Brillig

Brillig

Joined Member # 633673
4 Posts 152 Replies 4,192 Reputation

Morale and approval don't affect IP at all. Building influence starbases only works on worlds within their radius of effect (8 sectors). Building embassies and whatnot has a slow effect - you won't see an immediate jump in cultural influence as what it's doing is just increasing your rate of IP production a bit - it takes a while for that to make a difference when you have 100's of turns of IP built up already. Oh, and the Yor do have a hu

6 Replies 9,011 Views

Well, the fleet of tiny ships, *should* lose - it's cheaper. Instead, look at a cost equivalent fight. 12 tiny ships (1740) vs 3 huge ships (1800) If the tiny ships attack first: Round 1. They do 42 points of damage to one of the huge ships. Round 2. The huge ships return fire and destroy 3 of the tiny ships. Round 3. The remaining 9 tiny ships fire. 2 ships do 7 damage to the damaged huge ship,

19 Replies 17,391 Views
Reply to Cloaking Tech in Research

Cloaking is a really bad idea. While it can theoretically be balanced for in a MP situation, coding the AI to handle it for SP is a nightmare. The only way I can see this working is if *only* the AI gets cloaking. Ever.

13 Replies 11,003 Views
Reply to tradegoods in Trade

I usually rush buy, unless I'm way ahead on the tech needed to get it (i.e., none of the aliens even have the pre-req yet). At the same time, I'm kind of a miser - I hoard the trade goods for the most part. MY PRECIOUSSSSS. , what?

11 Replies 9,557 Views

It's an interesting idea, but I'd point out that in a way, this already exists - if you build an economic starbase, that increases the production and research of all planets in the area. This means, if you chose, you could reduce the number of production/research buildings on those planets and build farms instead. Different means, same effect.

2 Replies 5,449 Views

Well, I'll bite. Tax to 49%, spending to 100%, check. Military production to 100%. Design a better colony ship. Set research for maximum speed, Scotty! (Impulse drive if possible, otherwise aiming toward Ion) Rush buy a factory. Keep buying one every turn until I'm producing one colony ship every two turns. Use the initial colony ship on the "other" planet in the home system if there is any.

19 Replies 21,068 Views

Ok, let me explain something about trade routes - when you establish a trade route with another empire, your original freighter gets destroyed, and a little "mini-freighter" starts going back and forth between the two worlds. That mini-freighter isn't an actual ship that you can control. Yes, you can select it, disband it, etc... but you can't use it to establish a different trade route - it's really just a place-holder that other empires can attack

2 Replies 2,424 Views

All the "cool" stuff has one very specific problem. It's hard to code AI for. Every one ends up being a special case for the AI, and once you add too many of those, the whole AI falls down and goes boom. I'd much rather have a simpler system that the AI plays well than a complex system with bad AI.

11 Replies 9,741 Views

Well, I toyed with the idea of starting another thread for constructive AI feedback, but since Brad is still here, here goes. First off, I'm going to say that this feedback is based on what I've observed. If some of this stuff is already coded in the AI, well, all I can say is sorry, but I haven't seen it - maybe the routines could stand another look-see. Planet utilization: The AI should place much higher prio

78 Replies 46,941 Views

Well, as long as you turn off the other victory conditions (other than Military), you can pretty much drag the game out as long as you like - just don't conquer the last enem(ies). Doesn't sound like fun, but hey, whatever floats your boat!

8 Replies 5,329 Views

If you click on a starbase to select it, you should see a faint circle in your civilization's color around it. That is the zone of control. It's roughly an 8 sector radius. As for influence, as long as you're producing more influence points than your neighbor, your border will creep towards him. However, having an influence starbase will dramatically speed up the effect (within the zone, of course).

4 Replies 5,343 Views
Reply to Linux on PS3 in Off-Topic

Well, since the PS3 isn't a computer, I doubt it has anything at all to do with the future of computing.

19 Replies 22,381 Views

There is no "Intercept" mode. All Guard or Sentry does is to put the ship into sleep mode until an enemy (Guard) or enemy/neutral (Sentry) ship comes within Sensor range. So if your ship has no sensors, yes, it's quite possible for an invading fleet to fly by without the ship even waking up.

13 Replies 10,425 Views
Reply to Trade goods in Trade

Well, they each give your civilization a specific bonus. You can trade them if you want, or hold on to them. Holding on to them means that no one else can get that bonus. You can trade it to everyone without losing it. (If you acquire one from some other race by trade, you only get the benefit - you can't trade it to someone else).

8 Replies 8,926 Views

Well, if you'd gone to the homepage of this very site, you might have, perchance, encountered this: https://forums.galciv2.com/?ForumID=161&AID=107171

18 Replies 16,086 Views