They stole a bunch of tech from the Yor This mega event, I think, really does give the minor race ALL the techs of a given race. That makes the minor race immensely powerful all of a sudden.
Prastagus
if I remember correctly, Pirates appears with the highest tech of weapons and armor researched so far in the game. If you have max out 1 weapon tree. Guess what the pirates will have when they appear. Perhaps they are "Pirates" simply because no one knows where they come from. Could be a prelude to Galciv 3?
Why can't we get the best of both styles within the same game? I'm been toying around with all labs/factories styles since Wyndstar's great AAR. It seems that the "flip" he mentioned is very important. So, I can start out using all factory and flip to all labs when economy has a good surplus and get a good lead on tech. Then either flip all back to factory or convert some planets while using the 1/49/50 spending to mass produce while still can maintain a good tech lead. The mix of these
In an all factory build, more production = more focused research. It seems that 1/4 base production values (without production +%) are taken as the research value when focused. Then the research +% would apply to this value. So it does help I have a question: Military production goes back to treasury when not building anything. So can anyone come up with different scenarios comparing eco buildings/ farms/morale, all factories but no productions/research, and eco buildings/factories
sorry about the double post
Great ideas and discussions. Here is my 2 cents: GC2 have many winning strategies available to players, depending on the the difficulties. Lower difficulties makes them easier to achieve, and naturally higher difficulties makes them harder to acheive. Depending on players' tastes and how much they can focus and learn the intricacies of this game, different winning strategies, different styles of playing are all possible here. For inexperienced players who have trouble keeping up with A
Great ideas and discussions. Here is my 2 cents: GC2 have many winning strategies available to players, depending on the the difficulties. Lower difficulties makes them easier to achieve, and naturally higher difficulties makes them harder to acheive. Depending on players' tastes and how much they can focus and learn the intricacies of this game, different winning strategies, different styles of playing are all possible here. For inexperienced players who have trouble keeping up with A
economy treaty is too tough to get in the beginning. Research treaty, on the other hand, isn't too hard to get in the beginning. Playing the Terran, I got all 9 AI's to give me their Research Treaty within 6 months of game start on Painful.
diplomacy only works up to an extent by itself. It needs an above average (> 100)military rating to make it work even better. True in life, true in the game. Influence rating against the target AI also helps diplomacy with that AI in the game, I think.
You could look at the debug file for that event Also check out this thread for more info on this event: WWW Link
Could be the Mega Event that restrict Max Speed to 5pc for the rest of the game
I got a little curious about scores so I ended a game (the very same game) three different ways: Diplomatic Victory, Influnece Victory, and Military Victory. I discovered what most of us have suspected all along. Galciv really prefers that you stomp your apponent to a bloody pulp and rip his heart out. Here are my results for the that game: Diplomatic Victory ..... 5600 pts Influence Victory..... 6800 pts Military Victory ..... 11900 pts <br/
You may want to make peace with Terrans while you take out Yor. Since your position is central, you need to focus on 1 front and placate others for the time being OR incite others to go to war with someone else instead of you. After taking out Yor, revenge against those who forced you to placate and broke your Isolationism. If you are unwilling to deviate a little, your role-playing would come to an abrupt end from fighting a two front war with Terrans and Yor. Heh, even "Advance
Hmm, people do make some good points. To get techs it is much easier with Terrans. If the majority of times, you want to get techs from AIs, then Terran definitely the only one that really worth doing it with. The other usages though, including using techs to start wars, are still useful no matter what races you are playing. I guess this all depends on your style. Sometimes, AIs do offer players 1 on 1 tech trades. But it seems they offer other AIs these trades more often tha
tech trading with the Terrans is not the tech whoring like before and it seems much more balanced now. It still has limits though. Even playing Terrans, AIs won't trade colonization techs early. Xeno Biology & medicine also is a taboo, even basic Logistic require a very high cost. For other races, I'd have to trade quite a lot more just to get a lower tech (just like the first post on this topic). So it is really not worth it. In that case, might as well turn tech trading off. The AIs w
Great strat Wyndstar! Super Trader is great, but still it is not a good idea to build freighters too early. Build them after the borders are pretty much set and whatever planets that can be colonized without the colonization tech are gone. Set the spending slider using the 1% military, 99% social, focus research policy at the very beginning and alternate buying partially built social and military productions. Completely build the Homeworld first and use Wyndstar's Early Homew
some people already mentioned in the forum and I'll reiterate. We need a game start option to set how common should these restriction planets be in our game: Rare, Uncommon, Common, Abundant.
the only race that can do a bit of tech trading right now is the Terrans with the tech rate at slowest and 5 points to diplomacy. In one of my current game on Small with 5 AIs and painful difficulty, I gotten all of their starting tech and more in about 6 months. If I were some other races, I would not have made any trades like that. So basically, tech trading is pretty much exclusive to the Terran now
use customized cargo survey ships as early scouts. It will fulfill two roles at the same time
now it seems better for players to sell techs for money instead of trading techs. Use Altarians mighty research skills and set tech rate to slowest to profit from this.
If the defense formula was like that, then I would suggest this: when defense absorb off-type weapon damage, it should use sqrt(sum(off-type defenses) - defense damage ^ 2) to deplete the overall off-type defense faster.
See here for discussion of off-type defence bug. What you have to remember is that as presently documented, each defence type (including additions from off-type defence) is tracked separately through a combat round. If you wear down the armour with your mass drivers it doesn't affect the outcome when you fire beam weapons at the shields. The bug is that the off-type bonus isn't degraded
From what I heard, the defense bug is because the defense is pooled against each individual weapons. So when an offtype weapon is used, the total defense = floor(square root total defense) and the absorbed amount is then subtracted from total defense value. I suggest to when square root of defense is used or right type defense is worn down to 0, the rest of the damage absorbed by the defense should modified to the power of 2. Example: Assume all rolls are maxed and assumes weapons
From what I heard, the defense bug is because the defense is pooled against each individual weapons. So when an offtype weapon is used, the total defense = floor(square root total defense) and the absorbed amount is then subtracted from total defense value. I suggest to when square root of defense is used or right type defense is worn down to 0, the rest of the damage absorbed by the defense should modified to the power of 2. Example: Assume all rolls are maxed and assumes we
It seems Terrans are the best choices to play when have many AIs at very high difficulty levels. Am I right?