1.3 rocks

I havn't played a strategy game since reach for the stars. In my first ever game of galciv (normal, gigantic, abundant, 9 opponents), my empire had the biggest economy and population...easy.
Now on 1.3 (normal,gigantic, abundant, 9 opponents), I get bankrupted with the old tactics. You now have to balance expansion, development and research in the early game.
This is an interesting challenge,

cheers
5,608 views 12 replies
Reply #1 Top
Yeah, I'm finding myself needing to largely relearn my strategy. Playing the same as I did with 1.2 and being generally bankrupt in my second year is . . . very bad.
Reply #2 Top
Oh yea, a lot more interesting... it takes alot more to get the economy going...
Reply #3 Top
I had to run with 0% production and still a -income in 1.3.  

I had everything crossed that I would get a money anomaly, took over 10 turns.  

Set me back, big time in the race to colonise the galaxy, really struggling now...
Reply #4 Top
Ditto. And I couldn't love the challenge more.
Reply #5 Top
Getting your economy going is indeed a lot harder than it was. I have to colonyrush in my games very aggresivly because I play on a large map with abundant stars, planets and habitals. First three tries I went bankrupt real quick with no option to recover (most anomolies gone and in the red with tax at 100% and productivity at 0%).
My new strategy therefor was get all planets above 9 or at least one planet around a star execpt the really low ones (lower than 6).
This still means that I was in big economic trouble. So I cut research and military after making a couple of small warships. 100% social production. This resulted in a lot of markets and farms and I also build a lot of morale buildings. After a couple of turns (10 - 12) I filled most smaller planets (8-11 and my economy rocked. Cut social and closed the gap between the AI and me in technology to an acceptable degree. Now pumping out warships with a small emphasis on military production.
Setbacks of this strategy are the time needed so the AI has to let you be, trade is very essential and a low morale because of very hightaxes is also a slowing factor (around 50%).

I normaly use (longer) periodes of high production in one specific area and this seems to work. Do some of you use the same strategy or are there yet to be discovered setbacks? I'm playing painfull now (because of 1.3 and the failing strategy) normaly I played the one above crippeling.

(sorry for the long post)
Reply #6 Top
I found that pretty much building Special Planets (Ie Only Research, or Ship building) does not work anymore. You pretty much have to build pretty even Planets. Keeping your home planet the Major Ship builder. This way when you need to build something quick IE ships. Instead of having 2 planets that only build ships in 4 turns. You can have 10 planets build ships in about 6-8 turns. You do the math, its better.

When you rush colony, research Scanners and make 2 more Anomalie grabbing ships quick. This way you have 3 ships going after anomalies and you are more likely to get those needed 500-1000 credits goodies.
Reply #7 Top
Malkuth, I agree with you.

I've been reading about the difference with 1.3, but since I always played an "even" game as to building, I really don't notice a difference.

the one thing I did notice is that morale seems MUCH lower. Virtual Reality modules are only getting me about 6% per. Before I could keep my civ at 100% happy with at the most 3 VR upgrades per planet, even with 95 population. Now I need at least 5! And I had 5 morale resources lat game???
Reply #8 Top
I usually build even planets, when I am able, and then focus for my capitals. So far it has worked ok. Haven't gotten too far, but im past the colony rush.
Reply #9 Top
Yes moral is tough now. I have had 4 of the Special projects for moral and still could not get my Universal moral above 81% mid game. Its crazy. And the economy is also a real killer now. If you don't do it right, and I have yet to do it right. You can't support any big fleets mid game. And the AI out does you there.

The economy is a tough one to crack now. Hate to have to get the Econ bonus again and choose Federalist again. But its not looking good. I almost think that now for standard game you need at least 2 Econ buildings on each planet. Min.
Reply #10 Top
I think they overdid the morale and economic crunch.

If they don't change it, could we mod the thing?

When playing a game, I always had economic worries. Now it is ridiculous.
The only thing that saves me are anomalies. But that is hit or miss.

And I don't think the AI is helped that much.
Reply #11 Top
I really love the changes, if you are finding it too hard try a new stratagy or an eaiser setting. Im not the best player by far, and I really noticed my economy sucks a lot more but rushing to trade and getting a big economic planet up and running soon got me on happy street.
Reply #12 Top
I've attempted several games on 1.3 and have kept giving up because there's no chance I can win. After dropping three difficulty levels, I finally have a chance to win, but only after a very long, boring, tedious build. This is less fun for me and I got more enjoyment out of 1.2. Playing on the financial edge for 3 years is just a drag (versus 1 in the old version). The new version does have some great fixes. I love the miniaturization fix. I can build absolutely huge warships now which is a real kick.

I think they had it right with 1.2, they just needed to fix the bugs. I don't really understand what prompted them to make such big changes to game mechanics. If I can't figure out how to have as much fun playing this new version, I may have to go back to 1.2, bugs and all. That sucks.