ai has efficiency, you have adaptability. You must be joking. The AI sucks at efficiency...
Richrf
One thing I noticed while spying is that the AI never uses "focus" , so the social production for most colonies is so low it ends up taking >20 turns to finish even one plantery improvement. I on the other hand, tends to use focus (on social) a lot, so my stuff gets built fairly quickly (less than 10 turns typically for each improvement), still I suppose it might be more efficient just to increase the overall social spending...
Sounds like a special event. Also, your ally will get nervous or angry if you build a military or influence starbase near/in their territory, although I haven't yet had them attack me for that. I've never seen that happen, I build influence starbases like crazy and culture flipped almost all of their empire, with no problems at all.
I notice the Arceans occasionally do well, but it's hard to say because AI players sometimes have a good start. One time I saw the Arceans start with a 700% research bonus tile, a 100% research and a 300% production bonus tile! The Torians also do well, particularly when they have access to a lot of colonies, and grow quickly with aprohadic. In my games they seem to be the most aggressive in expansion with tons of influence thanks to population growth. The Drengin occasiona
I find Huge maps a lot easier than medium maps, because you have more time and space to develop. Particularly if clusters are set to tight. 9 opponents with medium maps everything abundance is the way it is supposed to be played i think. I almost always play like that.
For a more reasonable challenge play 9 races, tough-painful, medium map, loose clusters and win 100% regardless of start using any standard race, I expect that is the minium competency level. Most of us can also sometimes beat maschonistic (without reloading inital position) and the best of us can beat suicidial...
Acension could also be accompanied by the need to build some kind of super structure then you pull the switch....., before a tech victory is accomplished. Kind of like the original civ, you need to build something and not just research... Gives opponents one last chance to capture the colony building the "acendsion device".....
It is even worse. Once allied the computer never seems to break the alliance even if you get xeno ethics and switch to the opposite alignment or culture flip every single one of their world Yes, the computer allies are so loyal I feel damn bad when I turn on them. Heck, most of the time these days I just win an alliance victory just cos I feel
It is my impression that once the pirate symbol shows it is pointless to put in more influence , is that correct?
masochistic is when it gets 'tough'.
The computer players employ a whole set of different general strategies to win. Imagine, if you will, a typical multiplayer game. There are lots of different strategies that players will employ to try to win. The choices we'll give to players will let them pick from a number of different strategies, or a randomized strategy. This one sounds ver
I start the game queue to build 6 factories on my home world, a farm and the rest market centres. Then I put tax rate on 49% and production rate to 100%. I set my survey ship to auto-survey and send my colony ship to Mars. On Mars I queue to build 3 market centres. Why Mars? I'm sure there are bigger and better quality planets or are you one of thos
Have to agree with everyone. Tough isn't very tough, it's a matter of focusing on production and research (ignore everything weapon related after space militarization -10% military production) and knowing how to keep the AI off your backs while you do it. When they become anty, work on dipolamcy, trading , build a spin center on your best industry world. Trade for a good weapon (typically stinger or harpoon) with either a minor race hence saving research effort on space weapon and pre
prolet You make good points, and I agree. But It's one of the quirks of the Galciv that make the game seem 'hard' at first for people who are used to other 4x space games where newer tech is always better (for production/research related improvements anyway).
Because the loser dies? Actually it does seems like the game requires that one fleet be victorious for some reason rather than show a result where both sides destory each other. I suspect the combat system *demands* a surivivor and winner , so when they changed the system to allow simultaneous and opened the possibility but both side destorying each
Hmm I think this should fix the problem in almost all cases.
The problem (as others have stated) is with decimal rounding and the size mod which adds a percentage of hull size to component size. - when you research a level of miniaturization, certain compnents will jump up a size when placed in a certain hull, instead of a smooth increace. So combinations of components many of which have just 'jumped' after a given miniaturization t
It would work better, because the problem does not show up until around the 100% mark and clears up around the 400% mark, to leave the early min techs where they are and increase the last two to 400% and 500%. As far as I can tell the problem isn't confined to any particular miniturization setting and/or hull size. It's more a matter of luck
Looks to me the decimal rounding is the problem then. As far as I can tell it just truncates and takes the integer value so if the calculations show a component size of 6.8 or 6.4 it is taken as 6. Like in your example above for hyperspace warp engines, Advanced mini on small ship = 5+ 0.05*36 = 6.8 . The game takes this size as 6. Expert mini on small ship = 5+0.05*40 = 7.0 . The game takes this size as 7. The scaling of component with ship size isn't technically a problem causing
When we did the ship design features in Galactic Civilizations II, we had no idea how popular they'd become. I don't think anybody did. LOL. This is the funnest comment I have read. Come on, I know Yes, I know the original Galciv back on OS/2 did not have these features and pride deamnds that you keep saying Galciv2 is not Moo. But stop being so focu
You forgot the Foundation novels: Forward the Foundation, Second Foundation, and Foundation and Earth Let me add one more both of you missed. Prelude to Foundation. And of course there are the Foundation novels and short stories written by other authors, noticable Foundation's Fear, Foundation and chaos, Foundation Triumph.
Good points Holocat. Still I like the concept in AOW2 where you had "domains" in which you could cast spells to effect units though. Making the Wizard King unit and actual unit, was an interesting idea, mooted by some fans of MoM, but the AOW 2 execution didn't really pull it off I think. Dominions succeeded though. You could have combat oriented Avatars that were weaker in the spell casting aspect, but powerful fighters, or bookish avatars good in magic but
I agree.. it's incredably frustrating to watch the newer Star Trek series and see a new major race with rediculously minor differenced from human appearence... Star trek came up with a reason though why humanoid races are so common though....
Modding is king right?
Empty tiles should be filled first, before any building upgrades, and before any tile upgrades. Suggestion: Sort the build queue into three levels of priority: Empty tiles Upgrading buildings Upgrading tiles Yes.