[quote who="Drakcooper" reply="7" id="1952383"]oh and make some more survey ships . By now most of the Ai's are destroyed and you have free reign since they dont seem to rebuild em..just give them the survey module,engines,life support as much as possible[/quote] On the map size I'm on now everything was uncovered pretty quickly. At what map sizes does it make sense to build more survey ships?
legacyprogrammer
[quote who="Mumblefratz" reply="5" id="1952185"]Also like someone pointed out trade those techs for something valuable *before* the AI researches them itself.[/quote] Great point, I'll spend some of my downtime going over the AIs research from now on and take advantage of this.
I find that during certain periods of the game it seems like there isn't much to do except hit 'next turn'. I may hit 'next turn' 5+ times in a row without actually really looking at anything in detail because ships are enroute to rally points, buildings are in queue, technology is being researched, etc. I'll look at the AI info from time to time during these periods, but should I actually be doing more micro-managing or is this normal for the game? For example, should I t
I must be in the Nirvana Galaxy, every race has favorable relations with the other except the Korx. I've been trying to get a war started between two races, but when I select 'attack' in the diplomacy screen the only race they're willing to attack is the Korx. Is there some way to impact the relationship between two other civs to get them to start disliking each other?
It seems the AI puts a premium on certain techs. I had the same thing happen when trying to trade for Planetary Invasion with a 'friendly' civ. I guess that shouldn't be a surprise since no civ wants that tech used against them, but I was able to research it in about 5 turns anyway. I didn't really expect the other civ to make a reasonable trade, but it was interesting how much they wanted me to give up.
[quote] It depends on how many planets total there are. If there are an average of, say, 5 planets per civ, you aren't going to be at too much of a disadvantage. If they had an average of 10+, you are definitely looking bad, but still not impossible. Especially since they are on regular AI, they won't handle their planets very well; proper development of your own could put you past them. [/
[quote] I've seen a lot of posts about buying and not buying colonizers. What i do isn't really mentioned, so ill tate it, after buying th first one i lt eachone get about half built and thn buy it. I find this to be a good balance between using credits and saving time. [/quote] Good idea, I don't want to burn my $$$, but I don't want to end up an easy target because I wasn't taking enough early action.
[quote] indeed it is, buying is only for impatient people with lots of credits! A good invasion strategy can easely level the playing field. Pick on a weak target, destroy the orbiting fleet and take the planet. With a bit of luck you'll also get a free tech out of the deal. [/quote] T
[quote] It depends on how many planets total there are. If there are an average of, say, 5 planets per civ, you aren't going to be at too much of a disadvantage. If they had an average of 10+, you are definitely looking bad, but still not impossible. Especially since they are on regular AI, they won't handle their planets very well; proper development of your own could put you past them. [/quote] Another good point. There aren't a heck of a lot of planet
[quote] Buy a couple of factories, and increase spending ratio to military production. Also decrease tax rate until morale is 100% (double population growth) so you get a larger taxable population quicker. Buying stuff is a lot more expensive than building things normally, and is ussaully a wasteful tactic until you are making lots of money. It doesn't matter who gets the most planets. It matters who is first able to make the first strike, and finish it ofcourse. Having too man
Just fired up a new game (regular difficulty) with 5 other cultures. I got stuck at the bottom middle of the map. I was able to grab three decent planets, but my opponents really outdid me and claimed everything else in range. I'm now ranked 4th of 6, and have little territory. Should I restart? Can I still manage a victory? My best planet is Earth; nothing else is better than class 8. Should I have burned my starting funds to build colony ships right off the bat i
The Mind Control Center doesn't work as the description says Is that confirmed? I hadn't looked at the planet detail to see if economy had changed since I assumed it wouldn't have. Ugh...
I'll try that munrock, thanks. I'm playing at a level where it only aggrevates the foreign leader but they haven't retaliated. A bit too easy, gonna have to bump the difficulty next time. I wonder what's the highest influence ratio anyone's been able to get without having a planet flip? Regards, LP
Since there is less "influence friction" in those empty areas, those areas tend to expand more quickly then where your influence is bumping up against a rival. True in many cases, though in some games with a lot of space between solar systems or where the planets in a system are all uninhabitable there may not be an effective way to expand y
Don't worry about influence bases where there is nothing to influence. Empty space is a waste of time and resources. I have to disagree here. You gain income from tourism based on the amount of space you own. This also gives you influence points in the Galactic Council meetings. If you play as evil, then you get all those wonderful st
that will delay any flippage as well Reaver, I think you just invented a new term, lol. I'm going to get back to my game tonight and confirm that I have the Mind Control Center just to make sure I'm not speaking out of turn. In any case, I'm bathing this planet in influence from two almost adjacent influence starbases with over 100% bonu
Nope, it was a major race (those E.T. looking guys).
Thanks for the clarification. I thought at one time that the system worked as you noted, but I had a foreign planet at over 6 for many many turns and nothing ever happened. I think I had the evil structure 'Mind Control Center' that's supposed to make planets close to revolt flip nearly instantly...
The Galwiki has the following info in regards to planet influence: On the galaxy main map, selecting a planet will reveal that planet's influence level (shown as IP points). In parentheses next to your IP level is the relative foreign influence calculation. If that number is greater than 4 , your planet may culturally revolt. If your espionage level is high enough, you can see whether or not another civilization's planet is close to defection. Shouldn't the, "If that num
v1.20.035 PlanetImprovements.xml (Tuesday, June 13, 2006, 2:31:40 PM) Gotta love XML. Thanks for dropping that in. So, retiring factories isn't really feasible until Manufacturing Center, and even then you're not getting a 2:1 improvement over Basic Factory.
Great info Reaver, thanks! I'd made the mistake when first starting of dropping farms on those bonus food regions, only to drive my planet's morale and subsequent taxes right down the toilet. I like the idea of temporarily putting down some sort of production on bonus food regions until later in the game when you've got sufficient morale bonuses working. I was putting a starport on most all planets of size 4 or greater to at least generate some ships over time, but I see that I could
Thanks for the insight oldschool. I especially like the idea of building 'specials' on smaller planets in order to maximize production on the larger planets. My point about upgrading was more of a question of whether it's worthwhile to remove a couple factories and use the tiles for something else once you have factory enhancements. My assumption being that two enhanced factories can work as well as four basic factories, so you keep about the same production while freeing up a couple
Hi all, Been loving GalCiv! I've come over from the Civ world which I've played since Civ I, and as of CIV III and CIV IV I've felt the gameplay had been getting a bit stale. GalCiv offers a whole new 'universe' of opportunities. One of the biggest hurdles to overcome is how to manage the limited useful tiles on each planet. This doesn't occur in CIV since you can just build whatever improvements you like. How do you upgrade your planets over time? Say planet 'A' h
I know you can't initially, but after you discover terraforming and other terrain improvements can you settle planets that are usually class 0 and scratch out a living on a couple terraformed tiles?
Well, I don't know what CTRL+F5 actually changes, but the forums look great now! Before I did that, it looked like a running list of poster names and topics. I have a screen shot but I can't seem to get it to post...