I think it's a little different then that. I used Harpoon because it's the most dangerous one they give me. If basic stuff is accounted for then how about this: I traded in Beam Weapon Theory, Starbase defensive theory, armor theory for a single tech of mine, didn't remember which but a pretty low tech, I think chalf. So I don't think Theory level is the key. As I said, in 1.0X I almost beg the AI to trade me the Starbase Defensive Theory and they still give me the message of "
satthukaraoke
Not really: - cargo hull ship is not exactly ... cheap. - They only have 1 HP. - They take up 5 Logistic point. Considering all that, you will be losing 10 tp 15 Logistic point to what you call Canno Fodder that very likely won't survive one turn anyway, not to mention the capital lost. So I think that type of escort hurt a lot more then help <img src="http://images.stardock.com/gc2/T_DL/smiles/Ew.gif"
On Intelligence AI the limiter on tech trade is not there any more. Everything is trade like hotcake regardless of relationship and what are being traded. (I haven't test with other difficulties yet). I trade Basic Miniturization for Harboon, and it's not even one of the AI's initiate deal, I offered the deal and they simply take it. In 1.0X I remember can not convince the AI to give me basis ship defense even with plenty offer on my p
hum, somehow I missed the 3 parsec part, I knew about the 4 limited part. Thanks for clearing that up
Yo, not sure if anyone reported it. The journal mentioned that the AIs will be building starbases more effectively, but this doesn't change the mechanism of the starbase right? The reason I ask is because in my recent game the Altarians managed to build 2 Influence starbases right next to each other. Also a military base was built by another race is just 1 parcel from these 2 influence base. Uhm ...
By the way, can someone with a good eyes tell me where is this post of my can be located? (Weird question, I know). But right now the only way for me to find it is to use the "My Post" function. It says it lists on the Galciv II section but nothing is there. The latest non-sticky post I see in there is way later then the time this thread was created. Also, I have created a few topic here and there but never see one of them on the recent post
With some of the changes 1.1 made I finally pushed my game to painful level. But something I notice though: In 1.X the AI is really picky about tech trading. I hardly convinced anyone to trade weapon tech even the basis stuff like Beam Weapon Theory or Chalf even when the trade is obvious to their advantage like I'm offering Habitat for Ship defense theory. And that was on touch level. Right now with 1.1 I
Yep, that worked, thanks
Hello, I was playing with the latest patch available from Stardock central. Every things was fine until toward the middle of the game the screen just become flickering. I saved and then escape out of the game. Now when I load back in, it's technically ... empty of stuff. Planets, stars, ships, space stations ...etc... They're there, I can still see their icons (for owned planets and ships), when I click on what's supposed to be their p
it's a little tempting as yesterday I got a planet with 4 100% Manufacturing bonus. That's 8 factory on a normal planet. I cranked out all the ship that I can while the planet still develop the building, after that I had to remove 2 factories an replace with 1 farm and one stadium because the waste is too much.
Well, I don't, and probably never will. The way the tech is buffer now I don't think it's possible (for me at least) to complete the tech tree. Even with a massive researching network and 100% funding right now some tech (like Phasor 4, Terranforming ...etc...) already take me like 25 turns to complete, and I have seen 30 turns tech down the line. + In an easy - average game: the type of game that I can afford to Shift the budget 100% to research time to time along the game and can st
triple post.
Triple post.
eh octaviusviii, since WHEN did I rant or complain anything about orbital control? Did you even read what in the original post?
I was playing on a huge map, doing pretty well (thank to all the tips I got from the forum). Leading in research and population, have more influence then 2 AIs combine. The military while I'm only rank 6th, but the Hydra class frigate and the Pagasus fighter do more then enough to protect my empire. Any AI gets a funny idea are sent packing with their invasion force a bloody nose.
Here is my suggestions: 1 - Weapon Tech is limited between allies. 2 - You can only trade the tech you research yourself. Sorta like a copy right issue, this guarantee that only the one who research the tech make sure who will get the tech, unless the other race decice to research itself. This also prevent buy and sale tech like hot cake.
@Burianek : That doesn't really work: - We play as the leaders, we're not supposed to be taxed, but the other way around. - Each planet alreadys has a mantain fee. In most case the amount of money that's waste by production is a lot more then the mount of money you use to maintain the planet. If the fee is considered neccessary, I think it need to be scale to certain ratio. Also, the game interprets hammer as the
@HEEGZ - As I said, in both cases I have 100% Budget shifted toward Research. So no, it's not like what you say. Also I'm summing the actual points that I have on screen. @Symbiance I reckon it's the case, I had researched Plasma MKIII for 4 turns just later have to research Mass Driver for 6 turns with a stronger research capacity. I sorfta make sense and it sorfta doesn't. I think it kinda unfair to
Ok, there is something really weird about the research. I don't think it's a straightforward "This research needs a total of 100 research points, fill that and you have it". Either there is an "inverted proportional" mechanism between the research cost and the research capacity or it's not working right. A little experience I do. - Started a game. I don't do anything in that game, I don't even bother to colonize the second planet. I bu
Uhm ... I was just about to create a thread about this. And I don't really find the explaination sensible. It can be reasonable at first, but later in the game it's a huge problem: - Problem 1: Because the Military and Society production draw from the same source (factories), so if you increases one, you have to increase the others. Now later in the game when you start building Destroyers class vessel (and trust me, the one the players
wow, it is a lot better now. Instead of waiting for the deal to arrive now I actively involve in tech trade, and learn a few trick along the way, like keeping both my tech and my pocket full at the same time. Right now (on a normal game), althought I'm not yet able to kick anyone's butt but I can keep my butt from being kicked regardless. And being an intermidiate of galactic trade all races have a very cool attitude about me. <br
ok, it seems it focus too much on research. Actually I rather have any economic facility, thought Economic bases is enough. I'll try this
Got the game, love it, having fun with it even with my butt get kicking around like a ball in the FIFA's world cup final match But I figure it would be even more fun if I can kick butt once after being kicked every couple of time, the problem is I don't know how. Ok, all joke aside, I have been reading the forum and I have seen some people saying it's easier on normal. Well,
Uhm hello, after downloading the game from Stardock yesterday I gave it a few try and run into something weird. In my first play I turn all the fleet battle on and have it display as "Full Battle" . Later I sent a custom ship of mine against a squadon of 3 AI's fighter. Well, ofcourse it's an easy guess I got rape. The thing is the battle does display in a seperate screen showing my ship. (firing a laser and then BOOM). But + why when it's 1 against 3 and the screen st