Thank you EBZ. I had a chance to play 2 games today, one on small and one on tiny with scores of 10570 and 10580 respectively. It was fun. OK, you wanted some comments so I took notes while I read the strategy guide and while I played.
You might want to run the web pages through a spellcheck because you spelled Theory "Theroy". I didn't see anything else.
Under Rule#1 you say, " . . I use a side rule of never selling anything else, because they don't need it".
Do you mean never selling anything but tech? I have read it is good to sell population enhancing trade goods like aprhodesiac and regenerators and also to sell morale booster trade goods as that will increase the population score. Do you have any thoughts on that?
On the "On With Crrranking!!!" page, when I set it up like you with the technologists political party, with the added 20 research and 50 diplo, i still had 4 points left over. So what I did was to use federalists at 20 econ and then build up to 50 diplo and 50 research with my 10 points.
Under your first big research list I added nanoelectronics and sensors to get the eyes of the universe. Theory is also mispelled there (man I can't beleive there is no spell checker on this forum to help me spell LOL).
I had to cut back on my taxe rate each game so I would not lose control of the government to another political party. Once I was making money, I cut my taxes to keep about half the planets at 100 morale but none below 50 and the taxes slider was between 15 and 57. I actually saw the morale go down, watched the my political party lose power, then re-loaded and tried it again managing the taxes like the above. Do you have any advice?
On your "Summary page" you say, "Also take notice that I take evil alignment and if somehow a good civ had a good tech, I'll trade for it. Also, I never do tech for tech trades."
I am a little confused. I think you are saying that if an evil player can trade regular or evil tech for good tech the evil player can't have, like "better way/trade centers", then you trade for it. Is that right?
What do you mean you "never do tech for tech trades?" Do you buy the good tech from the good civ with cash or trade goods? Or do you mean you don't routinely trade tech for tech because one makes more points if one researches the tech rather than buy it?
In my games, I made a choice not colonize 13,14 PQ in the first game but I did colonize PQ 13 & 14 in the second game. Also in my first game, which was about 2 hours, the last alien held out before the culture flip until after I got all the tech. In the second game (small galaxy game), the torians flipped and I had a score of a little under 8k. I reloaded and gifted them a 343 culture starbase and then did the tech. It added 20 to 25% to the score but made the game a lot longer than the first because of the constructor management. Also, I snagged all the resources right before the end of the game because I heard that adds points. At the end, I had Overlords in each game with Excaliburs in the build queue.
That's about all I can think of, EBZ. Hope this helps and thanks again for your great Gal Civ Cranking Guide. Your strategy is a fun alternative to play especially when one is overdosing on constructor management and is struggling to get all the tech on a tiny/small map. If you only have a little while to play and don't have time for the huge/gigantic, this is a good way to slobberknock the AI, get a decent score, and still leave time to go watch some football. Good night. Keep up the good work. I vote for you to be a veteran.
Rick
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