You get research through quantity. Once you have enough planets you don't need labs. Most of the good Yor techs are cheap anyways. You can also get techs through research treaties and spies. If you have enough planets and money you can win however you want.
Tyler Davis
Race Stats: +Military Spending +Morale +Pop Growth +Economics +Speed Political Party: Federalists Galaxy Preference: Immense Okay, you set spending to 100% overall and 100% military. First thing you do is focus social if no starport and then get a starport built. Then you take the focus off social and fill all the tiles with charging ctalks. Occassionaly, you switch from 100% military to 100% research when: You nee
Colony Spam is the going to be the bomb with TofTheA. Now with 50% military costing only 4 points. The Drengin tech tree is awesome with all it's pop growth bonuses to fill up your population fast. With the addition of immense galaxies, Colony spam is going to be the most dominant strategy. You can make super fast colony ships using the drives and still build factories to get them built in two turns(if you have Navigation Centers you can have even faster ships! Too bad the game crashes when
For all factories, you actually don't build factories that much. You just build a starport, have 50% military bonus and industrialist and churn out ships. You only build factories on the planet with the most bonus tiles to churn out needed trade goods faster. Very slow works better with all factories because with all factories you pretty much rely on the tech you start with. Very fast works better with all labs because on larger galaxies you're trading techs for planets and t
I was looking for a way that used Good Ethos for it's advantages other than the reduction in colony maintenance fees. Stats: Best for 9 races + Tiny Galaxy Altarian(Super Organizer, +20% research, +30% econ, +20% research, +10% morale, +10% social) You build a bunch of research buildings and focus on the research line until you've gotten up to discovery spheres. Trade the research techs for opponents. Then you research Xeno Ethics choose good and research up to c
There are three All-X strategies that I've found that work: 1) Colony Spam(Custom, Super Adapter, 100% Military Spending, +50% military, +2 speed, +20% morale, Technologists) 2) Tech Trade for Planets(Terran, Super Diplomat, 100% research spending, +30% Diplomacy, +30% econ, +10 morale, Populists) 3) Turbo Spore(Korath, Annihilator, 100% research spending, 20% research, 30% econ, +10 Morale, +25% Luck, Technologists) Haven't found any other strategies that work.
I never invade planets without spore ships. Most weapons technologies only take effect when you've already won or lost the game.
For research you just have to be extremely efficient. Even with research up to enhanced minituarazation, I wasn't able to get tiny colony ships built in one turn. I didn't think to add basic support to the survey ships, that's a really good idea. For research you just have to operate efficiently. Once you have sensors you can go Xeno Biology Xeno Medicine The colonization techs. As deterrants you can research up to space weapons to build military ship
The Gal Civ II demo has a lot more features available. You can actually beat that one in the 100-turn limit. GalCiv II gold demo you won't be able to beat in the 100-turn limit. Gold has so many adjustments go game balance it's almost essential.
Good is awesome for smaller galaxies where you're lucky to have five planets. Neutral is good to save your butt economically. Evil is good when the colonization phase is over and you want to win faster. Neutral and good are better for all labs when you can't build the Mind Control Center or orbital terraformers very fast all.
I just tried it on 3 races, gigantic abundant everything zero minors, suicidal. No tech trade. I'm not sure how many planets I have but I was churning out a size 24 colony ship every second turn from my homeworld. I had about half the worlds that the three races had individually. I still managed to build Ultra Spices on suicidal(AI mostly goes for Xanthium Hull Plating and Micro Repair Bots). I never went into negative BCs. Not building anything but starports and wonders a
I just played it. 3 random opponents tough Rather than +30 social I used +20 morale. At the beginning I set taxes to 100% morale on homeworld and then adjusted to 76% morale and 41% morale based on what the other colonies morale was. I researched military boost until my homeworld could churn out size-24 colony ships in two turns. Contrary to my plan I also never built econ buildings which saved a buttload of money. The other building I built was a st
I did used to go broke with the strategy. The key is to not use your money inefficiently. Starports all have maintenance. Buildings all have construction costs. Planets are only research outposts that generate 2 to 4 RP that you're hoping generate there's gold in them hills event and give your survey ships more range. Once you research xeno ethics(neutral), research soil enhancement and build harmony crystals you're in the green. Example of inefficiency, starpo
Here's the race stats I use: Custom: Super Adapter +2 speed +50% military +30% industrial Political Party: Industrialist. What?????!!!! No Federalist? No 30% econ? This approach is all about using the 5000bc you start the game with plus any 1000bc anamolies you happen to find. The goal is to spend less. The main problem when you start the game is the 8 bill that's on your homeworld which creates taxing efficiences. The slider
All labs is easy if you use tech trade for planets. All you do is research techs and trade them to the AI for research treaties, cash, and planets. There's more to it than that but it's very hard to lose. Of course, if focus was nerfed, I wouldn't use focus at all and just use all research and get by economically some other way than by stock markets. And in all factories if focus was nerfed I'd rely on research treaties. There'll always be specialization and gains from trade
Playing for score is different from normal play. On the turn you research Xeno Ethics from good or neutral you get: Maintence fee paid on five most populous colonies(Great on small galaxies) 10% approval bonus And a few turns later you can research soil enhancement and get that bonus getting a morale bonus, and increasing the pop caps on PQs below 8. On the turn you research Xeno Ethics and choose evil you get: Nothing The free starbase upgrade i
Good is best on small maps where there's not a lot of planets and 5 planets is a very high percentage of total planets. Neutral is best on large maps with lots of low quality planets. Evil is bad because you have to build it's benefits you get nothing for free. Xeno Ethics is expensive by the time you've researched it your 5000bcs are up, you need the boost of Good and Neutral.
You can find my tech trade for planets strategy and my turbo spore strategy in other posts in the strategy forum if you can't find them let me know. They are both all research strategies. There's a new strategy I've been working on: 100% Military spending Preferred Galaxy Settings-Low number of races, Abundant everything, Gigantic, Very Slow Research Race Stats: Super Adapter +2 Speed +50 military +10 morale +10 social Creativity I
In the tech trade for planets strategy you don't need to build a single ship so when you do all research then you don't need to decide between social and military because you always do social. A lot of game designers have used the if you don't like it don't exploit it and then they invariably fix it in the next patch. Balanced games are more fun games. The two most important features in a game are the User Interface and Game Balance.
Okay, you can tech trade for planets. You can get low pop/hostile environment planets fairly easily and with 100% research with focus hostile environments can be 100% efficient for you. There are basically three viable strategies that I've found: Always do 30% econ and usually pick the federalist party 1) Tech trade for planets + research treaties(100% Research, focus social, never build a ship, only build econ buildings rely on quantity of planets + research treaties
Most non-factories/starports/labs/markets are pointless because most of the time they take effect you've already won or lost the game. If your economy is stable enough to build MCC center you've probably won the game already(or lost by not expanding enough by spamming colony ships, tech trading for planets, or conquest). Economy is why in gigantic galaxies I play neutral and tiny galaxies I play good. They both have the most effect right now, they don't require any economic investment
I played the demo version and set the production slider to zero over 100 turns creativity only got me one tech.
Okay, I figured out a strategy. Korath/30%econ/50%social/10%research. Resources are good until the war phase and it is a decoy to draw ships away so they aren't making your colonies vulnerable to transports. Phase 1: Build all labs and one starport when you're done(for starbases), research more research until spore ships is reasonably priced. Phase 1 ends when the spore ships are used on as many minor races as possible. Here's where I start having trouble: <b
I've gotten bored with all labs tech trade for planets(super diplo) and all econ and starports with colony rush(superbreeder) on gigantic abundant suicidal everything. Right now I'm playing tiny 9 enemies on tough with 8 minor races rare everthing very slow tech(tech trade off). I tried suicidal but it's basically impossible. You can't use the cheese like you can on gigantic(see above strategies). Right now I'm going with Korath 30% econ, points into social and military. All
Suicidal is easy if you use the tech trade for planet strategy. For all factories: 100% social All econ buildings except for factories on bonus tiles and starports as the first thing you build Until you've built that starport use focus on research, after the starport is built then switch production to custom colony ships and custom constructors(use smallest hull size possible). For race stats: Custom Super Breeder +2 speed +30% econ<br