Iztok, great to be playing with you! You beat me to the punch though. Seeing as avg submission time IRL is taken into account I just decided to go for the fastest victory possible. I still don't have the password for my team's g-core forum. Anyway, here is my official submission. Be sure to drop me a line when the next one starts! [img]http://i110.photobucket.com/albums/n104/cjmosbo/MVL6.jpg[/img] ~ Wyndstar
Wyndstar
My only question I suppose after reading is does my team want me to go for a fast win or a high scoring win? And I'll be playing with the character "Random" - just added to my same profile. ~ Wyndstar
Wait wait wait... military conquest? On a tiny galaxy?? OH, oh, can I play too? Where do I sign up? You can always PM me the details I suppose if this is the wrong forum. ~ Wyndstar
[quote]These were neglected because Wyndstar didn't want to consider having to do different things on different planets based on bonus tiles.[/quote] Very true. I'm lazy. I like to cookie cutter solutions so that I can focus my attentions elsewhere. Any advice I ever give is a rough outline, and often represents my preferences based on my playstyle. Could I make slightly more money by developing PQ14+ planets with proper bonus tiles differently? I don't for a second doubt M
[quote]Evidently, you're not familiar with the Hyperion Dreadnaught design.[/quote] Aw, shucks. The Hyperion Dreadnaught is my design. While I posted a screenshot of it well over a year ago in arguing that ship defense was too weak (later fixed, thanks stardock)... it appears the image is now gone. The Hyperion Dreadnaught is just a huge hull packed with doom rays for an attack (depending on military bonus/resources) of between 600 and 1000 per ship, for fleet attack values o
[quote]Tech trading itself has needed a fix forever but they'll never do it :/[/quote] But you can turn it off if you really don't like it. There was a time when tech trading was altered and it was vogue to say that the game was much harder because the AIs trade with each other under slightly different rules using a "group think" advantage to way out research the player. These supposedly super hard rules are still in the game, and no one is complaining now. The player
[quote]While true, I would have said flexibility[/quote] You make fair points. And I'm being oversimplistic. Ships repair differently from starbases, use slightly different combat rules as regards multiple weapon types (minor advantage starbase), it is more expensive to upgrade the weapons on a ship than a starbase and typically more time consuming, starbases can't benefit from the effects of other nearby starbases, and fully loaded a huge hull ship is much more expensive than that st
[quote]The differnce in starting income is like less tha 100bc with federalists[/quote] Well, federalists doesn't give you starting cash. Yes, 0 is less than 100. On the other hand, Federalists will effect how much money you make. You make 20% more from taxes, which will matter more the higher tax rate you support. [quote]Has the Economic system been tweaked to be more brutal? It feels more brutal and I actually like it.[/quote] The Economy has been tweaked to be le
[quote]What the hell's the difference between parking a battleship on them, and giving them battleship-like weaponry and defense[/quote] Upkeep. ~ Wyndstar
[quote]if you did that there'd be no point in taking Creativity, and just dump the point into +research as it'd likely work better overall.[/quote] That's the way its been for GalCiv II since it was released. ~ Wyndstar
Here here. I too want slower research speeds. ~ Wyndstar
Oh, it's better than playing a spreadsheet. You can't WIN a spreadsheet! :HOT: ~ Wyndstar
Alright, having finished now my third game with the TA Altarians I thought I would give a little feedback and report some of the oddities I found: - Stellar Cartography NOT in starting tech? Thought it was only the primitive humans that grew up in the dark. Bug or by design? - Enhanced Defenses - says TODO under the description, and for the life of me I didn't see that this tech did anything if researched. I assume this is just under construction with more to come.
[quote]That's only 42 turns to pay for itself, or less than a year. Did I miss something important there?[/quote] Well, it depends on the accuracy of all the numbers of course. I rarely have a route that I put no resources towards defending. The bigger problem for me is a rarely have a route stay up that long. I'm pretty aggressive in my games, and pretty much like the universe conquered in 75 turns or so. Assuming you are never attacked, never declare war o
Good job Hydro. I have always loved your AARs. In fact, you inspired me to do my first one. Keep up the good work! ~ Wyndstar
[quote]The question is, are these the crippled Thalans we're going to see in the final release, or are they going to get more work.[/quote] To be honest I don't know. I think only Brad/Frogboy ultimately knows. But I figure since its in beta, the best way to improve the chance that this isn't the final Thalan product is to let Stardock know now by giving them feedback. I mean, thats what a beta is for. If you think there are problems in a beta and you don't say anything, the
Well, for a general question I can only give a general answer ;) Seriously though, below is a guide I posted a long time ago to help a new player that was having problems. Hopefully reading through this (only slightly outdated) list of starting strategy will help you some. It isn't going to jump you to suicidal, and some of the advice is for a medium galaxy... but it should point you in the right direction. Enjoy. ~ Wyndstar Well, the trick really is to ba
Well, congrats on a little luck to start the game. With luck any race can be put in a much better situation. Still, the Thalans should not have to count on luck (precursor tile), the creativity ability (optional), or tech trading (which can be turned off) to give them even a fighting chance. IMO they should be able to slug it out toe to toe with the other major races. ~ Wyndstar
Also, starbases don't effect ships while they are in orbit of a planet. +% trade that covers your planets has no effect. The trade module only effects ships in space with trade modules while they are in the influence zone of the starbase. Also, if you haven't tested, ships in orbit around a planet do not benefit from any military starbases that boost ships even if the planet is in the AOE of the starbase. The only exception to this is influence starbases. ~ Wyndstar
Or, OK - if you are building constructors for 159 instead of 176... it will still take you at least 3 years to recoup the cost of adding a trade module to a starbase. And on average, much much longer to recoup that cost. ~ Wyndstar
[quote]it appears that an econ starbase with trade modules and trade is worth it.[/quote] Worth it eventually. +10% to your freighter income of 6 only while that freighter is in the influence of the starbase (6+.6 = 6.6, truncated to 6). Even if it was rounded up to 7 (which it wasn't the last time I tested) you are gaining at most 1 bc per turn your freighter is in the influence of the starbase. But the constructor to BUILD the module on the starbase cost at LEAST 176, and c
[quote]My only issue with your intitial idea for the hyperion matrix is that it would be a huge boost early (rush buy two on your home planet and even without focus you could out produce and out research anybody else in the first 10 turns and be well on your way to a decisive advantage before your starting money and anomoly cash runs out.[/quote] A fair point. I propose two different solutions. First, you could limit Hyperion Matrix like an orbital fleet manager... only one pe
And just for clarity, my AAR was done to be fast, but this Thalan weakness isn't limited to tiny maps. I initially set up the one on one in a medium map. I easily won twice in under a year. Then I tried a large map, and won on the 51st turn (barely after the first year). I started to realize I needed a good way to show this, and I thought a tiny map would illustrate without taking me too long to do. Plus, in theory anyway, the tiny map is the best arena for the Thalans with their few but po
[quote]Nicely argued Wyndstar.[/quote] Thank you. [quote]and most of us would agree that it is decided in the first few turns on larger maps[/quote] Yes. In my experience at least every map size up to and including large the first year is the most important. [quote]However, I think that your idea for the hyperion matrix is potentially overpowering early. Please realize that the value of a structure is not only determined by it's output relative to cost and maintenance,
[quote]6/6/1 would be IMO more appropriate[/quote] Yes, that is more workable. The Thalans don't come with anything that is so fined tuned right now though. Their buildings either produce 16/16 or 12 research or 12 industry. They have nothing lower than a 12 in production... That does make for interesting game design. I wouldn't mind more control with lower output buildings. I was just trying to stick with what I felt was the original theme of the new Thalans. Jus