nuckchorris

nuckchorris

Joined Member # 2819343
7 Posts 24 Replies 817 Reputation

selectable scernio, basically you get all the techs except for technological victory. Has anyone ever played a serious game of BotG? Any thoughts? Obviously, I'd turn the tech victory option off or you'd win in ~100 turns, and i'm guessing all labs would be useless, so you're shoe-horned into a all labs/econ situation best races? strategies?

3 Replies 4,895 Views

Just tried a game out where i picked creativity, it's awesome. esp. with Arceans because they get War Rooms, an early +Creativity tech that can really help you get early, expensive technology like weapons. If i'm not mistaken the Altarians and Drath also get a +Creativity tech, but it's after Xeno Ethics and is later on, do any other races get bonuses to Creativity after the game starts?

22 Replies 15,871 Views

First off, this is a great link (https://www.galciv.wikia.com/wiki/Ship_design_strategies) for DL 1.5/DA 1.6, really helps you understand what weapons are suitable in which situations (Positronic Torpedos being the most cost efficient makes them great for a late game armada). That being said, it is rather outdated. Has anyone gotten around to computing the damage/size ratio, damage/cost, damage/research....ect. for the weapons in ToA?

1 Replies 3,574 Views

wow, just started playing gal civ again (bought ToA) simply cannot believe this thread is still going, well done gal civ community. OK, to business: this works for DA, having a colony ship with very little people in it (less than 10 million is my guess) will spontaneously sprout colonists upon landing on a planet, 10 million free colonists. Also, a colony with 0 colonists on it will grow 5 million in a turn. Put these togeth

82 Replies 87,185 Views

Awesome, I've always ignored Minor Civs as being a waste of time and usually keep them out of the game, but if i can get them to do work for me, works well enough. Also the tech trading must bring quite a lot of $$ since the minors have a 100% econ bonus and always have massive treasuries

82 Replies 87,185 Views

[quote]Personally, I find the game boring the second it becomes clear that my power is equal or greater than that of the AI. I know there's just no way I could lose when that happens.[/quote] Exactly why I stopped playing as thalans, It suited my playstyle way too easily, I raped, games were boring Anywhoo, thread thopic: Try turning off tech trading, I noticed the AI had similar ship builds (beams with armour) and figured that they must be trading tech between each other <

19 Replies 11,557 Views
Reply to Farms in Strategies

I was under the impression that poeple won't start leaving the planet until the empire's approval is below (21, or 29%?) so in the late game you could have a giant 24 bil planet with around 40 approval and have it steadily grow.

24 Replies 14,147 Views

[quote] My concern with this is twofold. Firstly it's sub-optimal to have the majority of your planets not building anything (social) and instead using their points from social spending on military spending. That's because if you set the slider to military 99% instead, you'll find your military production much higher. Thus if you only have a couple of planets falling behind it's better to do a split between military+social, or even go all military, and buy buildings for those planets struggling.

22 Replies 10,387 Views

pick a civ with a good starting system, liek the altarian, wisp starts as a class 3 but i've seen it grow into a class 18 once terraforming's done. THis is opposed to picking the terran or drath who usually have garbage starting systems - but you might want to pick them anyway for their awesome diplo power. Another viable strat would be to pick the korath or the yor, not only can they colonize toxic and barren enviros respectively, so you may be able to get a few extra planets in a pro

2 Replies 3,347 Views

I'm not talking about an "Empire" which, AFAIK is a group of people who post their scores and competes with other "Empires" to have the highest score. I'm talking about a sort of tag team. Here's how it might work: +I start a game, do the colony rush and ect. set the strategy and maybe win a few early proxy wars +Then my teammate takes over and sweeps the rest of the enemies and cleans up. As I understand it, I can post savegames (presumably through a host site) an

2 Replies 3,682 Views

[quote]You don't pay money to maintain most unarmed ships. Build bare-bones colonizers with lots of modules, or advanced troop transports. Stock 'extra' population onboard. You never know when dropping a spare 10 or 20 billion pop in a sector can come in handy, and you can always find a use for a fleet of transports.[/quote] If the game stagnates and turns into several sides glaring over their phasors at each other, my populations have a tendency to cap (or any game I play Superbreeders

82 Replies 87,185 Views

[my bad on the DP] and always have your "Production Capacity" on 100% ALWAYS! unless you're heading toward an economic crash of epic proportions (losing more per turn than you have in your bank)

22 Replies 10,387 Views

[quote]Thank you all for the great advice. I usually leave my sliders on 33% of everything with 34% research.[/quote] This cripples your very early games, beginning to the start of the colony rush. In the first five or six turns, you aren't building any ships, so why the military production? You're wasting a third of you production! get rid of it! Leave your sliders at 0/50/50 (mil/soc/re) at the start of the game. You want to churn out as many factories on your homeworld as possible so

22 Replies 10,387 Views

Thanks for the replies, You can usually bribe a civ (CivA). into warring with another civ (CivB) who's stronger than you. Start the CivA v. CivB proxy war wait about 10 turns or so until CivB's ships are over dealing with CivA then swing in with the transports and steal a lot of planets from CivB This also boosts relations with CivA, who is by now, your new neighbour. This is best used stealing the top one or two planets is the system (IE. not all of them) and leaving

82 Replies 87,185 Views

Whenever I get a ridiculously bad Mega Event, I load my last Auto save. Horrible Mage Events: Pirates (depending on time of game and tech of pirates) Peace Keepers Massive Strike causing all your plants to have spies on them

75 Replies 58,888 Views

In DA I find it gives a LOT more anomalies near your homeworld in the very beginning. I think Bravery/Courage adds to your planetary defense bonus, like gives you a boost to your advantage I always pick luck when I only have 1 point left

16 Replies 25,946 Views

I haven't found a page deticated to storing all the neat tricks you can do in this game, if you know of such a page, please provide link. As such, these 'gems' are just what I stumbled across through playing, no doubt you have others, please list, we should have a pretty impressive list by the end. Colonial Speed Boost This is most helpful in the early game where the speed of your ships is the limiting factor as to how far you can expand. Simply land the ship on your plan

82 Replies 87,185 Views

I agree with Piznit's last response, my first couple games I got blown out of the water by some pretty weak AIs because I wouldn't mess around with the sliders. If you're getting beat 130 - 6 in terms of damage output there might be something wrong with your play in general. Try a few games at a lower difficulty level experimenting with new things, or stay on bright, but i suggest at least trying some of these: 1> Take more planets in the opening rush 2> Be on the offe

22 Replies 10,387 Views

I hope this game doesn't go into a science-magic combination, One has to remember the exclusion of a single compound can make 'magic' happen. This is how the Europeans conquered the New Worlds so easily because they had their "Shiny rods calling down Thunder from the Gods and striking men dead" or "muskets". We could be missing some chemical, or knowledge that makes relatively simple things to them seem like jaw dropping, crotch grabbing, knee shaking magic

11 Replies 55,801 Views

I never, ever use my space miner, ever. I find the technology is too expensive, and not helpful enough i have the most fun playing all-factories, i like having a lot of ships, so I build bundles of +Economy Starbases to boost output. (1) Do People agree with this assessment of the space mines and their miner? Am I ignorant in a slight way, I have faith you will tell me if I do. So, knowing this, and the fact that it's a Cargo Hull I sat and thought what I could do with it that would be

5 Replies 5,796 Views

"There are times when the best ship you can possibly build is a completely unarmed, engineless tiny hull. It won't do a damn thing and it costs next to nothing, but your enemy still must waste a move shooting it down before he can even consider invading. I have held off vastly superior forces with this tactic: The ship costs practically nothing to produce, consumes no maintenance at all, and even the crappiest planet can produce one every turn, so I can just pile them up en-masse, forcing the en

19 Replies 54,904 Views