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Yeah they ran a fix on the scoring system. Scores become worth less as they age (down to 65%, losing 5% a month) and your total score is adjusted according to the number of games you have played. I think its total adjusted points divided by the number of games squared by.4 I.E. adjusted score/(total number of games ^.4) I'm doing the formula from memory, so I might be off a bit.

9 Replies 5,351 Views

Ah, but that would be but one of the many reasons I hated Civ 3 Really, sneaking up on your enemies and putting a knife in their back is a time honored tradition (and half the fun of a war game for me). After all, I somehow don't remember the Japanese withdrawing all their ships to home ports after declaring war on the US in WWII...To name but one example. Withdrawing all ships to home

121 Replies 28,423 Views

Being one of those Suicidal players...Let me second, third, whatever, that the single biggest AI weakness is it's inability to handle a blitzkrieg. I like the idea of having actual borders, I dislike the idea of traveling slower within someone else’s borders. Perhaps the best engines shouldn’t go so fast? Or a maximum number of engines on a hull, say four? How about all three (Borders, slower engines and a max number of engines on a ship)? Oh, and the AI needs to build faste

121 Replies 28,423 Views

For 1.2, not sure about 1.3x versions at this point. Scoring appears to be a cumulative stat. So basically you want to get your stats high as early as possible. For me, the majority of my points come from military and economy. Out of ~165K points in my last game, I think they where each about 50K points. On scoring points from the economy... 1) This seems to be based on your income, not your wealth. 2) There is a significant penalty on your income, if your ca

7 Replies 3,734 Views

You can reliably get all your weapons and defense techs through trade until you are at least halfway through the ship tech trees. At some point the trades start to become prohibitive, but by then you have usually absorbed a neighbor or two and can match the computer on research. Alternatively, you can pick your next blitzkrieg target based upon who has weapons tech that is only a couple of research levels above you.

6 Replies 4,970 Views

Speaking for my experience. In huge, everything abundant, random stars galaxy (around 280 planets), I expect there to be about two 700% manufacturing bonus tiles and two 700% research tiles. Not sure how many 300% tiles, they are more common. I would guess about one each (research and manufacturing) in twenty planets.

10 Replies 6,878 Views

If you are looking for points, always do a military victory. The type of victory condition acts as a multiplier (I don't have the numbers at hand, but I have seen them on the forums before) and military is the highest multiplier. Also, it is my understanding that you keep collecting victory points for research even after you have fully researched the tech tree. As a side note, the multiplier for difficulty level is not that great and is probably not worth it at suicidal. You will not

12 Replies 8,403 Views

It's not to late to crack the top 25. If you look, some of the people in the top ranks don't have that many games posted...

12 Replies 8,403 Views

280 is extreme…I’m reluctant to try the same settings on a Gigantic map for some reason I was pointing more to the per planet number, just to show that trade has diminishing returns the larger you get. I tend to think to is only useful on smallish maps, early phase.

24 Replies 30,886 Views

As most know, there is a huge penalty going from 80% to 81% taxes. I often tag up my tax rate to 81% to get an idea of how far "ahead" I am in terms of positive morale. The last game I saw the best number yet...66% approval at 81% taxes and 1.6 trillion people (huge map, total ~280 planets, I had most of the galaxy). What's the best you have seen?

3 Replies 3,335 Views

In my last game, my total income was ~140K, with monthly profit ~70K a turn at finish time. That's ~280 planets, no trade, huge map. Most of it is coming from taxes, so roughly 500 per planet. I tend to use heavy population growth to help jump start the economy.

24 Replies 30,886 Views

On a large map (v1.2) with nine opponents they seem to be very hit or miss. I probably only see them about a third of the time. It does still work though, just with less frequency than the earlier versions.

29 Replies 14,615 Views

Keep in mind the developers mostly tested on tiny/small maps at lower difficulty settings (fully enabled AI, no bonuses) and some things change based on difficulty and map size. The tight cluster comment is based on my personal experience, experiences may vary The reason I think the AI plays a tougher game on tight clusters has to do with the amount of space the AI has to defend. The larger

13 Replies 5,669 Views

Spin Control is under total majesty. It makes whatever is stationed on that planet look five times stronger than it really is. If you put nine ships in orbit (so you can still build stuff) this will make you look significantly stronger to the computer AI and it will leave you alone...If you want, pick an otherwise useless planet in the same star system as good planets and simply buy spin control outright. Then it's no big deal to put ten ships in orbit (now looking like fifty ships), since yo

13 Replies 5,669 Views

On trading...I used to do more of this. I have found in my last few games that I have completely skipped building trade ships altogether. I know this sounds counter intuitive, but I haven’t needed the cash and I have used the extra military production to get that first war off the ground a bit earlier and make it easier (trade ships or troop ships!). A racial population bonus, a racial economy bonus and a few basic techs puts you at cash neutral, so by the time the first war is over, I don’t

13 Replies 5,669 Views

I have done it without spin control. I didn’t even try spin control my first half dozen or so suicidal games. But spin control does make it easier. I think it is actually easier to get it with a slower speed of technology. The computer spends all it's time on weapons research and simply doesn't ever try for spin control, so it's just sitting out there waiting for you whenever you want to make the tech push to get it. In fact, I think slower tech games on suicidal are easier. I s

13 Replies 5,669 Views

Halfroot, you don't suck. You just need to know a few more tricks to the game... I decided to go ahead and write some up! https://forums.galciv2.com/?ForumID=346&AID=123094

10 Replies 24,394 Views

I’ve seen a few posts looking for help on the harder levels….So here are some things I have learned. I’m sure some will disagree with my approach and I’m sure there are multiple ways to win on suicidal, but this does work. Once you have beaten suicidal once, it gets easier to do it again and this will allow you to drop the cheese you don’t like and try other alternatives. This is designed to be a primer that gets the player who can win on crippling a suicidal victory. The following

13 Replies 5,669 Views

@jimmyb2 They are the result of Metaverse play...He's posted a game since the original post. @xpyre Setting the relationship setting is a huge advantage, otherwise you have to wait until you encounter a race to tech trade. Also, it lets you trade things you don’t want your immediate neighbors to have to the far side of the galaxy where it is no threat. @megablob I second xpyre’s earlier research comments. In addition, if you tech trade, th

17 Replies 32,105 Views

With the last recalc, it looks like Peace Phoenix formula combined with the 5% deprecation is definitely working. At least it does for my score. I think previously the NumberOfGames^.4 was being rounded down. The rounding is no longer happening. Taking a look at games played and the scores for those games, the rankings appear to be pretty clean with this setup as well. I think it’s the best set I’ve seen through the various Metaverse recalc’s anyway...

22 Replies 20,328 Views