Reddington

Reddington

Joined Member # 2569462
3 Posts 7 Replies 140 Reputation
Reply to Avoiding war in Strategies

Focusing on Trade and Diplomacy research can really help keep you out of an unwanted war. Trading with the AI Civs will give you a good boost to your relations with them, and a sizeable bonus to your income. With 10 trade routes I can have my production slider at 100% and still rake in 1000+ bc every turn. I then use all my excess money to trade for military/ship techs and bribe the AI to go to war. I'm currently playing a game in which I have done NO military research of my o

5 Replies 5,420 Views

While playing a game on a gigantic map with 6 other races I researched Xeno Ethics and alot of the other races' attitudes toward me changed in weird ways. Before I researched Xeno Ethics the Thalan Empire was friendly toward me, which was great because they are the superpower in the game so far. After I got Xeno Ethics though their stance toward me changed from friendly to Neutral. The game shows the factors as: --Military Strength ++Trading +Eth

2 Replies 4,405 Views

When I'm looking over the research tree I noticed that Xeno Economics is missing the Economic Capital under "New Improvements". My tech screen for Xeno Economics shows: New Abilities: Economics: +10 NEW IMPROVEMENTS: Adv. Market Center FUTURE TECHS: Xeno Trade Centers

2 Replies 2,895 Views

This thread is for the discussion of Carriers/Orbital Bombardment. Galactic Civilizations II does not have the concept of carrriers (units that carry other units). There are no plans to add this into the game because Stardock does not feel it adds anything to the game other than additional complexity. Orbital bombardment as a general feature has not been added explicitly because of the way it affects end-game gameplay in other games -- play

4 Replies 4,127 Views

Compared to custom made ships the standard designs are pretty bad. When i make warships I first find out what techs my opponent(s) have so I can load my ships accordingly. If they have lots of shield techs and mass driver techs then I build my ships with Misslies/Mass Drivers and Armor. A good custom ship can decimate a fleet of standard ships.

3 Replies 1,974 Views

They look like they might be ship types that were never put into the game. The bombard and Dock Ships ability sounds like they may refer to the ability to bombard planets from space and act as a carrier but Stardock has posted that neither of these types of ships will be put in game due to issues such as players bombing every enemy planet late in the game and cariers adding little more than additional complexity to the game.

4 Replies 4,127 Views

Not really sure exactly how starbases deal with influence but when I built an influence starbase in a solarsystem with 2 friendly planets and surrounded on 3 sides by enemy solar systems it seemed to increase my boarder after a while. This was played on normal difficulty and I put a few additional influence boosting pieces on the starbase. Not very effective in the end though.

4 Replies 3,246 Views

I've only played with Technology set on medium but I think setting tech to slow just means everyone has to produce more beakers to "learn" each tech so that shouldn't give the AI any advantage. One good way I use to get techs is to relatively ignore the research branch of the tech tree early on and instead go for the diplomacy and economy techs. Then, with a strong economy and great diplomacy bonuses I can get the AI to trade techs with me pretty cheaply. Also, creating trade routes wit

5 Replies 3,371 Views

I downloaded the demo yesterday and played through it some. At the end of the game I looked over all the scores screens to see how I'd done. One screen has me very confused. It shows the following scores with the highest scores noted with a *. Race - Society - Technology - Economy - Military - Overall My Race - 828* - 135* - 462* - 0 - 356 Comp 1 - 723 - 78 - 312 - 0 - 1113 Comp 2 - 682 - 82 - 308

3 Replies 3,230 Views