I just played a game recently (beta 3), trying out the strategy I outlined in my opening post. It worked alright (ie, no better than just making a bunch of independent ships), but I suffered from too much attrition damage, and when my fighters all died my carrier had nothing to fight back with and would slowly get wittled to death. However, when I decided to switch it around, and load up my (1) huge ship with huge amounts of weaponry and ha
Razius
I just played a game recently (beta 3), trying out the strategy I outlined in my opening post. It worked alright (ie, no better than just making a bunch of independent ships), but I suffered from too much attrition damage, and when my fighters all died my carrier had nothing to fight back with and would slowly get wittled to death. However, when I decided to switch it around, and load up my (1) huge ship with huge amounts of weaponry and ha
Try setting the Stars to "loose clusters". It makes things a lot fairer. When they're on "tight clusters" someone (ie, you, or, in my games, the Yor) usually gets hosed by being placed far away from everything else, while a good bulk of the other players get placed within 5 parsecs of just about every inhabitable system out there. I've had games on Tight Clusters where I haven't been able to settle a single colony aside from my initial two
This doesn't seem to happen with the other types of ships...
I recently built constructors with 31 movement points on a medium galaxy... however, it seems they only get 7 moves? Is this intentional?
So what ideas do you use to design your fleets? I've always built my fleets out of independent ships that all had balanced defense and offense. But recently I've been toying with the idea of carrier-groups. The idea being that you build many little fighters with only engines and weaponry, and couple them with one or two capital ships that have nothing but defenses (or many one type of defense). Then you can swap out th
I believe it's simply an improved Research Facility. Sort of like how the Good guys get better defenses, and the bad guys get better weapons, the neutral guys get better infrastructure.
I... er... did that before. I saved one turn before a technology victory. Then I won. Then submitted. Then I reloaded and won via a Conquest victory. Then submitted.
Er... on hindsight this looks like bragging. Actually, I just find it sad that we have single players larger than empires. It's like Microsoft vs. Lebanon.
~30th largest empire, ~50th ranked player. Gotta love that.
If you know what we are... http://metaverse.galciv2.com/index.aspx?g=empire&id=739 What are you waiting for?
But you've gotta read the Drath Legion's description. The puppeteer behind the machinations. If that's not just about every Liao out there I don't know what is. I'd love to work on a Battletech mod for GalCiv 2, but I'm not in position to be project lead at this point. Anyone got the organization skills to head this up?
Most likely they donated a Mining Base to you, somewhere deep in their territory and easily destroyed should you turn against them or outlive your usefulness. That's what I've noticed when I receive donations.
As to #6, in the planet view you can click on the Summary or Details button (I forget which - it might be both) and in the right-side corner you should see what bonuses from Starbases apply to the planet, as well as its specific planetary bonuses.
I always play on at LEAST Tough. I'm also a little surprised by the statistic, but I'm also relatively high on the intelligence scale and I asume many of the posters on this board are as well. Strategy enthusiasts usually are. So we might be a skewed sample. If you include the general public I'm sure the success rate would be much lower.
Oddly for me it's usually the Terrans. The Altarians are pretty fierce if you let them reach late-game, and the Drengin and Yor are usually very strong also. But I usually kill off the Drengin before they become too strong or have them go to war with the Yor. Once in a while the Korx are pretty nasty too. I've never seen the other races do well.
Hey is it me or does this civ property slowly yield more tiles throughout the course of the game, even without the terrain improvements?
zerg - those bugs are odd. I think they're specific to the demo. I've never seem them in the full version.
It's just a custom society I made. It was originally in Citizen Achillus's post about "Your Custom Civ". Figured I'd throw it on this forum. Maybe eventually we can gather them altogether into a mod.
Primer: Society Phoenixus "Ours is a society born of hardship and sacrifice. Certainly, we cannot be considered a good civilization. Perhaps, some would even call us evil. Nevertheless, we have endured." - Razius Henry Huang Prepared by a. Michael Hayden, Head Historian at the Society of Phoenixian History Our history dates back to the infancy of the Terran Alliance, back before the Hyper Drive brought on the new
I'm going to repost mine in that forum. We can start a grassroots movement.
I build economy starbases. Lots of them. Every planet cluster usually is surrounded by 4 economy starbases and 1 military base. And I'll upgrade them as much as possible. Trading with freighters and utilizing trading posts is really important, because you lose a lot of money when you use lots of production-based economy bases. I also can't keep up in the tech-race until I've taken quite a bit of the galaxy, so I tend to research the dipl
Heh if I were a ship designer I'd make them all look like globes and make them modular. A single fighter might be a single 'battle' globe. A destroyer might be a network of two or three 'battle' globes and an engine globe. And a battleship might be a network of two-three destroyer networks. Then you could have battleships that look like huge atoms or buddhist sutras. <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" borde
The Terrans seem to do it all the time. Maybe try cranking up the difficulty level? I find that my being able to walk all over the enemies is largely due to being able to out-produce, out-tech, and out-maneuver them. And it's mainly the first two. The higher difficulties will allow the AI to keep up with you somewhat b/c of their economic bonuses, even if you control 30%-40% of the galaxy.
What's actually happening is that you're now paying the maintenance of the new planets, as well as not collecting as much tax from the new planets as its previous masters (b/c you kill off 90% of the populace), as well as generating more industrial output from the new planets. So it's a triple drain. Consider setting your industrial production down a bit after you've conquered the planets. You'll probably produce the same net production de