I am playing my first game on a large map. I have played a number of small and a few medium maps. I use my survey ship as a weapon during the colonization phase and protect prospective habitable planets by destroying their colony ships. I usually go to war early with my closest opponent and kill it's colony and constructor ships right from the beginning. This stunts their expansion, as you can imagine, enormously. I then colonize the contested planets and constru
Aww_Nuts
Perhaps, I didn't say everything that I wanted to. I am pleased with the expand AI as the computer opponents definitely expand quickly (at least for colonies) even if a bit later for the resources. I play medium universes and protect potential colonies/resources with my survey ship to the point that I go to war quite early in the game. I eliminate the closest opponents colony and constructor ships to greatly reduce the competition for colonies/resources at the expen
I played Civ 1-4, didn't play 5 or 6 due to the reviews of same. IMHO I believe 4's last version was the best. Comparing the Civ series to GC is difficult due to the obvious abnormalities of the medium (vis-a-vis one world map against the expanse of space). One commonality is pushing back the darkness in both series. I played both with conquest as the only endgame so my view is slanted in that way. To me, the AI's do a fair job in exploration but t
I am a longtime fan of the Galactic Civilization series. I was ranked in the metaverse, #48 in the original Galciv and #111 in Galciv II. I just started playing Gal Civ III this month and frankly I am wowed. Lots of attention to detail coupled with numerous systemic improvements make it the best one yet. I am playing in small universes with 3 opponents (genius level) so I can get a feel for the game. Many compliments are in order for the comp prompting for&n
My 2 cents is this: Why not make a game that ends into another games beginning. For example, in Civilizations one method of winning is to create a spaceship that will blast off into space. The game's (Civilization) end game victory condition could then be used to start a game of Galactic Civilizations. Say you played Civilization to year 2050 or so, you could create multiple colony ships, flagships and/or space miner ships which would give your Gal Civ game a head start
Wizardry I MOM MOO2 Going back away Beyond Apple Manor HoMM2,3 & 4 AD&D Gold Box series Bard's Tale 1-3
Good stuff in this thread guys and gals. I played a number of games in the original Gal Civ I and then II, later still with II Ultimate edition. I play suicidal/obscene level on Gigantic maps but I can relate to the author's question "What do I research". I must ask, what gets you going? What is your main win criteria, Military Conquest, Cultural Conquest etc? I prefer war games so I usually choose my party (Technologist, Federalist etc.), abilities, starting
Generally speaking ship design is, as you know, highly situational. I will pass on commenting on the rock/paper/scissors analogy for the the beam/missile/driver weapons and shield/point/armor defense. Instead, I will concentrate on the knowledge of how your weapon/defense values (not types) match up against your opponents ships. I then use this info to gear the current research plans towards gaining the best time optimal combination and then get them into production ASAP.&nb
I think there are two issues at play here. (1) The AIs at the higher difficulty levels can rush buy ships/buildings and so keep their research values at high levels. This, in turn, leads to an advantage in researching discoveries faster than the player. (2) I play with tech trading/stealing turned off but before I did this it appeared that they were forming coalitions in their research endeavors and thereby exacerbating this advantage. I play at suicidal/ob
First things first, what are your settings for Habitable Planets, Number of Planets, Number of Stars and Number of Extreme Planets? I take it your government is already at Star Federation or Star Democracy. Next, what are your expenses i.e. what does the right column look like on the domestic stats Finance Manager screen?
Banned for dismissing Playboy and discussions of same
Banned because JEALOUSY will get you nowhere
Banned for not bringing a shrubbery Here is mine, thank you very much!
I bought a 1978 Apple II that came with 16k ram (hoowah). It was serial number 0000750. I wish I still had the b a s t a r d as the Smithsonian may want it. I purchased an additional 32k ram for $300 bringing it up to 48k ram. No disk drives were available at the time so it used (get this) a cassette for recording/playing programs. It had color but it came with a green monochrome monitor. What a pile but I loved the thing dearly. I followed the chain
It appears that the other races are affected. I finally got through my latest marathon game (10 game years). I will play a couple or three more on obscene then go for suicidal. Thanks for the info! Peace
Plz keep it turn-based. Perhaps, more races to choose from thereby more techs. I am confident Brad and co will do a great job.
IDK, in the two games that I started monitoring tech costs the doubling, of weapon/invasion, techs starts at around 16 techs researched and the non military techs about 26 in. As long as it affects the other races I can handle it okay. If not, then I will have to rethink my obscene/suicidal Gigantic games.
I am aware of the increase in tech costs within a branch of the tree, but what I am talking about is a doubling of this base amount. I have documented all of the base tech costs for my races tree and I am currently in two games that have the tech costs doubled (in one) and quadrupled in the other. Check out the other threads (use the search function in the upper right corner, for criteria use 'tech cost increase') as this is a common experience in at least ToA if not the o
Yes, they double, then a few techs researched later they double again. The red or weapon and invasion techs are the worst for this. I researched this by using the search feature in Gal Civ forums (upper right corner of your screen) and found numerous threads but nothing was specific enough to really use as a guide to prevent or delay this from happening. This tech inflation isn't a gradual type of phenomena it's one turn your fine then the next the red or other techs
I played a few games of Gal Civ and Gal Civ II and recently purchased the Ultimate Edition. I have recently ramped up my tech abilities and noticed that there is a glitch/feature of the game (ToA version 2.04) that doubles the combat/invasion et al techs costs. I have read numerous threads going back to 2008 on this effect but nothing was definitive. My questions follow: (1) What triggers the doubling of the techs? Is it a total tech expenditure or the number of
(1) I play on gigantic maps so my ship building revolves around the speed/range of my ships and their purpose. I build fast long range freighters/constructors, or in some cases shells (i.e. ships with no trading or constructor modules, but lots of engines). When the shell ship gets to the intended destination I upgrade it to one without engines of the same range with the trading or constructor module intact. This allows you to send a faster ship with lots of engines where th
Try turning the sound and sound effects off. Also, play on the cloth map as that will speed things up. I only play on large maps with 6 or more opponents and that is what I had to do. I hope this helps.
I believe that the upcoming release v1.9 will fix the invincible armor issues as well as remove the "Blink" tactic, making Ridiculous a potent setting. Sure, someone will find a trick to defeat it easier than most but I am looking forward to this release as my original release was 1.1 as in I bought in December. I have played about 11 games all the way through (Challenging world, Extreme or Ridiculous AI) I had to start over twice in 2 of those games as an 8,0 Outla
I have seen it happen without auto-turns. It happened when I had a unit that was running in place. It just so happened that they were near another unit that hadn't moved yet so I move the non-running-in-place unit into the square with the one that was running in place and it fixed it just fine. I don't know if this is the case with the OP but I did want to clear that up. I had no unit using auto-explore either.
In the early game of Galciv2 you can usually overwhelm the AI with early units to the point of wiping out your neighbors (majors and of course minors). With the increase in tech through the conquered planets I flood the tech tree and get to mid-game units earlier than the AI. Then (you guessed it) there is another round of beat-the-crap out of your neighbors. This is followed by more tech and the late game unit build and subsequent clean-up. I mostly use