quote] Cela ne s'applique qu'aux bases uniquement dédiées au commerce. Ainsi que le fait remarquer Nastavnik, il peut être interessant de créer des bases dans les secteurs où se trouvent des planetes que tu possèdes afin d'ameliorer la défense où la production. Dans ce cas, le rajout de modules de commerce est un petit bonus SI des mini cargos traversent le secteur.

20 Replies 526 Views

I haven't exactly the weighting but the descending order is: military victory alliance victory tech victory cultural victory. And you can achieve military victory through cultural ways if you disable the cultural victory :) If you plan to submit tech victory or cultural victories, you can't join the Diplomats since we must submit only mitary or alliance victories.

7 Replies 344 Views

[quote]merci pour tout ce monde et ses reponses a mes questions.donc si c'est bien clair, il vaut mieux construire des starbases pres de mes planetes et non des planetes d'autres civilisations .est ce exact?[/quote] Il vaut mieux construire les bases spatiales dans les secteurs où il y a le plus de passage. Et tout dépend de la longueur du chemin: il est important de rentabiliser la base spatiale. Il faut donc que le chemin ne soit pas trop long pour que le mini cargo soit souvent dans

20 Replies 526 Views

[quote]The map is divided into sectors (as shown on the map with light lines), with each sector consisting of 12x12 spaces. A mini freighter moves through 1 space per turn. A starbase influences a single sector, no matter where in the sector it is placed. Any freighter in that sector will receive any economic bonus from all starbases within the sector. The value of a trade route is calculated each turn from the following a) the number of turns the mini freighter is away from it's home<b

20 Replies 526 Views

[quote]Une autre chose: si le chemin du mini-vaisseau n'est pas une verticale ou une horizontale, alors il ne suivra pas le même chemin à l'aller et au retour: ils ne passent donc pas forcement par les mêmes secteurs sur le chemin. [/quote] J'ajouterai que l'algorithme est le même que pour les vaisseaux sur pilote automatique. Le déplacement est d'abord en diagonale jusqu'à le vaisseau soit sur la même horizontale on verticale que la cible. A partir de ce moment, c'est tout droit. C

20 Replies 526 Views

[quote]100% military, and build colony ships, sending out 200m people every time I have 200 over 1 bill, until it's clear the settlement phase is done.[/quote] I will say that 200m people is too much for a colony ship: you must know that one important thing in the game is morale. 100% moral on a planet allow a better growth rate which turn into more taxes and more production. And 100 people on a class 15 planet will have a base moral (nefore effect of taxes and improvement) of 96%.

35 Replies 965 Views

[quote]Another thing, looks like a bug to me. When I load saved game, everyone's influence drops dramatically for a couple of turns. I can see it on the diagram. It is very annoying if you are on your way to gain cultural conquest victory.[/quote] It was always the case for any version of the game. I think that Stardock have said that the size of the save game will be too big if they put in it all the data taht was using to calculate influence. [Message Edited]

285 Replies 15,969 Views

You can always gift PQ 14 planet, ehanced with soil improvement (to make it a PQ 15 planet) in a sector where you have an impotant influence: the AI will be happy to have the planet, wil keep it, and you will flip the planet back to you, so you can use it for another AI :) I have used this trick with great success :) [Message Edited]

15 Replies 2,967 Views

[quote]In GalCiv 2 it'll be much much more straight forward with 7 or so schools of technology that operate in a very straight forward way.[/quote] If I remember correctly, MOO1 as an interesting research: - not all technologies was researchable in the same game. So you need to exchange tech to fill the hole. It also add an interesting replay value since you don't know what tech will be in the game. And this can change the way to design ship and conduct war - the technologies we

81 Replies 5,685 Views

[quote]Alternately, you could implement the enforced peace as a UP law, so that if you really wanted to break it you could, but only by leaving the UP.[/quote] I think that there is already an UP law corresponding to a galactic ceasefire.

19 Replies 430 Views

[quote] I just find it very unrealistic that a race could agree to peace and then declare war on you the following turn.[/quote] Why the AI shouldn't be allowed to backstab you :) ? Just a question: do you initiate war or is it the AI that first declare war?

19 Replies 430 Views

[quote]otherwise it is impossible to get out of wars with multiple races who have alliances with one another.[/quote] Why aren't you trying to obtain peace from all races that are allied? I feel it normal that if an alliance partner is in a war, the other are obligated to enter the war. Now, if there is a way to break an AI alliance ...

19 Replies 430 Views

Let me see I am correct: - we have 5 % for the personnal metaverse score, the one used for ranking players - we have 10% for the calculation of the score that appears with the list of the games and that is used for the empire. JT Qwerk, the 10% aging give the following scores: 02/14/04: 345249 03/01/04: 324347 So your empire has taken a 20K loss due to your submission and the fact that you have a 47 days periods without submission. [Message Edited]

8 Replies 363 Views

What is really killing you score is that you havn't posted anything between the 12/21/03 and the 2/6/04. So you have 47 days period with no submission. So you have a block with no point, and this is not good. Due to this gap, if you post a 60K the 03/06/04, you will have 401273 points. But if you post it the 03/07/04, you will have 442196 points due to the fact that 1 game will be in the 30-60 dyas block. By the way, for empire purpose, the aging is 5% per month. For personnal

8 Replies 363 Views