Yodarkore

Yodarkore

Joined Member # 682980
1 Posts 12 Replies 6,669 Reputation

I think it could be good to have a "no ressource" options as for "no tech trading". But imo as said above, I like ressources, since they give AI a chance against me. But sadly (playing huge/immense maps, masochistic, all civ all minors tech slow/slower abundant all but habitable planets (common-rare)) I noticed that often those ressources are grab by minor AI's, not majors. So the bonus often goes for civs that won't fully use them. I think minor civs shouldn't be able to mine asteroids

14 Replies 9,188 Views

Well, I shall give my 2 cents advice on this thread. I'm not used to the all x approach since I find it "unrealistic" (as how "real" future may be), but I shall try it one day, to be a score blockbuster too :p but I'm off topic doing so ^^ But as far the thread is about, its about weaponery. I play in huge/immense maps, masochistic, abundant all but habitable planets (common or rare) and tech slow or slower. So... How to crush aliens in a few lessons.. <br

22 Replies 10,387 Views

[quote]Also anyone ever able to trade for influence? - Was always a completely broken option since original game and trough 3 expansions.[/quote] I do alway trade for some IP in any trade with AI, to grab anything but the last bc to the AI, but it never had any influence on voting power or so, in every Gal Civ version (I and II) However it helps reducing how much AI is asking for cash for things if you are willing to trade some of your IP.

16 Replies 13,764 Views

[quote]4) Don't always believe what the "Ship Builder" stats are telling you. I found a number of times that, once built and out in the real world, my ships do a lot more damage than the editor told me. This is in part to some techs that give Blanket boosts.[/quote] Well the ship builder shows you the raw attack and defense value of the ship, without any bonuses you might have in "weapons" and "defense" categories. Such bonuses are found in anomalies, military ressources, around mili

4 Replies 3,058 Views

About those minors civs, I advice to get research treaty with all off them ASAP (one way treaty, keep your for major civs). I advice to do the same with all major civs, if possible. A good way to get this treaty is to trade for a bunch of low tech/unique tech you may have, adding some obsolete ships you may have if needed. And when you get techs (and r&d trade good) who improves the global r&d effiency, trade it (for cash, ships, or whatever) to all AI's (minor and major) that have thei

10 Replies 7,285 Views

[quote]On the interface I'd like to really see where is the ship/planet/mine/starbase that I'd like to include in a deal, so a minimap would be apreciated.[/quote] What I do since we don't have (yet?) this minimap available in diplomatic screen, is to rename every starbases (including mine) I'm aware of. The naming chart is quite simple: XYz AB [ressource type - if needed] 1 XYz is for the generic type of the starbase: EB for Econ Base (those who enha

4 Replies 7,792 Views

Okay guyz, I tought it could be a good idea to show ourself our "home made" ship naming strategies. The initial thread is in the "Strategies" Topic, here's the link to the thread: Ships Naming Strategies . Here is my ship's naming chart, merely an upgraded copy/paste of what I posted on the thread above: XYz1-[a name of my choice] IaM1 Let me explain

0 Replies 4,706 Views
Reply to Custon Ships in Strategies

Have a look to the [link="https://forums.galciv2.com/172726"]Ship naming strategies[/link] thread and be welcome in the wonderful world of ship designing! :) Don't forget to activate ship's design save to HD option as said above, and save a template only for a new ship design, not for a given ship upgrade, unless you add non functionnal components. ;)

4 Replies 4,413 Views

When you colonize a planet, try to build first pop growth accelerator buildings, best is (in TA) the recruiting center, otherwise a fertility clinic (assuming you already got the appropriate tech perfected), then only a factory. As a rule of thumb, don't rush buy factories during the initial colony rush on every world, since your economy will be in the red for a while, almost every bc count. You can still rush buy a factory on high PQ worlds (16+), but only if you got enough cash to su

14 Replies 45,133 Views

[quote]Yodarkore, if you know you will be having more than 1 factory per planet, wouldn't you want them front-loaded to reduce build time on the rest of the stuff? On any planet that I'm putting a star port on, that's normally the LAST building to be put in, so that once all social work is done, mil work can commence at it's fullest power.[/quote] Well it depend! ^^ If I know a world would need quick military build up, then yes factories would be front-loaded to insure quick gr

11 Replies 9,709 Views

Here is my ship's naming chart: XYz1-[a name of my choice] IaM1 Let me explain: XY is for the race's name design, as said before in this thread, in order to avoid naming conflict between different races similar ships. z is the global class of the ship. Atm I only use 4 letters: t for transport class ships (ie colony, constructors, miners, troop transports, and any unarmed "civilian" ship, ect...) e for exploration ships (ie scout, survey, but also

52 Replies 43,801 Views

Well, I build starports on every planets during my colony rush, since I colonize only initial PQ 11-12+ during this phase of the game, leaving those "crappy" initial PQ 10 and 10- for later on. I have to say I'm used to play large or bigger maps only (difficulty now maso and usually slow or very slow tech, abundant all) since I like empire building and massive fleet battles. I do usually play my custom race, the "Teuffarz" with thalan tech tree and super hive and technologist party.<br/

11 Replies 9,709 Views