Killzone

Killzone

Joined Member # 2433885
7 Posts 30 Replies 158 Reputation

Oh, and I found out when you get a glitched game. It seems if you load up a saved game, then CNTL-N, then the new game will be glitched.

8 Replies 8,989 Views

Well, for the time being I'll tinker with DL for a while. My rig has its hands full trying to process on a DL gigantic map (Takes 7-10 minutes to loadup a mid-late game save game)and Im in no position to upgrade. I imagine DA with more planets might be too much for it.

8 Replies 8,989 Views

Its DL v1.4. Thanks for the welcome. :) I actually played another Metaverse game under a new character the other day using a mixture of some of your strategies and mine. (Went Evil for the first time, also played v1.4 for the first time). I had a great startup but unfortunately my map ended up having only 3 Wep resources and very few high PQ planets and I didnt get any Events until after the 3rd year so I didnt get the score I was hoping for.

8 Replies 8,989 Views

The other thing to note here is that the income is glitched. Its 30% higher than it should be. I have zero clue how these glitches happen, and if you CNTL-N from a glitched map all you get are more glitched maps.

8 Replies 8,989 Views

Well, The Ultimate Start has been achieved. Only one small problem. This game was glitched and the AI fails to launch, making this incredible start...completely useless.

8 Replies 8,989 Views

It would appear that saving the game, exiting and reloading fixes the 'dead' farming tiles and the faulty pop cap.

4 Replies 10,929 Views

I just realised that this bug is the same bug as #2 in this thread:- [link="https://forums.galciv2.com/?ForumID=274&AID=122496#950960"]https://forums.galciv2.com/?ForumID=274&AID=122496#950960">Link Interestingly enough if you decommision ALL farming tiles on a colony where you have a 'dead' farming tile, the food production shows as negative, however the pop cap for the planet increases to 100b and pop still grows.

4 Replies 10,929 Views

I am aware of building alot of small hull warships helps build up your military rating and therefore decreases risk of war...but with my stategy, I dont build a single warship til the the third gaming year. Porcupine, you can make a situation of having your territory looking like swiss cheese work for you, in fact its a real easy way to pick up planets cheaply. Giving back the planets works well, but if you give them back immediately you get no diplomatic benefit. Try keep

15 Replies 10,912 Views

After you have done your initial colonising, look at your planets and establish one specifically for research. Best option is to pick the largest planet you have, although bonus tiles and research bonus obtained when first colonising should be taken into consideration (planetary bonuses can be seen under planet detail) The planet should be close to a corner of a quadrant for maximum effectiveness. Dont bother quickly developing the planet until you have your econ

8 Replies 8,406 Views

Generally, wars dont start til after the colony rush, as the AI is madly building colony ships. I dont build an any warships til my economy is rocking and my research is strong. Therefore, I have to stay out of wars til I can mass produce warships quickly. 1) Keep a close eye on the diplomacy screen, a very close eye. I dont worry too much til the colony rush is finished but then its paramount as some AI empires are itching for a fight. My goal is to keep the AI

15 Replies 10,912 Views

The AI wasnt rallying ships/fleets to the planet prior to flipping. And if you flip a number of planets you sometimes get multiple rally points. Yeah, it does make it easy to sucker punch the AI, they can have as much as half their entire offensive ships at 2-3 of my planets, and normally they dont sort into fleets very well, alot of single warships. Makes for a very easy takedown.

7 Replies 15,953 Views

Yes, these have been on my colonised worlds, hadnt noticed that happening when a planet flipped. I normally only find it when I sort the colonies by pop and find a colony not growing, and investigate. My last game I had at least 10 'dead' farming tiles on colonised worlds...seems more prevalent on bonus farm tiles.

4 Replies 10,929 Views

Sometimes when you flip an AI world due to cultural influence the AI will send ship after ship, fleet after fleet to mass alongside the flipped planet. This happens if the planet had its own ships in orbit and they get dumped into real space when the planet flips. The buildup continues for gameyears and the AI doesnt do anything with the ships/fleets if they arent involved in a war. Its like a phantom AI rally point.

7 Replies 15,953 Views

Occasionally when you build you build on a tile the improvement has no effect. This is noticeable when you build farms on farming bonus tiles. Example :- You build a farm on a farming bonus tile but the food producton is unchanged. The tile can be used for other improvements and still work, but effectively it is a 'dead' tile for farming. Not sure if anything can be done, it effects prolly less than 5% of the farming tiles.

4 Replies 10,929 Views

Yep, I play suicidal level all the time, gigantic galaxy and abundant everything. Current game, every planet apart from their homeworlds had 5B pop 4 game years into game. Nearly every planet had just a Starport, one bank/StockExchange and one research improvement...even for class 20+ planet. The class 5 planets were reasonably built with a few factories, but less than 10% of the remaining worlds had a factory on them...let alone multiple factories The AI doesnt seem to hav

22 Replies 7,745 Views

I play mainly on suicidal level and can confirm most large planets are largely empty...even before I take over their planets...this after 4-5 game years. The smaller planets seem to be more developed. The AI seems to build very very few Factory improvements, I suspect it buys most of the ships it needs. Also probably 90% of the planets have no Farm improvements and therefore pop caps out at 5k. When it does build an improvement, the AI often misuses bonus tiles building the wrong imp

11 Replies 35,402 Views

I dont know the full answer for this, but if another race builds a trade good, you can buy it and you get the bonus it provides.

6 Replies 5,403 Views

Tip: If you have alot of ships moving, zoom in your view and go to a part of the map where none of your ships are, this reduces the time for your ship movement considerably

2 Replies 10,421 Views

That PQ 47 planet i had shouldnt have increased that much...from 32 to 47...15 tiles, normally u get 6 extra tiles due to instant terraforming etc on a PQ 26 to go to PQ 32. No cheats were used nor were there any other events apart from the initial evil bonus selection when colonising. In the current game Im playing I colonised a PQ 26 planet and had a 27% PQ increase by selecting the evil option and the PQ increased to 33, it subsequently increased to 50 once I finished research Xeno

19 Replies 27,582 Views

In a previous game I colonised a PQ 26 planet, got a % increase of PQ as an evil option which I selected and it bumped up to 32 PQ. When I researched Xeno ethics, switched to Neutral alignment, it changed to PQ 47...cant for the life of me see how it increased this much. I also agree with Moiiska, pre-colony rush the AI will often colonise a PQ 8 planet prior to a PQ 26 that is 2 squares away (and well within AI ship range) and the PQ26 planet will sit invitingly open for a considera

19 Replies 27,582 Views

When I research Xeno Ethics and choose Neutral, PQ for existing planets is instantly upgraded and any other planet colonised from then on have increased PQ as soon as I colonise. However if I gain another planet from another race the PQ sometimes reports incorrectly. Sometimes there will be extra green tiles available,other times the the planet will be a number of tiles short of what is being reported (ie the game will report the planet having a PQ of 17 when only 14 total tiles are present)

1 Replies 2,656 Views

In the game setup screens if you look at each races abilities screen I find that the races have the following unallocated points:- Thalen -2 Iconians - 4 Drath - 3 Korx - 0 Yor - 3 Terrans - 3 Drengin - 1 Altarians - 5 Arceans - 1 Torians - 4 I seem to recall something in the forums regarding this along time ago. When playing does the AI randomly select other abilities for the races or are they still unallocated? If th

3 Replies 3,654 Views

Well, Ive noticed alot more standard 26 PQ planets - current game Im playing has 8 with less than half the map uncovered. The giant planets are when you get a large % upgrade on PQ when colonising one of these then when you turn neutral these upgrade to HUGE values.

19 Replies 27,582 Views