Tech victory is cheese to go for from the outset, but it does make a nice out when the random events bone you. I had a game where Alliance was right out, because two races otherwise ethical in alignment underwent a reversal of alignment (Drath and Torians). You can scratch conquest victory there too, because you simply cannot win a battle on five fronts, even with a tech edge, unless the few remaining ethical races are powerhouses, you're asking for a major setback. The toughe
Janu Hull
Smaller ships should be primarily defensive units. The AI does target them first. My fleets are primarily composed of Small hull destroyers with 20+ points of defense versus the primary weapons of my enemies, with a smattering of weapons matching my primary type, I like beams. My main units are usually Huge hull ships, which have a reasonable level of defense, which for them is 30+ points, given their mass, I can slap enough defense to make them nigh on invulnerable to a weapon typ
The first jump is to a crap planet in the same system. I found this when trying to beat down the Drath and the Iconians one game. The jump after their system was to a decent world nearby, but they'll always try to stay in their home system if there's a world available. I managed to bypass this in my current war with the Drengin, and took Kona before Drengi. They did the jump to a class 15 planet still controlled by the Drengin pretty close by, BUT in my region of influence. <br/
I was wondering about that. Its assuming any race that isn't an ally is an enemy. Warm and Friendly aren't enough to pass muster, to say nothing of neutral or worse. Plus the detection range for Auto Attack sucks. If an enemy formation isn't within a contiguous sensor range (meaning, visible space on sensors between it and the target), it will cancel auto attack. Like it won't path through the fog outside of sensor range.
I think they plant the bases in order to get trade leverage. Or just to generally bugger the major players. I do notice they've generally got a LOT of credits on their hands. One strategy I used in GC1 was to feed the minors my level of technology, which would make them VERY effective battering rams against other major powers. They seldom used transports, but they would beat the crap out of whomever they were fighting, and you could pummel the defenseless planets they left behind.
I made the mistake of upgrading ALL of my ships at once, which put me in the hole by 100,000 credits. Even though I was making almost 1000 credits a turn, I couldn't produce ANYTHING, nor would I be able to for quite awhile. But it all turned out well in the end. That's a little deep, but I won't hesitate to go 20k or so in the hole upgrading a f
However, I do still seem to see that while there's many good choices, that does nothing about the choices that you'd be dumb to choose. Which ones would be dumb to choose? Weapons and hull strength are good for those who like aggressive games right out of the barrel. Though pathetic in the later battle, in those early turns, the relati
Something I noticed that's a huge difference from GalCiv 1 is that the minor races stick with one world and don't compete with the major races at all for available planets, even when given a colony ship early on. Is this a bug? Personally, I like the idea of the minor races, but they seem a little underpowered, and, quite honestly, stupid. I think they'd stand a better chance at being something other than speed bumps on the galactic superhighway if they were at least a l
i believe we have camerias now that can see a postage stamp from space why then in the future we wont be able to see roads from space Nah, 6 inch resolution is the best there is in Earth imaging satellites. There are a few adaptive tricks that can probably top that slightly, one being to carefully rotate the satellite to keep the target zon
Laurel, Maryland, about halfway between DC and Baltimore.
I've not seen anything to indicate an AI cheats on colonizing. If anything, I can out colonize the AI with one engine tied behind my back through sheer volume of production. It is possible that some have preknowledge, like the Iconians, but at the same time, there's nothing to say the AI doesn't follow the same pattern of "System sighted, ships built, send forth and see". If there's a planet, hit it, if not, move on. At the Bright level, where I usually play, they do tend to B-li
To get yourself prepared, play one game where you do pretty much nothing but research the hull line, and preset yourself a set of hulls from Tiny to Huge. I personally don't waste time on Tiny, but the rest make NICE stepping stones to build a fleet with by the time the colony rush is over. That way a ship immediately ready for upgrade is available the moment the tech hits, and you can roll out with your best weapons without needing to wait for the preset ships to catch up. It takes
It could just be that they hit an economic difficulty, or that they've shifted focus to something else. Just because a human player is an obsessive colonizer doesn't imply the computer is. One game I dropped had the Torians start off doing nothing for a few turns, no expansion, no colonization. They were in very close proximity to me. When they finally did go boom, they were all over the place. Their colonies so interlaced my own territories, I cut the game because they were already sla
I've seen the Yor become a nightmare, but since I play Terrans, I couldn't tell you how they do.
True. It was so cool/frustrating playing the Federation. Your support would get high really often, but you would be just useless in war, 'cause no planetary invasion was allowed.. Yeah, I had a game like that. The Klingons kept jerking me around, declaring war, then wanting a treaty, then declaring war, and back again. Finally said to heck with
If they make it race dependent, Star Trek: Birth of the Federation had a great system that had morale consequences for your actions in military and diplomatic actions. Sign a treaty, and the Federation's morale boosted, Klingons would take a minor hit to morale, and so on. When you went to war, Klingon morale skyrocketed, Federation morale tanked, Romulan morale had a minor bonus. Planetary invasions and bombardment would also affect morale. One game where I did a lightning invasion of the
I've gotten around this by creating a stripped template frame design for each chassis with no tech on them at all. When they become available, I create a design that meets the critera of my current game, then I upgrade it with the same name every game, ensuring that I always overwrite the old higher powered design with the new one applicable to the current game. My Small frame ships are always Strike Corvettes. My Medium frame ships are always Strike Cruisers. My Large frame s
I prefer larger galaxies myself. I run a lightning colonization campaign, switching over to my own homebrewed colony ship design which is only one hyperspace engine more than the basic model. I use these first five ships to hit the first PQ12+ planets they can hit, then the first structure I have them build is a starport. From Earth, I use these ships to go out and tag new star systems, hitting only one planet each, sometimes the best, sometimes the first one I happen to see, depending on
I run Huge and Abundant, and I get plenty of multiplanet systems. Only a few of those multis are PQ10+, but they do serve well for support planets. One thing I've noticed about quality distribution, I've almost never seen a planet with a PQ less than 5, except for Mars or some world that's been pulverized by mass drivers. There's a good selection of mid range qualities, but I was expecting more to be of a marginal grade.
When you reload a game, the system resets to the basic influence zone which is barely around each star system you uniquely control. It resets to normal within a turn.
There is no such thing as a worthless planet. At least not to me. In long range wars where the border between you and your enemy doesn't abut, those captured "worthless" worlds are your beachhead. I don't like just capturing a planet in someone else's influence zone. If I invade a sector, I don't stop until my influence dominance kicks in. In close in worlds, they represent additional influence that keeps enemies from bogging your border worlds in their territory of influence. Usua
I've played without population growth bonuses and I've done fine. I play Human Industrialists with 15%-20% Diplomacy, 20% Research, and occassionally I've toyed with the three point Planet quality bonus. I run against the computer with all nine alien races set at Bright intelligence. This is in a huge galaxy, abundant planets, abundant inhabitables (I hate games where my empire is stretched halfway across the galaxy for a pittance of planets.)with common anomalies and normal tech (