deathbyninjas

deathbyninjas

Joined Member # 2577682
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Well, part of what makes it a strategy game though is the necessity of using different strategies. If your strategy doesn't work for every starting position, the solution is simple: don't use that strategy in every starting position. Use it in those for which you have plenty of high-class worlds early on. When you don't have lots of high-class worlds early on, you need to come up with a different approach to make up for the deficit. A given strategy (unless it is merely a collection of broad pri

12 Replies 8,949 Views

[quote]Yes, because the shape of the galaxy makes no difference in how the game plays out. Seriously dude, its not like we are asking for a retarded graphics boost or something similar that adds nothing to the playability.[/quote] I thought the differences between the individual games were supposed to be one of the strengths of Galciv - a sort of "never the same game twice" kind of approach. This way you have to adapt your strategy for new and interesting circumstances. So say you've go

17 Replies 7,292 Views

[quote]So you are avoiding all attempts on influence flips, refusing to go into diplomacy actions, refusing to open/accept trade routes and leaving the UP as soon as you can and not researching any yellow techs beyond governments?[/quote] More or less. I'm going to try to avoid any trade dependence and leave the UP so the comp won't try to establish routes with me. Some diplomacy (encouraging proxy wars, peace deals) will be conducted. [quote]What caused your econ crash? Was th

6 Replies 5,462 Views

So, I wanted to start a new game as an isolationist, xenocidal human faction bent on eradicating all alien life forms. Unfortunately, those character traits intended to make the game interesting also make it exceptionally difficult. Usually, I'd balance my economy with some trade routes and tech sales for the occasional quick boost, but that's going to have to be a big no-no in this game. After all, in a society that punishes xenoconsortion as the most heinous of sins, why would I as their leade

6 Replies 5,462 Views

[quote]We are both right in many ways. I guess it just depends on how many planets you control and there quality. Right now, i am playing a game with only two quality planets. So i have to be more agressive to procure quality planets by force of arms. When i do have a good number of quality planets, i am more passive, utilizing technology and influence as my weapon [/quote] Very true. Recently I've been playing a few low-planet games on large maps where having even a one-world lea

11 Replies 9,747 Views

[quote]I think this is a tactical mistake. I seem to have more success when i already have a strong military instead of waiting for someone to become angry enough for war. There are ways around going into the red, but there is no way around an overpowering advesary. I usually play a militaristic style which works well. Neglect your military for too long and you will become a target for the more powerful or equally powerful races. [/quote] There are other ways around an overpowering adve

11 Replies 9,747 Views

[quote]And on another note when and and with what frequency or ratio should I be researching military techs? during war and peace time...thanks[/quote] That's a tougher question to answer, which depends a little more on your style of play. The computer usually won't trade weapons with you, particularly, if you're militarily very powerful, but you can always pick up needed defenses in a pinch. I usually research weapons technologies prior to war, or when a foreign power seems to be getti

11 Replies 9,747 Views

Basically, aside from a planetary garrison to deter invasions, you have no need to constantly build armed naval vessels. I usually just take a small hull and slap on however many weapons systems will fit, and put one or two of those around each planet. As long as my military rating's over a hundred, or at least high enough that the computer doesn't come asking for a thousand bc every couple of turns I'm usually pretty safe. When you don't need more military ships, you can drop your military buil

11 Replies 9,747 Views

Is it in any way possible to develop a civilization such that it is completely trade-independent? It seems that the economic necessity of trade makes it an unavoidable necessity - and a rather awkward one in the late phase of a conquest game, which becomes usually a race against my own treasury, trying to eliminate the last race before the economic crash really starts to hurt. As an interesting hypothetical, is it possible to win a game without ever establishing trade contacts?

3 Replies 4,195 Views