Empyrean

Empyrean

Joined Member # 2426306
4 Posts 156 Replies 181 Reputation

I've noticed the AI tends to gang up on the superpower, unless they already have good relations with them. One option could be that once you've betrayed someone, the AI doesn't trust you anymore and you incur a very large diplomatic penalty. If you're a superpower with only 25% of the map, you've probably been spending time making friends instead of killing everyone. If you build up for a long time before launching your campaign of galacti

1 Replies 3,108 Views

The AI doesn't distinguish between another AI and the player. If the Torians were getting beat down by everyone else, it would want to spite the others by surrendering to one of the two races that weren't responsible for its downfall, and you lost the coin toss. Sometimes them's the breaks.

18 Replies 18,272 Views

It turns out the same, in the end. You can put more of them on the ship, or fit extra components on to make the ship more effective. Making the weapon take less space is a "proper bonus".

12 Replies 13,598 Views

Overcrowding is probably the reason. If you build multiple farms (or even one farm on a resource bonus tile) your people can get super-pissed.

3 Replies 5,988 Views

The big advantage of attacking first turns out to be a big player advantage because the AI doesn't position its fleets to support each other very well. Low speeds make this worse. The attacker always fires first, regardless of how many engines are on each ship. Normally, the only way you'd be able to get the first strike is if you are faster than the enemy, or if they do not attack you when you move into range. Moving forward to attack ca

21 Replies 21,558 Views

There is a screen that already shows this. Click on the empire button and then select the "Colonies" tab. It will show income, morale, and production for each of your worlds. Each unit of production or research costs one BC.

4 Replies 4,078 Views

I always take +30% economy and Federalist. The 10% morale bonus is great for only one point, although I agree that +20% morale for 3 points is mediocre. The other four points usually go towards the PQ bonus and a +10% diplomacy bonus. Playing as the Yor, I never have diplomatic trouble.

33 Replies 15,104 Views

Yeah, hate the game because it's good. I'd understand if it were cheating, but this? Try turning down the difficulty, and if that isn't enough then look around for advice and strategies to try. There are a lot of them out there.

14 Replies 12,736 Views

Not that real world economics would make a great difference in the way SD will creat GC3 or some heavy duty patches for GC2 but read some material from the Austrian School of Economics. Good heavens, what a pleasant surprise: another Austrian! Wow, sometimes we find each other in the weirdest places

115 Replies 59,887 Views

Inspired by the thread on dealing with wasted social production. https://forums.galciv2.com/?ForumID=346&AID=105246 It was said that excess social production would no longer be wasted in the future, but would instead be used to increase approval. I have a suggestion (basically a rehash of what others have said first) that would complement that, allowing for greater flexibility in colony management that would simultaneously lower the amount

0 Replies 4,325 Views

Does that matter? I was under the assumption that the AI makes its decisions based upon current income, although if it factors a boom into the equation on the higher settings then this isn't a problem.

8 Replies 26,058 Views

That sort of thing happens in real life, too. And the bigger the boom, the bigger the crash. Economics is what I do in real life, so I couldn't help but make the comparison. You make a good point, though. If there were some way for the AI to take advantage of the economic boom without incurring long-term expenses that cripple it, that would be idea

8 Replies 26,058 Views

So, in the end, did anyone win the pissing match, or did everyone just get collectively covered in piss? I think I'm going to declare piss-covered victory and then go take a shower. Back on topic, I find t

126 Replies 52,439 Views

It was my understanding that if you saw a module on a ship, that meant the module was actually on the ship. I'd need to check this in-game, but I'm pretty sure that a design with two visible colony modules must actually have two colony modules. Is there some way to add equipment to the model without adding it to the design of the actual ship?

13 Replies 9,925 Views

I'm wondering if anyone has tried a more distributed approach when it comes to getting tax revenue. Usually I just made a few dedicated income planets, made up entirely of farms, economic centers, and entertainment. They pull in a lot, but the amount of tiles required just for entertainment to keep that many people happy is pretty significant. The inherent morale penalty on a very populated world is a lot to overcome. On the other hand, i

8 Replies 12,320 Views

Your constant rudenesss beggars belief. Now, I've been polite, but you obviously neither recognise it nor respect it, so let's try this a different way you uncouth, pretentious bigot. Oh, I'm so scared. Just remember that you were acting like a prick when I got here, so if you're going to start

126 Replies 52,439 Views

Is the fact that the AI developer said that they have a major diplomacy penalty not enough for you, especially since it's already been said? Do you think you know better than one of the guys that wrote the game? Was he speaking of an actual diplomacy penalty (which seems like it would be in the xml file if

126 Replies 52,439 Views

Because if all the CIV's were balanced then they would all be robots like the YOR to begin with. That just doesn't follow. There are a ton of different ways to play and win; just because races are balanced doesn't mean they all have to be the same. Again, think of Starcraft. There is variety there even t

126 Replies 52,439 Views