Hi! [quote]so I hope I'm winning even though its military rating is triple that of my own.[/quote] AI's military doesn't matter if it's not in your way to AI's planets or resource starbases. You don't win by destroying their ships, but by taking their planets. Take most of them, and their econ will collapse from just a big ships' maintenance costs. If you really want to take ALL their planets, you actualy shouldn't destroy all their military, because then you risk they'll surrender to so
IztokBitenc
Hi! Gentlebeings, AFAIK Sethpenguin is 13 years old. Don't you remember that a half of the world was against you when you were in that age? Didn't your kids remember you on that for the second time? Patience is a a virtue, usually learned the hard way. I had many lessons. Your started here. BR, Iztok
Hi! [quote]event sequence telling me that a splinter group from a minor race has stolen a major races techs and I can trade a solar system for these techs.[/quote] This event doesn't work as was intended. Probably it's just a leftover from GC-1, where AIs valued planets significantly higher than they do now in GC-2. BR, Iztok
Hi! [quote]You don't have by chance a link to where the developers stated that the AI behaves like that?[/quote] Sorry, I don't. That discusson is older than 1 year and is burried here somewhere in forums. I heavily doubt the current Search function will help you exhume it. BR, Iztok
Hi! [quote]..."Scale Research with Map"[/quote] It already does. IIRC on a tiny map it is a half of medium, and on huge it's 2 times the medium (gigantic has the same settings as huge). The main problem is a gigantic galaxy is ~10 times larger than a medium map. So the rate with which it scales should be exponential, not linear, and also a fuction of amount of habitable planets. The more of them, the bigger the research costs. If you really want a slow tech game, start a huge,
Hi! [quote]The AI isn't very good at combat, is it?[/quote] Unfortunatelly that's true. Also, the bigger the galaxy, the less competent AIs are. My gigantic galaxy rare everything suicidal game never felt even close to my medium suicidal games, for which AIs were optimized. BR, Iztok
Hi! [quote]Especially the part about putting sensors on the freighter.[/quote] You don't need that. Better use free space for engines or life supports. If you want a good scan on your surroundings build [I]Eyes of the universe[/I] "wonder". With it ALL your ships will get 15 parsecs view range. BR, Iztok
Hi! [quote]I am not sure how stealing techs works.[/quote] In DL you spend ~2500 BC per race to get to advanced espionage, and then you just wait for these rare moments when the tech will arrive. In DA you need 5 spy/weeks to get the first level of espionage, unknown for next three levels (I never bothered counting). While you have at least one spy active on another race, it has a very slim chance to steal a tech. I don't know if after reaching advanced level there's possible to steal a
Hi! [quote]You can get some crazy research outputs if you stack economic bases heavily around a really high PQ research specialized planet. [/quote] True. Mumblefratz reported a 20k research planet in DL. My personal record was 7k. [quote]Just be careful of the costs. I'm pretty sure you are paying for all that extra production and research.[/quote] You pay a half of bonus production from starbases and other bonuses. E.g. - if planet produces 100 TPs with labs, Colony a
Hi! [quote]I was just wondering what kind of bonuses the AI gets at difficulties above normal.[/quote] Wiki has quite accurate info. Check this link: [link="https://www.galciv.wikia.com/wiki/Difficulty_level"]Difficulty level[/link]. BR, Iztok
Hi! [quote]Have DA 1.08 but having a problem with the AI being a dunderhead regardless of settings.[/quote] You might been hit with the fleet movement bug. It was completely removed only in DA 1.80g, but there was also a problem with updating the game to the last version with SDC. So you may still have the old version, where fleets had problems to move. If you're on a fast line reinstalling the game realy seems to be the best solution. BR, Iztok
Hi! [quote]AI races are not using their 10 ability points to increase their abilities like I did for my race.[/quote] How did you prove that? Did you plant a spy or more at the very start of the game on their planet(s) to get the first level of espionage, and then checked their stats? I'm asking that because your issue is not new, and developers already stated AIs always use all free points. BR, Iztok
Hi! [quote]anyone got any other suggestions or tips?[/quote] So pirates wiped out fleets of your enemy? Excellent! What you need now is lots of fast troop transports to take undefended planets of Humans, and you'll win. Just make sure you also have Eyes Of The Universe to avoid unnecesary collisions with those helpfull pirates. If you can't get through "dense" areas, try baiting some of pirates away with one cheap and fast ship (like cargo with 1 small weapon and lots of Ion Engines).<b
Hi! [quote]Appreciate any help you all can give[/quote] For a new player you seem to be I'd suggest you to check GalCiv-2 wiki, maybe starting with [link="https://www.galciv.wikia.com/wiki/Gameplay"]Gameplay[/link]. BR, Iztok
Hi! [quote]What "type" of colony ship do you build.[/quote] Almost inevitably my first design is a cargo hull with 2 Ion engines, 1 colony module and 2 life supports. I also research Impulse engine quickly, to get the extra boost to speed. With good range and speed I can usually grab best planets in my my share of space and a bit over it, and that's at maso+ difficulty level. BR, Iztok
Hi! [quote]any tips dealing with drengin?[/quote] 1) have at least some military. A fake defender (cargo hull with one cheapest gun, missile and beam will display in orbit 3*2 attack, and so artificially rise your mil score (giving you only one "minus" in relations). 2) have one trade route to them (a "plus" in relations). 3) have better diplo ability than they have (a "plus" in relations). 4) make them fight someone else (a "plus" in relations). 5) play as evil. 6) w
Hi! [quote]Questions: in which file (and in which place) is this word "of"?[/quote] Very likely in GalCiv-2 exe file. OTOH that position would make porting game to some other language very difficult. So, no usable clue from me. Sorry. BR, Iztok
Hi! [quote]Sartorius (with the help of a Fertility Clinic and my newly reacquired Aphrodisiacs) had climbed to a population of 24.31 billion, all of whom hated me.[/quote] The penalities for high pop are above 20 B pop so harsh, it practically never pays off to grow pop higher. So you use 1 or 2 farms to get to 13 or 20 B, but NEVER above that. For more info on approval you may find useful [link="https://www.galciv.wikia.com/wiki/Approval"]the wiki article[/link]. BR, Iztok
Hi! [quote]I would suggest to this Brad Developer to put a discription of...[/quote] AFAIK Brad dislikes giving detailed descriptions of internal workings of his games, but loves hints. So most of GC's "hard data" is the trial-and-error work of the comunity. BR, Iztok
Hi! Your main problem is big pop on your HW, compared to other colonies. For more info on approval check wiki: [link="https://www.galciv.wikia.com/wiki/Approval"]Approval[/link]. BR, Iztok
Hi! [quote]If target priority is allowed...[/quote] AFAIK it isn't. So what's the point of your post? BR, Iztok
Hi! [quote]I decided to spy on them. How exactly do they get 600 maximum research points on a planet with 2 research acadamies is what I want to know? Suicidal AI must cheat IMHO.[/quote] Spying reveals [B]maximum possible[/B] output, not the actual one. So let's do the breakdown of the 600 TPs: - at suicidal AIs get 400% bonus, so the planet's TP output was actually 600/5=120. - at suicidal AIs get big bonuses to abilities. Take away (presumed) 50% bonus, and 10% bonus
Hi! [quote]> Three retries, many problems, lack of time. I have to submit this one. Sorry team! You do realize that this game managed a speed bonus point. Certainly no apology is needed here.[/quote] Umm, I hadn't realized. To my count there were quite some 1-year victory games submitted, so I tried it too. But it was hard. After those retries it looks to me I'd need quite some luck to pull out a 1-year victory. In the submitted game it took me 10 months to research th
Hi! My submission: Three retries, many problems, lack of time. I have to submit this one. Sorry team! :( BR, Iztok
Hi! [quote]my trade income was well over 2k ... i now notice that my trade income is around 672$[/quote] Possible reasons: 1) When your treasury goes over 10k, trade income halves. 2) Some of your freighters simply restarted the trade route (returned to the starting planet and started a new travel). 3) Most of your freighters went out of econ starbase influence zone. 4) You lost all trade routes from Altarians and their friends. BR, Iztok