Rossum

Rossum

Joined Member # 2574227
1 Posts 15 Replies 66 Reputation

Personally, I like that you arn't constantly being dragged into war. I use gifts of ships (and old, old techs) to induce other civs to go to war, thus lessening chance I'll be attacked, plus generally weakening my enemies. You can also use that trick to make all of your opponents ships to go to the wrong side of their civ right before you attack.

15 Replies 6,706 Views

Another reason why small fighters dominate is because the overwhelming advantage granted to the attacker. What does it matter if you only have 6 hit points if your enemies never get to shoot you? A small ship uses much less logistics, so you can have a much larger fleet. A larger fleet means that you're more likely to have enough firepower to actually take down a capital ship in one round (before it gets to retaliate), and it has enough ships to take down a fleet before it gets a chan

23 Replies 15,322 Views

Carriers in the traditional sense simply are not needed in the galciv universe. Here are, in my opinion, a number of things that would need to be changed for carriers to make sense. 1) Logistics. That is, reloads and refueling. In this game, the logistical aspects of keeping a ship functioning are done automatically, and you can extend how far a ship can travel from a base by adding life support (or just researching the life support techs). If ships had to occasionally go to a space

16 Replies 6,602 Views

I usually can't get enough for my old ships to make up for the cost of the production points needed to build said ship. (Meaning I can get more money by just not building the ship and saving on my economic costs) However, that doesn't mean that it's not worth it to make such trades. I've found that the best way to be an arms dealer is to trade low-grade (comparitivly) combat vessels with weapons and armor leaning in a certain way (i.e. the way I'm not leaning on my most advanced weapo

12 Replies 8,906 Views

Don't forget to bribe other races into attacking each other. Bribe them with ships that use weapons that you don't, that way the whole universe starts defending against one weapon tech, and you're using a different one. Plus they can weaken each other for you.

20 Replies 11,533 Views

Smaller ships with decent speed, no defense, all offense. Large ships with good defense and moderate attack. Used for defending my planets passivly. I guild a large hull with all engines to get it to my non-factory planets and upgrade it on the spot.

6 Replies 5,839 Views

The Korx tend to not really attack in my games either. I got tired of them constantly whining about my planets being in their space, so I declared war. They had 4 stacks of 100+ ships in their space, but they never, ever moved them. I was able to build a few small ships with enough weapons to take out each ship in the stack individually, and clear most of each stack with one or two ships. Took months, but eventually the stacks were destroyed. Even with a practically defensel

5 Replies 3,997 Views

Well, if a file is activly being access when you power down, there is a very, very small chance of that file becoming corrupted. Other than that, there's really not anything that I know of that's particularly bad if you power down manually (or the storm does it for you).

9 Replies 6,227 Views

In addition to grabing economic techs, grab trade, too. Opposing civs are very reluctant to attack me if I have a few trade routes with them. I send freighters to my nearest neighbors first, then to farther ones as I get starbases in place to reach them. Also, don't hesitate to wine and dine minor races. Giving them techs means nothing, because they never attack, but they seem to send more freighters to me than others when I'm the only one they're 'friendly' or 'close' with. Not onl

11 Replies 13,298 Views

I mostly like forming a federation of minors because if they're close or friendly with me (much less Allies), they tend to send their trade ships to my empire. I then give them trading techs, and often time, the starbases and freighters needed to maintain trade routes to my more economically prosperous systems. One time I had the Yor as a major race, and the Dark Yor as a minor. Just for fun, I used diplomacy and conquest to take all of the Yor's empire, and give it over to the Dark Y

6 Replies 5,100 Views

The ability to TYPE A NUMBER! That is, to type the number that I want to use, and not be forced to use the sliders. This is especially a problem when you want to buy something off another civ and you have a rather absurd amount in your treasury, and each mouse-drag slider tick is thousands of BC. Enhanced Starbase functionality. For example, constructors could, instead of adding a module, repair damage or increase hit points. Multiple construction modules would allow construction of

24 Replies 16,850 Views

I see that no one at all mentioned the worthless Galactic Guide Book. By the time I would be able to afford to build this anomalies are loooong gone. Anyboby know a more worthless wonder? The Galactic Guide Book would be great, if it actually did what it says it does -- that is, allow any ship to survey. No survey module needed. Plus, as was sa

57 Replies 27,506 Views

You still have to tell the game what you want in which tiles, the auto-upgrade thing automatically upgrades a given improvement to the next one. I.E. a factory will get upgraded to an enhanced factory when you research the right techs. Depending on the PQ, I have at least 7 factories (to allow the auto-upgrades to not take forever), and alternate between population (farm + morale booster), research or economy, depending on what special tiles the planet has. The biggest thing that I us

5 Replies 139,639 Views

I saw that zero turns build thing. The UI just never updated the time to complete. If the old design took 10 turns to make, and the new design takes 13 turns to complete, it'll be sitting on 'zero' for 3 turns, and then the ship will be finished. When it starts building the new ship, the UI will get the correct time to complete. The UI feature I would like to see is this: When you have the tile improvement techs, the improvable tiles should be the LAST ones to be selected. As it st

6 Replies 4,092 Views

Personally, I think that a great way to make starbases matter would be to allow starbases to make potshots at any ships within their sphere of influence. The ships wouldn't actually be able to fight back unless they were adjacent to the starbase.

14 Replies 21,087 Views

Is it possible to add a ship module (like the trade or constructor module) which could be added to ships to increase the amount of logistics you have to play with to create a fleet? If that can be done, it would be a great way of allowing for flagships, which have most of their space taken up with the logistics module, allowing it to 'lead' a fleet that's larger than you could otherwise make.

8 Replies 9,208 Views