Ralegh

Ralegh

Joined Member # 636022
0 Posts 0 Replies 507 Reputation

Guys - early influence depends a lot on how many races you have met - your "culture" is meaningless if you haven't met anyone else yet. I would say that the alien in this situation has met more other races than you (you've only met them, right?)

4 Replies 218 Views

Helps your votes in the UNited Planets or whatever it is called. Hurts theirs. No bad effect on the minors, AFAIK. Early on, I spend some tech taking ships of some of them - freighters can be a good deal IMHO. Just ry not to buy ones that are heading for one of your planets... Consider saving up tech to get starbases off them...

5 Replies 254 Views

BTW, on the trade route thing, when I have a planet in the same sector as the alexians, I love to trade within the sector - all the SB get built just inside the one sector. Stuff the bonus for distance: maximum impact of SB is worth more, AFAIK. (Plus its easy to defend the trade ships...) Just watch that teh Alexians stay wealthy - don't want to flip them!

27 Replies 3,758 Views

Over at OrionSector is version 1.0 of a user guide. Currently only available as a 1.5MB word format download (PDF is promised for next week). Available from http://www.orionsector.com/pages/galciv/downloads/The_Unofficial_GalCiv_Strategy_Guide_v1_0.doc This guide is written to complement version 0.99.010 of the GalCiv manual. Congrats and good work to the whole team of contributors, and especially to our lead editor and inspiration, Robert Dejournett. Please post enha

27 Replies 3,758 Views

(a) The "maso nerf" seems to me to be mainly on the top AI level - ie. AI by AI. (b) On the (initial) rush, the trick is to take out the BIGGEST baddies first, and leave the harmless little fellows for the end. That way, if they do reach battleship (etc), you should have LOTS more planets than they do. If you try to gobble weak guys at the start, so will the best AI, and IMHO you will lose.

34 Replies 1,426 Views

There are lots of measures you can take to increase morale, which will allow you to support more people on the planet. Frogboy has a Morale thread that is sticky on the strategies forum if you want details. But left to itsself, morale should gravitate to the 45-55 range, as population die off at lower morale levels and growth at higher levels should slowly bring it to steady state. However, in my games, I boost PQ as much as I can, and let the pops grow for most of the game!

3 Replies 237 Views

Hmmm. Interesting, In order to win at maso (all map sizes), I have moved to: Moral +20 (from party) Diplo +40 (half from party) Weapons +30 Speed +1 If others list, please mention difficulty and map size, as these affect the relative value a lot!

31 Replies 4,718 Views

Maike Geng's comments are great, but the precise figures mentioned (35% etc) are infact arbitrary, and change depending on game situation. For example, in my current game, the tax rate I can charge which leaves morale at 100% and maximixes tax revenue is 92%. (Late game: lots of improvements!). At the very start, it was 52%. But I did spend a lot of time in the 30-40% bracket during the game. NOTE: "Economy" only affects income from taxation, which is based on pop and tax rate, so hig

23 Replies 4,668 Views

I think tax evaders kick in in response to morale. It sure seems that way. The only thing to be aware of is that as tax rate exceeds 35%, your 'efficiency' reduces - if you watch the "total active spending", you will see it go down as the tax rate goes up. This is a very minor effect, though, and IMHO you would be quite justified in ignoring it. And I manage about the same way, BTW.

9 Replies 2,348 Views

OK, techs you know about. Neutral lets you get advantage of all the better bonuses (and ignore the ones you dont want so you dont go evil), so I don't see it as much worse off than evil on the individual planet bonus side of things. Auto-love: goodies get auto improvement in relations with other goodies - as a neutral, you miss out. While it may seem that the good guys won't attack you as much as true evil, I don't think that is true - they attack if they think they ca

9 Replies 426 Views

Should mean that their relative military ranking has taken a hammering - are they at war with someone else, and hence losing vessels? Or perhaps someone else bought a lot of their ships... Could it be the awesome impact of your production achine churning out ships?

2 Replies 216 Views

Guys, tech whoring is an essential part of my strategy on masochistic - it still works, it just doesn't pay as well. The trick at that level of difficulty is (a) Keep people who pay well alive - ie. the Terrans wont let anyone mess with out little friends the Alexians (and some majors pay more depending on their strategy that game) (b) With people who don't pay well, get other things for the techs: I take freighters first, then perhaps some combat ships, later maybe their starbases, th

18 Replies 3,458 Views

- Check out the new expanded manual - version 0.99.010, available from the downloads page. Much more help for you in there. - Your relative military might has a lot to do with whether people demand stuff from you - start building some combat craft earlier... Suggestion: focus on ATT-heavy vessels (they give the most deterrence value) and try to stay in the top 3 militarily (according to the stats tab of the domestic policy screen). - The word 'trade' confuses the heck out of pe

6 Replies 2,718 Views

I don't agree with a lot of the comments about maso, but I wholeheartedly agree that the gap is very large, and hence an intermediate AI level would be a good thing. AFAIK, the only difference is the degree of bonuses, so this should be easy to add in... (On the other hand, fixing some of the tactical ship movement stuff might make crippling and maso a lot harder...)

24 Replies 788 Views

1.05.071 Draginol Event. Masochistic. Grrr - wrecked the game! When event occured, Draginol started with 144,509 billion credits. They bought "Galactic Understanding" from me for 144,509 x 50 !!!! I presume they would have passed this money to an AI if I hadn;t gotten in first. (a) They shouldn't pay so much for a dumb tech - especially since the sum is guaranteed to wreck their economy permanently. (b) They were at war with me at the time - shouldn't trade while at war unless

363 Replies 16,964 Views

My self-imposed challenge: win games at every map size at Masochistic level of difficulty, with at least one win at each of good, neutral and evil, and at least one each of military, tech and cultural. I've done it - can you?

2 Replies 112 Views

You CAN move them. Combine #2 and #4 - right click on a valid destination (where is valid will depend on the range of the ship in question and the location of your starsystems/starbases). It can take a while, but they'll get there. BTW - I love this - I get to check out a lot of the galazy that I shouldn;t be able to see which these ships are slowly coming home.

6 Replies 328 Views

O Fogey - I have never heard of this situation, so I doubt it is a "feature". I suggest you (a) log it as an error on the error thread and (b) keep a save game that shows the error, in case they want you to mail it in.

33 Replies 3,143 Views

(a) If I am war happy, I might rush to Impulse Drives so I can build transports, and then rush to Phasers so I can build starfighters, and then knock out an enemy civ or two. (b) If I am in for the long haul, I will do the research to be able to build Habitats ASAP, and then go to DIPLOMACY - which lets me build Banks as well as upgrade my government (and talk to aliens). Then maybe Trade, if I can't trade for it from the baddies - but basically, I develop techs no one else has so I ca

7 Replies 2,577 Views

Don't overextend your economy: (a) be very cautious before leasing anything. In general, the only time newbies should lease is for the first couple of colony ships at the start of the game on smaller maps, and later in the game for the occasional trade good maybe. (b) don't build EVERYTHING - you can't afford it. Get rid of the high expense-low benefit buildings. If youa re in a very military situation (and not researching), consider getting rid of your research buildings. (c) get

11 Replies 2,471 Views

(1) BattleAxe is ATT2, DEF5 - not good at killing otehr battleaxes. Use a more aggressive ship to kill the defender (or take lots of losses). See the Combat Simulator (go Forum, and click on Simulator on left side) (2) Once there are no defending ships, move the transport onto the planet - the invasion screen will open. (3) Keep your morale over 54% (roughly) - then you will win the elections. Pay special attention when changign government type. (Quick fix: drop taxes or ship people of

5 Replies 3,410 Views