Oh, I'm currently playing a game with one +700 and one +100% production tile. Took it of the Altarians. It's high quality too, so I've turned it into Wonderland...
thebutterfly
drool
And I spent most of my treasury on these fighter ships I was building only to have to 'upgrade' all of them as new technologies were coming out (and before I knew it, I lost just about ALL of my treasury). I'm also wondering if there's a simple way to simply "upgrade Defender MK1 - Defender MK2" across the board for every single model of that name... VS. having to click e a c h ship one by one and do the 'upgrade'..?... Get weapons that are not coun
I would add: if you develop a weapon, be ready/willing to use it. In the real world this relates to the whole cold war arms race, with both the US and USSR piling up nuclear weapons they will never put to use. In GalCiv II this would mean for example: if you build a powerful fleet, it should be either to use it right away, or to use it as a deterrent against the AI. Otherwise it's just eating your tax money. <IMG
Well - once you've familiarised yourself with this game you will notice that it makes sense that higher techs become more expensive. Technology is not rated in weeks but in research points - a number of shields you have to generate in order to be able to learn the new tech. That is why Space militarization becomes easier to research if you have more colonies and more science buildings (why else should one bother to build them). If rushing through a tech tree was not penalized, well then I'd
I am almost sure I've fond a minor bug in the new 1.7 (or has it always been there?). Anyway, if I open the diplomacy overview window (the one that tells me how much the aliens like me) - I see aliens I haven't met yet. I can talk to them and I can trade with them (which is a HUGE advantage). A few turns later, I meet them and they are sooo surprised to see me: Even if we made a research treaty earlier!
Lieber Marcus, die Dateien werden unter eigene Dateien\my games\galciv2 gespeichert.
If you really manage to do this and keep the AI clever and the game balanced than you deserve all the praise that can be given.
Thank you very much for the numbers varis. Put them in Wikipedia. I've always wanted to know this! I still wonder though: - How about the restaurant? Does it add to Starbase IP? - How about races with built in influence? - And what's the role of loyalty? Do the Yor simply require another 100 IP before they start thinking about flipping? Or another 400 IP? My guess is that the IP in excess of 400 more are used for some kind of chance (something like +1% fl
Same problem for me (DL1.5)
I successfully posted a 1.7 game, but the Metaverse lists it as 1.61. However I did the upgrade after I started the map. Can you post the details, too (or better: do a screenshot andf cut it nicely). Is it that scary 25K game?
Noctilucus Wow it would be cool to have another insect join the league - especially a shining beatle! And I can tell you from experience: they don't crush insects - no matter how we score!
So it is possible! Marshall ONeil has just shown it. I think winning a political victory on a smaller map, especially with very few opponents is a really difficult thing to do. You are normally all neighbors so you get close borders and influence that worries the AI. It is certainly more difficult than just killing everyone.
The moving the side stops if you open a full screen window (like shipyard) and close it again (that works for me - it might help you too). It is rather rare anyway.
In point of fact, looking at the entire spectrum of conflict-pertinent technologies, from production to comunications to aviation to metallurgy to chemestry/ordinance, etc, it is clear that the Brits and Americans had a major (some would say "vast") technological advantage over their opponents. Well that is why Italian/German scientists (some of whom were clever enough to leave before Hitler/Mussolini) were hired for the Manhattan program, the space prog
But it barely measures when the AI gets +100 to +200 economy to start out with. You need it just to get your foot in the door. Well, I must admit that economy bonuses may become less important once the AI gets its huge suicidal bonus. But I'm sure suicidal regulars will be fine whatever the finetunig for a race. I was more thinking of beginning to advanced players, not at the elite. I also believe that Suicidal should NOT be the measuring stick when tryi
I just tried out a new strategy for the third time and it works for me (small to medium maps, crippling) The idea is inspired by something Wyndstar once wrote about giving the enemy defenses so he built weaker ships. You give the Drengin a production/and or science tech - let them pay with whatever (you may have to make peace for a turn or two. Then the AI starts upgrading buildings and slows shipbuilding (it takes double time now). Then you strike again and the AI will be hard
Has this been discussed elsewhere already?
My opinion on the scoring: It's like football (soccer). We do exactly as the referee pleases.
Loads of work you did there! A few things confused me though - I really am trying to learn here. I'm not trying to be wise here - I really assume there are reasons for what you do that have eluded me so far but are potentially relevant. 1. Why research stellar geography. You can see the suns anyway - so the planets show up when you get there, don't they? 2. Why do you start with 50% social/50% tech? Wouldn't it be better to do 100% tech till you get the social/economy bonus
I think everybody loves economy and morale bonuses of 20+ to start with? Do you think we should ask Brad to make them more difficult to get for your race in TA? Something like doubling the costs?
a good read!
If I could request a MOD, it'd be a "maturity MOD", that treats the player like he/she wants to be immersed in the game's universe, rather than sit and read a series of one-liners. After playing for a half hour, I just zoom through any text/robot advisors/tech descriptions because I half expect them to be childish nonsense or sci-fi geek jokes. It just seems... immature. First of all (irony: this is post 105 or so on this topic), I would l
If you build cheap ships (mostly Constructors) on high manufacturing planets - you usually waste resources as there are large left-overs. (If you produce 80% of a constructor in one round - you don't need another 80% for round two. So small planets make excellent cheap ship builders - it takes a while but less ressources get wasted if you only produce 22% of a constructor in one turn. That is 2%/wasted per turn compared to 30%/per turn on a maufactoring planet! Btw: what else s
RP=Research points So if the combined research of your planets is 150 shields (=Research points), you get it in 1 round. If it is 75 shields - you have to wait for two rounds...