Yodarkore

Yodarkore

Joined Member # 682980
0 Posts 0 Replies 6,669 Reputation

Fully upgraded phase missiles are awesome, especially coupled with subverteers. When you have your RA set up, cash and ressources are here only to build subverteers, and tech/planetary improvement. So you can max out your military techs. Don't forget to grab the special abilities for every ship btw in order to improve the effiency of your RA's ships. But that's off topic :p Upgraded phase missiles are neat as said before for targetting a cap ship and make it retreat or even des

29 Replies 13,410 Views

You better should rely on subverteers since they cripple the ennemy fleet. But it may be a fine idea to have a couple of them as "bodyguards" for a cap ship. I shall test it.

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[quote]What I like about ship research is that it boosts your military power without eating up supply - allowing you to operate at a lower fleet support cap for longer[/quote] Well, I'm getting better to the game and pull more and more from my vasari's might. I aggre that hull tech are neat against attrition. But I still find this techs "ice on the cake" kind of. Since I have to run for RA and/or subverters, the only tech I really research (and wich really reduce attrition, but in a dif

15 Replies 9,230 Views

Fighters definitly are more powerful against LR frigs. Beware, that they mostly target other fighters/bombers first, so you have to micromanage them to focus the frigs instead of the enemy strikecrafts. I've also tested spamming hangars at chokepoint worlds, it is quite effective, but against a smart foe, you'll have to be very reactive.

10 Replies 10,369 Views

[quote]if not, use lots of bombers[/quote] I'd say fighters are better since if foe do have fighters/bombers too, it might help repell them if needed. And they seems to do the job quickier than bombers on LR frigs, especially TEC ones.

10 Replies 10,369 Views

Hi guyz, Who haven't been the target of an early LR frig rush? A frightening question! I was wondering if there is differents strategies about countering this kind of rush. The most obvious seems to build lots of strikecrafts or having more LR frigs than your aggressor. The point is: fighters or bombers? Since scouts have a 200% damage modifier against LR frigs, does anyone have tried a massive scout armada (and survived)? xD Later on, heavy cruisers are a good

10 Replies 10,369 Views

[quote]But I'd say hull/armor/shield upgrades just because they improve.... everything. Every single ship you have and will ever make will be better because of any of these techs.[/quote] I'm still pretty noobish on MP gaming (in SoaSE i mean), as far as I've saw it, sometimes it worth it, sometimes not. You better build more ships with your cash, since against massive focused damage your only real shield is shield mitigation AND a large fleet :) Anyway.. I do improve

15 Replies 9,230 Views

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 9,282 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 10,517 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 13,904 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 3,131 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 7,367 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 7,975 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

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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 4,527 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 45,301 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 9,815 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 44,282 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 9,815 Views