The sole purpose of the techs before Tech Victory are to keep you from having to research all of tech victory at once. They exist so that you can get to stopping points that let you research other things. I understand your point but it's a very articial thing then: Since your progress is saved anyway, there's no reason for the "intermediate" techs wi
e-stab
Ways to crank up the difficulty are fine as long as there are ways to crank it down without turning the AI into total idiots. I will never be as good at this game as some but even I am better than most. WarEagle put it quite well already: It's not so much about game difficulty (and the different settings), I intended to show aspects in the current ga
Let's just say, we all have our favorite strategy that we excel in. And it will always work, whatever kind of game you choose.. I agree about the personal favourites and I'm fine with strategies that simply work well. But I think the economic thing is working too well at the moment - either you get money too easily or things are too easy to buy. <img
It is true that economy and diplomacy are too important. Every time I am struggling with a game I just go to all the different races and with the high diplomacy rate I can buy a tech they have and then use it to trade for many other techs and the end result is that I always own all the tech everyone else has. There needs to be a little more balance. I used to try trade but
I wrote an article about the "Economic strategy" (yes Magnumaniac, you'll recognize it ) and made suggestions for 1.2. I'd be happy to hear your opinion about it, the article can be found here: Link
This topic is meant to highlight an approach to 1.1 that works on all difficulty levels. To put it shortly: It's the economy, stupid! I was inspired to it be reading game reports of Magnumaniac, then made my own trials and was surprised that it works so well. Basically it's all about the economy: I like to start with +30% economy, +20% morale (more people = more taxes), +30% pop growth and the Federalist party (another +20% e
Good evening diplomats. I just got this notification, telling me your thread had been updated. Do you have an E-stab ? That's me! This forum is a weird thing for sure...
You shouldn't even be able to get the techs you don't meet the moral prerequisite for, in my opinion.
It didn't work on Saturday for about an hour. Was the same for me, but back to normal since then.
Sorry, the server lagged terribly!
Uh, that smells like necromancy!
Uh, that smells like necromancy!
Uh, that smells like necromancy!
Did i mention that you don't even need to build any ships , colonise any planets .. all i did was researched 2 things and formed alliances thats it I'm very sure both Magnumaniac and me know what you're doing and how you do it. But it's good that you bothe
It's not true that you cannot get scores over 100K anymore, just have a look in my character to see it. I find the whole discussion (here and in other places) to be slightly hilarious, I think of it this way: The pre-1.1 scores were inflated and now they're back to more reasonable values - but we simply aren't used to them anymore. Once the metaverse has been recalculated, people will realize that they're still competitive in the new system. Oh, and by the way, the maximum
the one in the Game Scorring allows you to finish a game in 12-16 turns (maybe even less depending of your starting setups) on any level of play and get great scores for less than 5 min work.. It does work on ALL dificulty lvls.. As you have been submitting political victories lately, I think I know the thing you're talking about. I consider it an ex
Building I build most of all: Stock Market. Buildings I never build: Influence boosters, Planetary defense.
I noticed in 1.1 that the AI really builds a lot of embassies - too many if you ask me. One other thing: I think that the cultural improvements don't have enough effect. Build a cultural exchange on a planet with 15b people and you'll barely notice the difference (a few IPs more). Maybe this should be enhanced, it might directly help the AI as well.
If someone declares war on that minor, you can break the alliance by simply choosing not to help them. Yes, that's the one and only way to do it. (Bribe someone to attack if necessary.)
It's pretty good at anything above "normal" Yes, try a game at "Tough" difficulty ("intelligent" AI) to be shown how the game is meant to be played.
Well, given the bug that has been around since beta, every time you load your game, the next time you hit 'end turn' it really doesn't end...ie, you lose production and research that 1st turn (every time you reload a game), but your ships can still move again. Stardock will not address this issue for some reason. I'd like to see that fixe
I think that a demo of the release version gives a good enough impression about GalCiv 2. And that's what a demo is about.
Currently I play with the Federalists, +30% eco, +20% morale and +30% pop growth. Keeps the cash rolling in!
I think I agree with the rebalance, remove the length as a factor to the scoring, or invert it so blitzers are rewarded for quick games especially in a GIGANTIC game. There have been a number of arguments about the scoring of very fast games. On one hand, some skill is needed to win fast, on the other hand, Stardock has no interest in rewarding playe
I'm pretty sure there's an upper limit for weekly pop growth, and I think it is too small.