One of the most cheesy ways to exploit tech trading is as follows.. Totally ignore weapon/defense tech (just stop at space militarization which provides +10 military bonus), while working on peaceful techs. When the Ai starts getting itchy, you start preparing a military for defense. Find some Ai opponent (minor races is fine) and trade for their top or second top weapon tech, thereby saving on all the research in between. You can leap frog from nothing to Harpoons II
Richrf
but even in Chess, there's not a 100 percent chance that the computer can beat an expert human player The best an 'expert' player (if you mean USCF expert, who is way below FIDE Grandmaster), can probablly acchieve against any modern top chess engine like Rybka is probably a draw, and he will be sweating like the hell to achieve that. A win is
Developpers have difficulty with developping a good chess engine, and that's on fully dedicated machines. Sorrry that's just bull. These days anyone willing to make the slighest effort can easily create a 2300-2500ish engine running on any standard PC that will beat 99% of players. There's a reason why there are so many free chess engines runni
For example, I play chess very well (high 1600s), so I can do strategy, but this is quite a challenge for me. A 1600s isn't that good, to achieve 1600 tactics calculation is probably your strongest suite anyway. I used to be FIDE rated... 2060ish. As Tiger says the game isn't hard, once you figure out the economy aspect.
Later stages? What are you talking about? Later as opposed to NOT the beginning stages? It depends on the size of the map of course, on a tiny map with 9 opponents, you quickly run into a space constraint. On a gigantic map with one opponent, you will be developing for a long, long time. Certainly a stra
Over time the G/E will have to build 4 IM to equal 64 RP while the Neutral will have used 3 spots to produce 66RP. Er no, check your math. 4 IM = 4*200 = 800 , 3 NLC = 3*300 = 900. The correct ratio (assuming sufficient land) is 3 IM = 3*200 =600 cost to produce 16*3 =48 RP VS 2 NLC = 2*300 = 600 cost to pro
G/E civ 12 turn to reach Matrix + 8 turns to build 1 Invention Matrix Neutral 8 turns to get NLC + 12 turns to build 1 NLC Not sure how you managed to get the 12 turn to reach matrix, 8 turns to get NLC, if you are talking about the research effort needed this depends on how much research you are using and cannot be compared directl
9. The Secret police headquarters raises morale on the planet it's built on by 20%. Which is lower than the normal morale boosting improvements. There doesn't appear to be any other advantage to it, at least according to what it says in its definition. Actually go to the galciv wiki, they explain this very well, it's affects *base* morale so i
Paying 2500 or 10000 to pick an ethical alignment: you can, AND if your bc is below zero it will set it to zero. That is, if you're leaning towards good, have 11000 in the bank, and pick evil, you will have 1000 in the bank. If you are leaning towards good, have -500 in the bank, and pick evil, you will have 0 in the bank. Working as designed, I'm sure! </TA
Psio, the tech victory is not a myth. However, it does take a VERY long time to research and actually win with. A myth? Hardly. I think they are pretty easy to achieve, with Netural learning centers.. 1) Find a good colony with research bonuses due to ethnic choices + bonus tiles 2)Fill it with Netural learning centeres, a
I had a nice reply all typed up, and the forum ate i Or maybe you just didn't have any reply to my devastating arguments , and this is just an excuse. In any case you didn't engage any of my arguments except to attack the following strawman argument .<b
Well, I don't really see how Faster Than Light propulsion could help you in tactical combat They can help by allowing you to go back in time....
What I fear is longer wars of attrition. This means more planets with production and starports for human players, more emphasis on production, more peace time military production. r. Acutally all this is good..... if it happens.
It's not hard to achieve 100% approval, if you have access to morale resources. Once I got access to 2 of them on top of 1 research and 1 economic, needless to say the Genius/gifted? AI wer blown off the board.
Have to agree with Mikeswi, I too only looked at hull size normally, but looking at the cost shocked me.
It's hard to say how such a strategy would fair in MP altough it definitely works against the AI up to sucidial probably (i only tried up to machositic). One thing to note though is that Xeno ethics doesn't immediatley give you NLC, you need to have researched up to research academies and THEN you research NLC (2,000 RP). The Good/evil side, at this point has the option of Invention matrix which is (3,000 RP ). Let's compare NLC produces 22 RP cost 300 , efficenc
The problem is that certain improvements are not useful in any situation that can feasibly happen, or due to further game mechanics the benefit they produce pales in comparison to their cost. Thus they are deemed useless. Thank you I fully understand the difference between improvements that are useless in almost all situations and those that ar
I rarely get diplomacy victories, either I kill them all, or i'm a research god. Culture wins are pretty much Conquest wins where I forgot to declare war on the last opponent.
Ditto Diplomacy option, ++trade is pretty useful when you want to spend time developing rather than working on your military
If you can pull off something and afterwards say, "A good human player would never do that/ never allow that to happen" then you are probably looking at an exploitable situation. I disagree. I would replace "good human player" with "any sane human being even if he is the rankest newbie" . The main goal of the AI is to simulate a hum
Tactics that allow you to gain advantage by exploiting a loophole in the AI, will let you win. Tactics that allow you to gain advantage by exploiting a lack of understanding in some area by the human opponent, will let you win. Isn't that what 'exploiting a loophole in the AI' means? Mainly exploiting the lack of understandi
It's definitely helpful, particularly since I tend to end up with 1-2 excess colony ships anyway ,so you might as well use it for something.
I think Delta is a bit unfair. The fact that Human players know which techs are good or where to stop at, which wonders are useless and the AI doesn't, definitely IS the AI's fault! I disagree that there shouldn't be useless (or at least not so useful) techs , if all techs are equally useful (impossible anyway), then what strategy is there in deciding what to research or build? You might as well play rock, sissors, papers... There can be bad techs or at least less useful on
From where I sit, the AI seems to prioritize defending its planets surviving and gaining influence. Actually I think they are concerned more with not losing. The way they develop seems to indicate they are worried about some early attack rush hence they start wasting resources going for tech and building defenders when in all likelihood this n
Supposedly the AI can and does adjust the sliders each turn, that's one of their advantages. Not that it helps them much against us genius human players who don't do that every turn ha ha ha ha