Damn military might rating!

I've found two threads where the issue of military rating is discussed, but I still don't see a way how to sufficiently raise it. I play on challenging level, and in early 2228 where I am now, I have been at war with Drengi and Yor for almost a year now. I am winning both wars. I took 5 planets from the Drengi (planets that were in my back yard) and I am preparing to capture a rich border world from the Yor. I have a fleet of some 30 good small ships, and some 10 good medium capital ships. But in spite of this, no power in the galaxy likes me, and when I check the relationship summary, I am told "-- your military might rating". WTF? I have three planets producing warships, two of which are the most productive worlds in the galaxy, but this still isn't enough to keep my relations with other majors from going down.
My strategy in games like this never was to build lots of small ships, I always build the biggest and strongest ships I can afford. So, what is the damn problem with the rating? I read somewhere that ships that raise military rating the most aren't the best ships for combat, but I don't know the details on this. Can somebody help me?
7,638 views 12 replies
Reply #1 Top
And one more thing. I read somewhere that ships which raise military rating the most, aren't necessarily the most effective for real combat. But I don't know the difference between these, nor the reason why it is so. Help appreciated.
Reply #2 Top
It's attack rating. Small ships give you more bang for your buck, and are a quick way to up rating. Build the spin control center on a planet, and have the most productive planet churn out dreadnaughts (very big expensive ones) and put them in orbit. In ten turns I added 100 odd to my military might by chucking out a bunch of 50 att ships and putting them on spin control. Thing is, if they all -- you, BE VERY NICE. No matter how good your ships are, they will beat the c*** out of you when joining forces (Look at my dismal metaverse score for an example )

Ships stronger than anything in the galaxy aren't so good when there 6 times as good and outnumbered 10 times.
Reply #3 Top
I'd be interested in seeing just how that dang Military Might rating is calculated. I don't have hard numbers to go on, but it seems 'more sane' this go around. In 1.0x, I ended up mopping up most of my galaxies with just one fleet of ships. My military rating was in the tank, everyone hated me, but I didn't lose more than one or two ships, while taking out multiple opposing fleets.

One of the big sticking points is it really does seem like hull size, more than any other factor, increases your Military Might rating the most. While I understand that more HP = better survivability, in any extended campaign, there is a HUGE difference between having a Defense of 0, and a defense of 1 in any category. Especially with large hulls. With no defense, sure, you may be able to take on 4 fleets in a row, but if they get any shots off, you're going to be gradually taking damage. With even 1 Defense, your survivability increases a huge amount.

But, yeah, Spin Control Centers are one of the best things for pumping up your Military Might. Last game here, in 1.1, I plopped one down and built three large hulls. No defense, no engines, no support, just about 20 attack on each. My rating skyrocketed and suddenly everyone was exceedingly polite. Despite having numerous worlds without a single ship to their name.

crickel
Reply #4 Top
Are you playing the beta? Some changes:

+ AI won't lower relations with a player for military reasons unless it has a distinct military advantage

+New APIs: CalcFullAttack(), CalcFullDefense(). These APIs allow the AI to quickly (CPU wise) determine if a potential target is getting benefits from military starbases and make decisions based on this information.

+ Military Might makes use of the new CalcFullAttack and CalcFullDefense APIs

So you won't get the "-" in your relations screen if your military are close, even if you're behind. And the new starbase impact helps you "game " the ranking similiar to the Spin Center. Build a strong starbase and park a bunch of ships in its area of effect. I generally have a strong starbase near my high production/low pop planets anyway so I keep one ship in orbit and fleet the rest. It does help.

Reply #5 Top
I am pretty sure that you are misunderstandign the point of the relationship indicator when it comes to military rating. It is not telling you that you have a lower military rating...it is telling you that they are not getting along with you because of where your military rating is. probably higher then thiers. They basically don't like you becasue you could kick thier a** at any given time. If you want a snapshop of how you stack up militarily with the other civs look in civ. manager, under the graph portion. In the foreign relations screen, all you are seeing is why they either like or dislike you....not how you stack up....
Reply #6 Top
Ah yes, the starbase fun factor

I love playing the underdog with tactics, and thoroughly enjoyed the AI thinking it could take me on, despite my network of starbases. A very expensive network, but well worth it. All the modules, all with at least one other SB overlapping at some point, planets covered by at least 3. Didn't need big fleets as my small ships became unkillable (fast too, with those speed modules).

First it got harder with the "4 per sector" limit, and now the AI aknowledges my superiority and doesn't death train it's best fleet at me? How annoying. I'm going to have to rething my strategy...


And JD, if you're stronger than them, it will always be a +
Reply #7 Top
I've commented on the messed up mil rateing myself in the past. I've come to the conclusion that custom ships arent getting full credit for thier power. I can offer no proof of this other then the fact that I never build canned ships. After my first game I even quit useing the constructors and transports. I can blow away fleet after fleet after fleet and still have the lowest military rateing out of 10 races (I play with 9 AI's). Not sure if is this is being fixed in beta as we speak. Or if it's all in my head. Well, the low ratings arent, because I can see those numbers in the wonderful window with the statistics that SD put in for us. But I do know that I think its messed up.

But then again I dont know the fisrt thing about how software works, heh.
Reply #8 Top
In 1.0x, I ended up mopping up most of my galaxies with just one fleet of ships. My military rating was in the tank, everyone hated me, but I didn't lose more than one or two ships, while taking out multiple opposing fleets.


It seems to have been fixed in 1.1 beta 2. So when the release comes out in a week, just update your game and the military rating will be much more accurate.
Reply #9 Top
Build the spin control center on a planet

What technology do I need for this? And if I understood correctly, that spin control gives bonus only to the ships in orbit of the respective planet. So, the moment I move those ships out of orbit to invade someone, my military rating will drop again.
And I still play the basic 1.0 version.

Reply #11 Top
Anyone? What do I need for the spin control?


Expert Diplomacy

GalCiv Wiki is your friend.

https://www.galciv.wikia.com/wiki/Super_Projects
Reply #12 Top
It'll be Majesty for the Spin Control Center in 1.1.