The forth mission is Siege, rigth? The best thing here us to build up, and stike Yor and Drengin as fast as possible, before DL interferance become to great to move your troops to the front. Use your allies as buffer zone, since they will be attacked by DL most. Avoid DL, use sensor ships to see them coming and move your combat ships out of the way. After you succeed in taking out Yor, try to destroy all Military bases Drengin made on final planet to soft then up (their ships
player1_fanatic
What is minimal military tech level you need before militarizing against DL? What weapons, what hulls, what engine speed, what solidering?
Also, I think that DL campaign could be more difficult after 1.1 patch, since Industrial Sector is now 400, not 800, so I guess DL will be able to militarize faster.
Ok, I tried Achilles' Heel 3-4 times (on Painful) and can't seem to do anything. For those that beat it, what tech do you pursue first? How to you build your base? Do you try to rush to colonize some of the worlds at start? When you get militarisic? How to you deal with transports and roaming ships? Is there any full and good guide for this mission? Also, since both Siege and Achilles' Heel are really not mandatory to win (there are alternate non-DL
NO I DON'T KNOW!!! BUT MY CAPS LOCK IS STUCK TOO!!!
As for gaoing multiple techs in single turn, that has nothing with Creative, it's just that techs are so cheap you can didcover more then one with 1turn science spending.
The one thing I don't like with core designs is that if you upgrade them, while choosing to keep their jewelry, none of original functional parts is seen on the ship, since everything you see on core designs, even supposed functional parts are jewelry while functional parts are invisible. So if I make upgraded colony ship and remove old pod, when you add pod again you'll see 3 colony pods. Same for freighters of constructors. And that is the part that annoys me the mos
The thing that annoys me a lot is that there is no "run all automated orders button". I mean, since most goto orders take not "integer" number of turns turns, but between x and x+1 turns (like 5.4weeks), that means that since goto-orders are done at the end of the turn, you will effectively have unused movment points in last autopilot turn (no way to spend them since goto is done at the end of the turn). If there was a button to force goto for all units, before end of the turn, i
1 factory, rest labs. After I get final science building built (neutrality center or discovery spheres), I replace last factory with another science building. No need for entertainment centers, even if I tax high, sicne I use races with morale picks and build trade goods that increase morale.
I don't research any of terraforming techs (soil, habitat, terraform), since I go for neutral alignment which upgrades all tiles automaticly.
Civ4 still has better AI, and Firaxis team seems more experienced in killing exploits, especially diplomacy ones. Also Civ4 had almost no gameplay bugs even from release (I won't comment compatibility or graphics bugs, that's for other topic). On the other hand GalCiv2 is a fresh thing, and that's what was really needed in 4X types of games. I enjoyed them both a lot.
Ah, Torains and theier colony rushes... and poor defenses... In one of my tight cluster, large map games, I succeed only colonizing Mars, being near the corner, while by neighbour Torians took 7-8 worlds around. So anyway, after early insutrialization, I started military build-up, and to cut story short, I conquered 5 or their worlds before they built a single armed ship. But I did got Earth heavily depopulated. This was on Crippling difficulty. Nevertheless, the
Makes me wonder, would it be interesting to "bring back" STARGATES somehow into the game, for exansion. Could have some interesting backstory potential (improved stargates that are static, but much quicker then hyperdrive).
Current system rewards lots of micromanagement. Every time you discover new tech with ship component you upgrade your models, so that units with newest tech will be in production instantly. Some of designers also said that this is resuoure hog for AI too (to check and make new designs as often as possible), But, in real life there is a thing about serial models. Over a time technology of production improves. You are more familiary how things fit, and what's best
It makes me wonder... What's the point of having class 0 planets at game map at all, when they have no any function?
If you really want to disable racial abilities, there is the custom race option right Actually, custom race has its own racial abilities too. With solidering and loyalty bonuses.
On the other hand, it's kinda odd that such races could be penalized for thier abilities. For example Korx had 15% economy bonus. But if I check any of economy traits, then they get those bonuses instead for standard price, effectively losing any advantage they got from extra 15% in Economy.
For anybody interesed, starting planet class for homeworlds are like this: Thalans: 15 Iconians: 14 Altarians: 12 others: 10 Which leaves Arceans as biggest losers. No better planet, no extra racial abilties, no tech significantly better then others...
The Yor ALWAYS have a permanent weakness in diplomacy because they are robotic and hate sentient life, they will always have a modifier that can't be changed and is hard-coded. Is that detailed somewhere, or this is just hypothesis that can't be proved? I noticed tech and ethics thing, but I haven't seen it as balance element, Y
Well since DL kill one ship per shot anyway, you just need to make swarm of smaller ships without defenses. So they will take out one, but you'll take out one of thier ships too.
Interesting to note that Custom Race also has its unique abilties (so it's not so custom): Soldering 25%, Loyalty 20%, Logistics +6
By the way, I think you mixed up few things, or don't use latest patch. Here is correct list: Human: Trade +25%, Diplomacy +25%, Logistics +6 Drengin: Morale +25%, Logistics +7 Altarians: Luck 30%, Creativity 30%, Logistics +5 Acerans: Logistics +7 Torians: Morale 25%, Luck 10%, Courage 20%, Logistics +6 Yor: Loyalty 100%, Miniatuarization 25%, Logistics +6 Korx: Economics 15%, Trade 25%, Courage 10%, Logistics +6 Drath: Defense +50%, Mili
Those abilities are unique race abilities. They are on top of regular 10 points. Other non-unique abilities plus remaining points give 10. So there is no bug, just maybe some racial imbalance.
I think the biggest problem is that while unused social spending is transfered to military the opposite is never true. So if you have no Starport, none of the factories is used at full potential. But if you set military to 0% then somehow those factories do use full potential.