- It's still not capable of decent techtrading. Forcing you to play without techtrading enabled, which imo doesn't leave much left of the diplomacy part in this game. I try not to exploit it too much. Particularly when I have a load of diplomacy and they don't/ <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class
Richrf
I don't use life support except at the beginning for some colony ships. But I play on medium maps, which strangely doesn't seem popular?? I also don't research defensive techs. Superior speed, sensor and overwhelming first strike is my basic strategy. I also value logistic techs a lot, so I can bunch up enough ships for sufficient attack in the first shot.
Richrf - you've got the right approach with two engines whenever possible, near the latter stages of the game when miniturisation is almost at max 3 hyperwarp engines can speed up the mopping up for a conquest victory. the AI transports might be heading to a rally point, that might explain the unescorted status, maybe. u playing 1.1 yet??
examples. as i understand it, 'deeper knowledge' is meant to be something akin to spiritual knowledge or wisdom. why not have this tech have a morale and diplomacy bonus? near omniscience being almost the ability to see the future might give a ship defense bonus. you could use this as a pretext for boosting the AI's interest in these techs, on the one hand, and also keep t
Guys please share your ideas on ship design. Please state difficulty level , ideally Tough and up. For general use combat vessels my own prefered design is to put in at least 2 warp engines drives so to get a speed of 7 (including the +1 speed from researching warp engines). This together with eyes of the universe or a good sensor boat, allows my ships to dance around the AI's much slower ships. I notice that in some games, the AI will escout the transport shi
Yes. irriating like heck.
A +30% on soldiering can be a lot of fun on smaller maps. Go conquesting early with tir-quan training and you'll slice and dice right through them picking up techs all the way. True. But you also need some form of research bonus because troop transport cost quite a bomb to research... Kind of like how the dregin are set up actually..
Yea, no kidding i didnt imply they sped up population growth only that they increased the population cap and some players dont know how to manage morale as larger population sizes have a increasingly large negative effect to moral to simulate overcrowding (i believe its capped at 25bil). [/Quote] Okay. The main problem is homeworlds, where you load them up with
It goes without saying you want Star Federation and other government techs too. When i hit the first government tech, my money woes are usually over.... And when i read the highest level with 75% economy/research/production, dough comes in like crazy
Military Might: (A+D+H/2)*sqrt(spd) So speed 0 = No effect? I agree It makes sense for general military might to exclude speed 0 ships used for defending only, it's damn misleading to the AI since he declares war on me, when his military is 95% a ton of 0 speed defender ships lol. Also, right now because speed is
Selous, yeah basically what I thought though I didn't do the math. Is there any rules of the thumb though on what to do to avoid such effects? What is the worse case scenario in terms of mininturaization causing the size of the component to be worse? Increasing by 1, isn't too bad, considering that i usually have slack space anyway in most designs, though it seems strange that tech designed to make things smaller, does the opposite. Seems to me that this counter miniturizin
You cant have a decent economy without people, those that dislike farms for allowing the rabits ot breed so fast probably dont know how to effectively keep morale up alongside population growth. You cant like stock markets and say you dislike farms, the two go hand in hand. . You need at least ONE farm, but the key point to note is that farms *
I would rather they watch the position of their ships before declaring war. Sometimes, they declare war, then take a lot of turns before you even start seeing anything remotely aggressive. I presume it's because they have slow slow ships, it takes ages before the aggression begins.
I think I've seen other requests that SD make the AI something that can be modded but honestly don't think I've seen an official reply about that. If they hadn't planned on making that sort of option available I doubt they would rewrite the entire AI structure just for this sort of thing. I recall reading that their first response was t
It's a bit complex, and the name is 'misleading' but the net effect is that you can in-fact add more components to all of your ships. The maximum space on the hulls will increase, but you will note that many times the components get somewhat larger as well. Why they chose to do it this way, I can't say. Maybe it is more convenient from a programming perspective. </TD
Well, I am finding that what their defenses are is not that important if you shoot first and have more points of fire power than they have of firepower and defense. If you don't have the numbers you better go back to the drawing board. Indeed, that seems the easiest way to beat the AI. <TABLE cellpadding=8 width="95%" align=center bg
n the full 1.1, the Torians are a pain at larger maps. The AI depends on big maps, because then optimising numbers (an AI's biggest natural advantage) comes into play. If you're playing small maps, you're effectively weaking the AI. My understanding was that most of the AI played best on medium maps because it is tweaked playing on ithose
Also Influence Victory is a way to win the game. I've yet to see the computer AI try this strategy though. And if you want to do this strategy it's probably better to focus on influence increasing techs, resturant of eternity etc etc and selectively build cultural improvements. I don't see that many cases of AI going crazy with em
I always play neutral (though select evil choices) even without using neutral learning centers.
But...one has to ask... "while the AI planets have tons of basically useless structures, where the hell do all those ships, research and military standing come from?" I suspect we are being cheated. In one masochist level game (1.1)at the end the drengies had a -500cr per turn credit balance and were "healthy" expanding empire. Er..
Agreed. way too weak
Honestly doesnt really matter what difficulty you play at...Even at Painful or harder the AI still declares wars and then does nothing for 20+ turns. For me it's like 4-5 weeks. But much of it is because their ships are so damn slow, you dont notice the 'attack' until much later.... <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gi
Yes this threw me off the first time, when i played. It seems the game rewards people who have balanced research into factory/research/economy improvements. Yet another feature of galciv that is somewhat unintuitive that makes it difficult for the human player, the first time around.
I'm not sure if a planet defender with zero mobility is such a good strategy. Seems to me it is better for each star system to build mobile ship with good sensors to intercept all comers. But it seems the AI doesn't like to use fast ships. My ships are all speed 7 = 2 warp engines, and I have no problem intercepting and getting the first strike in all the battles.
I notice many of these worlds (when eventually conquered conventionally) are FULL of embassies and the like. The AI seems to realise that they're at risk. True, and sometimes it builds influence starbases to counter the effect, but the pirate symbol means that even with such efforts it is still in danger. Personally, I find it take