Personally I get me about 6 scouting ships with 1 weapon, max engines, and largest hull. Then i go all offense with ships, make sure i have the speed advantage to outmanuver the the AI and take em out. Works for me.
Kblore
The bonuses from mining starbases built on resources are empire wide as are the bonuses from additional modules. You can see their effect in your ablities list. Just like getting another race ability bonus. The radius of effect means nothing for them. Economic, Military, and influence starbases only affect planets and ships in their area of effect ( 8 tiles ). Not completely sure how that influence works so that might be a little more complicated -- i always go out
I've been playing on gigantic maps mostly. It isn't easy to have a good economy with lots of worlds. The AI is very aggressive to colonize as many worlds as it can. So it might not have enough income to both build ships and tile improvements and do research. They do seem to concentrate on ships and looks like they do not have extra cash to upgrade them either. The AI also researches upgrades to markets before it has built many of them, so it is even more expensive and time consuming f
In regards to your first idea -- i've noticed that my ships do gain HPs and their damage goes up with experience, takes a bit but i've ended up with experienced medium ships with more HPs and Damage than a Large ship with equal tech in weapons and engines. Like your 2nd idea, but personally i would like Stardock to really expand the pregame options and go crazy -- give us options on all game elements that can be adjusted with the current program. And make the elements adjustable with
I get stolen techs ( not from conquering worlds but from espionage ). I do keep espionage spending on after reaching advanced. However it could also be related to my exploring most of the anomalies -- I get a lot of +5 to espionage from them.
Mine is the Bruares, led by Jalce, with a homeworld of Jalilie. Names after some of my EQ chars ( Bruare and Jalce are Barb wars, Jalilie is a Barb shammy) Main ship color is purple with a green fringe. Political party is Technologist. +50% military spending and +70% population growth
I pretty much agree with Random50 on the farm issue. But I always go to war and use my population growth for Troops to invade, so there really isn't time to build up large populations, so no need for more than 1 farm and no need for more than Xeno Farms ( actually I don't even know what the next farm is -- never been in 1 of my games ). However if 1 plays a peaceful game and does not go to war then better and more farms are probably good and maybe even essential. But economical paybac
Looks like a pretty smart AI is saying don't backstab me or else. You backstab the AI in earlier games? -- maybe it is learning.
A few more points on upgrading -- a lot of ships grow in power with exp and keep that when upgraded. Also upgrading completely repairs a ship -- I usually wait to upgrade till a ship has damage unless i really need the upgrade. And upgrading ships can vary a lot depending on the exact design -- not a bad idea to try a few things with the design and see what keeps the cost down if needed. Also upgrading is the best use of excess cash as best as I can see except maybe rush buying a Galactic Achiev
How i start and get survey ships between turns 5-7 Get a 20% research bonus at start of game -- I take Technologists as my political party ( get +1 to sensors too -- that helps ). But 20% research bonus with race abilities would have the same effect. Take Galactic Warfare, Xeno Engineering, Stellar Cartography, and Sensors as starting techs -- this allows me to design a survey on the first turn -- cargo hull and survey module only -- cost = $948. Buy 3 survey ships on 1st 3
Most of reply 4 is correct but the economy screen does not show your total RPs but rather the costs for producing the RPs. The actual RPs produced are shown in each colony scrren and you can view all of them together on the colony management screen -- unfortunately they do not total em up for you. The Galactopedia is great but be aware those are "Base" costs -- RP costs go up as you get more techs : specifically I believe researching a second line of weapon will raise the research co
Would like a delete all custom ships button and a button for turning off the premade designs ( i just have to obsolete em as they come along )for use at the start of a game and a delete all saved games would be nice too.
Firstly let me say again, 1.2 update is a very good game. With fixing most of the annoyances ( bugs ) and making a few improvements in the interface and AI, GalCiv2 could be a totally fantastic game. And I do think it'll get there and maybe quite soon. Having said that -- I can totally relate to where Rendorax is coming from. The game's current AI is overhyped for what it currently is. I totally expected levels above Normal to be very difficult to win at. Personally i think most peopl
Spending, lol. Example: you have 100 production capacity, 60 research capacity military production % is 40% social production % is 40% research % is 20% if spending is 100% then you spend 40bc on basic military production 40bc on basic social production 12 bc on basic research if spending i
Developing Morale, Economy, and Research resources are a big boost -- also the morale and economy boosting techs can help -- but really you do not need population to go above 11B -- put them bad boys on troop transports and do a little conquesting. But usually if I have a moral resource, i can do population up to 17B with a good tax rate and no morale boosting facilities except a stock market or 2. Also i disagree about keeping spending at 100%, i put it at 100% and leave it there th
I remember when i ran across that post by Brad in the forums and felt pretty much the same way. But I was playing ( excuse me -- trying to play ) update 1.1. I've found it pretty easy to develop a strategy to win update 1.2 on suicidal, gigantic maps, 9 opponents, tech trading on, normal rate of tech research and middle of the line galaxy settings. My victories are usually tech victories --- but that is just to shorten the game -- a conquest victory would just take too long. My strate
Had this happen to me and wasn't sure what was going on. Thought i hit turn button by mistake. But I just tried ending a turn by clicking on mini map where it is over the area the turn button would extend to---and it ended the turn for me.
I have been picking neutral alingement and seeing this too. Wasn't sure what was going on. I did just take over a class 11 palnet. After conquering it, It now lists as class 14 but only has 12 tiles. At least I got 1 tile this time.
I've had the AI come in and steal a resource after i wiped out a starbase on it. Now i maake sure i have a constructor along to setup my own starbase.
I play gigantic ( 18x18 ) maps and find them plenty large but I wouldn't mind trying larger maps. Would sort of like to have rectangular maps too, where we specify lenght and width. Another neat opttion would be having wrap around where left side meets right side and top meets bottom. like the stars are distributed spherically.
I've seen that vote on restricting surveying to your own or unexplored territory late in the game after all the anomalies were gone. I'm like you -- survey a lot -- personally would just have left the GC but then again I don't make freighters myself and value trade routes very little. Actually I think i'ld sort of like to have that happen on the 1st vote sometime and see how it works out going rogue.
I think it would be really helpful to have the the alien tech reports incorporated into the research screen. Their civilization symbols could be placed underneath the techs that they have. Personally I usually just use the diplomacy screens to see what they have and I don't. The tech listing in the civilization reports is just not organized at all. I haven't noticed the AI reacting to my opening the diplomacy screen with them and then doing nothing.
Would agree with almost all of what you listed except for the Survey Module -- I use em right off and buy 3 survey ships on first 3 turns and upgrade engines and life support around turn 5 to 7 when i get impulse drive tech. I probably snatch up 60-70% of the anomalies on a gigantic map. Personally i find freighters not worth the time and effort to build myself -- the pay off is too far off and they can be attacked and destroyed too easy and it is after all only extra income ( my eco
Posted my strategy in the " AI Suggestions " post by Random 50; reply 13.
Wow, great posts learned a lot. What is really annoying to me is that i have to browse thru posts to find out details like these. Think they really need an area on the website that gives detailed information on the game and keeps it updated for the current update.