smok-n-joe

smok-n-joe

Joined Member # 631277
2 Posts 4 Replies 220 Reputation

...and maybe a very high diplomacy score would make you less likely to get attacked even if your military was small kind of like Japan or the Swiss....This would alow you to focus on other ways of winning the game. Having said that, If you pissed off the ai he would still wipe you out. The startup option points to get this level of diplomatic skill would take other options away...kind of like planet quality does no GC1.

10 Replies 10,924 Views

I agree of course, but many times (not always) the influence military rating and trade had on the ai seemed to change with the updates. One person's cheese is another person's challenge I guess. In addition, I think that giving things like tech, money and trade goods (to keep an ai off your back) so you can develop a tech or build some ships should be a strategy that works in GalCiv II. in GC1 anything other than military rating and trade kept the ai happy

10 Replies 10,924 Views

Playng GalCiv I could not always tell why a race was mad at me. An optional list of items affecting relations (for the good or bad) per race and hints (on the bad about how to fix) might be cool. In GalCiv II it might be that the alien races are more distinct and have more individual styles and personalities that make relations less ambiguous, if that is the case, then forget my post! <img src="http://images.stardock.com/gc2/smiles/Smile.gif" border=0 ALIGN="absm

10 Replies 10,924 Views

Having an auto attack specificly for: 1 trade 2 colonization 3 starbases 4 ships Would take away some of the things I found the most annoying about Galciv. If one of the ai's decided to attack your frieghters, all of your trade routes could be gone in a few turns. If I, as a human player decide to kill off some specific ships it is much harder and tedious for me to locate and destroy an enemies ships. The computer (ai) does

1 Replies 3,547 Views