Ook Ook

Ook Ook

Joined Member # 869684
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I had an annoying win in my last game. There I was, the entire galaxy at my mercy and only the (saintly) Drengin and the Scottlingas left. The Drengin had built a whole buncha starbases in my territory. Of course, by this time, I had 250-odd colonies to their 13. They had a huge military (for the number of planets they controlled). So I built a colony smack in the middle of one part of their fragmented empire. 1 million people. That was enough to cause a chain reaction which flipped hal

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[quote]I wouldn't recommend this because you can get techs from majors, and if your diplomacy is higher, and your abilites are higher, you get more.[/quote] I always keep the good stuff to myself (and the minors, I like them) :) I do so love giving away useless tech - you know, the stuff that only gives you a galactic wonder or a trade good that I've already built ;D I never give away diplo trans though. Just aphrodisiacs, ultra spices and suchlike. I find that giving away trad

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I tend to start off with a military/research concentration and then switch to social/research, mainly because I like playing a research bunny :) But I also don't want to fall behind in the rush for Diplo Trans and the other early trade goods. Trade goods are my key to making everyone in the galaxy lurve me :D I'll sell them for cash (mostly to the minors), or give them away to the majors to improve relationships. You've really got to grab as many good planets as you can in the

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Hmm, well playing on challenging now, the AI seems to be colonising 13/14PQ planets. I happen to like playing 4X games to develop my planets and empire, not generally for military conquest, so this, for me, makes the game much more fun. I don't believe that, if humans can research tech to transcend humanity itself, they can't turn a poxy PQ11 planet into a paradise! :)

20 Replies 819 Views

Well, for example, if you had a script command "alter star type", you might be able to do something like create a ship that had the ability "Solar Rejuvenation" attached to it. The ability would run a script when activated that could turn a red/blue star into a yellow star, and provide a 20% PQ boost to all planets in the system. While you could sort of do it with a PQ+20 tech right now, you couldn't change the map graphic of the star. Or let's say you wanted to instantly move

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Could someone explain how this works to me: I have a whole bunch of planets in various stages of development. I check the economy, and my net income is around 500BC. I rush-buy Terraforming on one planet, and the planet screen tells me that the income on that planet has gone up by a few, sometimes as much as 20-30BC. But when I check my economy again, my net income has jumped to 2500BC! How do the income figures on the planet screen relate to the total income figure?

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Oh, I solved it by building a wall of Excaliburs all the way around the sectors that they controlled so they couldn't actually send any ships out into my space LOL I'm not sure why it would be all that difficult though - most of the ships that annoy me are just sitting there not moving from turn to turn (guarding, I guess). You could have an option to "Please remove all of your ships from sector x,y", and they'd set a course back to a nearby sector - although I suppose there'd have to

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Would it be possible to include some kind of scripting language in GalCiv 2, especially for technology? Tech is rather limited in GalCiv at the moment to increasing various abilities, but it would be really great if we could code our own technology functions, to give them some more personality. For example, being able to create/destroy/alter map features and suchlike, display map graphics and suchlike.

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Supralight speed missiles for one. Any technology that involves the transmission of information at greater than light speed involves the transmission of energy = a potential weapon. A defence grid would probably involve emplacements not just on the planet, but also on the outer reaches of the star system. A combat transport has to move up to the planet to land its troops. Why can't the planet's direct orbital and ground based defences try to shoot it down before it lands? Terri

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Before I installed Enhanced Terraforming, I'd colonise Class 11 late on in the game for culture (with a gigantic galaxy) once I'd got the Terraformer, but always playing with the +7% PQ pick - soil and habitat would take that to 15, and terraforming to 17, enough for culture or frontline troops. Now that I use ET, those old Class 11/12/13 planets are pretty valuable Class 30/32/35 planets :D

20 Replies 819 Views

I've found the minors quite useful in several circumstances, although only those who are on the map from the start. I had the Drengin to my southeast and the Arceans to my northeast, with the Scottlingas (sp?) in between them. All three were along my very long border, and the Arceans didn't like me much. The Scottlingas were relatively powerful but didn't have a strong military (well, they had a lot of colony ships :)), so were a nice juicy target. I was a pretty juicy target too as my

25 Replies 978 Views

I did the same thing as as PJ. I allied with the Altarians, who were also allied with the I-League. I then attacked the I-League, and was promptly joined by the Altarians (who were being extra-aggresive in that game, they'd already wiped out the Carinoids, the Scottinglas, the Arceans and the Drengin). As an extra bonus, my friends the Yor gave me a bunch'o'crappy ships.

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MOO2 allowed for multicultural planets, with a morale penalty for a while, but that game had individual population units. GalCiv doesn't - how would you simulate it here? I do think it's unrealistic for me to have to wipe out the entire enemy taxpaying population when I'm invading, but I think this stems from the same problem. Although you have to have a universal translator to speak to other races though, how did we talk to them during the stargate era? You'd think some lingui

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> More, are you using propaganda on your planets? (sorry, don'tknow how to quote) No, I don't use propaganda, except if I notice a planet with *really* low morale. I usually just rush-build a stadium, entertainment network, multimedia centre or something cheap like that. By the time the aliens hate me enough to try and destabilise me, my morale is too high for it to matter anyhow. You did have individual sliders in MOO1, and it had its low points (when I forgot about o

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Depends really on the separation/masses of the two stars as to whether a planet would have a stable orbit. Alpha Centauri AB are about 11AUs apart at closest approach, which is more than likely far enough, although in binary systems, the companion star's gravity might also cause more objects to fall inwards, increasing the risk of comet/meteorite collisions.

88 Replies 2,146 Views

I like it - it sounds like a good function to use. That would make the max population of a Class (Earth like) 16 planet about 19.3 billion, which seems reasonable, with advanced technology. Certainly, technologies that would under normal circumstances, allow extremely high PQ planets, like a ringworld or Dyson sphere would be capable of supporting trillions (going by some rough figures, a Dyson sphere with a radius of 1 AU would have the surface area of about 210 million Earths (or a po

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That's ok, we all get busy :) It's possibly not the same experiment I'm thinking of, but there was one where, IIRC, they fired light through caesium gas up to 310 times the speed of light. My understanding of it is very limited as well, but I've seen a few articles debunking the experiment. I haven't seen anything though on how causality can be preserved if the light speed barrier is broken (unless, I guess, you take an absolute space/time frame of reference instead of a relati

88 Replies 2,146 Views

I very much doubt any of this is possible in GalCiv right now (someone please correct me if I'm wrong), but it would be nice to see perhaps in GalCiv 2. Population limits: Maybe it would be good to have the population limit tied to the PQ of the planet. I've got a Class 102 (using Kryo's terraforming enhancement, plus the Class 35 event) that has hit the 100 billion limit, the same as a puny Class 25 or so planet. Some supertechnologies that could massively increase population

3 Replies 376 Views