mikeswi... I guess I'm the curious sort. To get a gigantic universe over so quickly means that something is seriously broken. My guess is that somehow they are in colonize mode for the whole game.
xpyre
@unfunfofmpc Thanks for the cheese tip... I'll give it a try if I ever come across any @Mascrinthus I think we can safely assume that unfunfofmpc is not playing the game as you know it. There will be exploits all over the place all geared to raising his score... not playing the game as such. Taking your example above I believe the military score is not about ships destroye
I've never even submitted a game to the metaverse. I guess all these angry threads have made me think what would score well, based on the exploits I know. FOr those MV vets, which of these work/don't work? Pregame ======= Allied to everyone 9 opponents - all the better to trade with Suicidal -cos that just increases the rate that the other civs get/do things Tech trading on in setup. Enable conquest only in setup Max planets and max stars
Fair enough... So it is cheesy then.
Your scores are v impressive. But, why not just publish the cheese you are using? It must surely be v boring just going for the scores. I think everyone suspects that you are telling the truth but knows it must be cheesy. Why the secrecy? Just say what the tactic is. We'll all go "gosh does that really work", maybe try it once and then get on with our lives. All this "look at me" tactic is a little immature.
I'm strictly conquest. This doesn't mean I ignore the other aspects of the game. However there are millions of ways to do it. I love that the map size, starting position and number of opponents dictates the way you should play. As for my favorite: Personally I love starting positions where you are on top of another civ straight away. Makes for a great start, and means you get a little mini game of one on one before the main event. I then like games which are
Good observation mavx21. As Kblore grudgingly admits, the way the production/tech tradeoff works is actually good in game terms... just difficult to understand in "real" terms. At the end of the day it is a game not a simulator.
Kblore Your recent comments are much more informed, relevant and constructive. Many of the things you say are minor annoyances... but I think you agree the game as a whole is very good.
I think all work as designed... However some are of very dubious value. E.g. Gal Guide Book. Others to me are overpowerful E.g. Eyes. Others could do to be looked at in game terms E.g. Planetary defences. So maybe that is what the opening post is commenting on. Or maybe not
@P0rcup1ne I'm not against blitzing but the extremes of movement are just silly in GalCivII. You can get to the stage where the AI finishes its turn with 20 planets then before it moves again it has none at all. Maybe I'm just too weak to resist making ships which exploit this huge loophole. To my mind if you want a fast scout you should need to research engines not just stick lots of poor engines on one hull. In any case I reckon cargo hulls (with 1 hp but eno
Torians are no trouble. They tend to start off like a rocket... but end up being a damp squib. They can't invade for toffee... Play as any of Drath/Korx/Yor and redesign your colonizers. You should be able to expand as quickly as they can. Build a decent economy (there are loads of threads on this). Beware the Dregnim... now they may not grab as many planets. But wait till they've taken 3/4 of the Torians initial grab.
One of the things that always strikes me in ship design is the mutiple modules permissible. E.g. Ships with 10 engines, or 10 sensor arrays. At present these just add cumulitively – no penalties for having more than one. This lends itself to bizarre ship configurations. You may call them awacs ships but cargo hulls with 7 sensors after researching one tech reduces the importance of an entire branch of the tech tree. Also transports and attack craft which can
Kanil - IIRC in the very first release it applied even on Suicidal... but that is such a long time ago I may have got it wrong.
It was a feature which just broke the game in so many ways... ...you should be ashamed of exploiting it. (P.s. the 1.2 beta allowed you to upgrade 100 ships for the cost of one... but they counted that as a bug too. )
boomfrog... ... how do you figure you've won when 95% of the galaxy is owned by another civ? Alliance victories can end up as kill one civ out of 7 then all become mates, not much of a game.
castun & Richrf Sorry to interrupt your discussion, in my experience if you are not allied the AI gets angry quite quickly, but if you are allied they do NOTHING at all, ever... and this is on suicidal with extra AI time routines switched on. As the Korx I managed to get my Arcean partners to rule 95% of the galaxy (I play conquest only). I had my two starting planets and one other class10. They had everything else (about 30 planets). However I had the two things I wanted..
Apart from cranking up the difficulty, I love playing with self imposed restrictions. To date I've done: - single sector - not allowed to own any planet outside your starting sector (giving away any planets which surrender to you) - protect the minor - must keep the first minor you meet alive... can be v tricky if it is in the middle of another major's area. - keep every major alive (you need a decent sized galaxy to be able to get to aid people in time before they surr
Similarly you can get events for dead civs... E.g. The Drath have had a fundamental change to their outlook on life... even from beyond the grave.
@Meglobob Agreed but only if you yourself deliver the coup de grace. Even then it won't sever any existing alliances.
Not that I've noticed. It is even worse. Once allied the computer never seems to break the alliance even if you get xeno ethics and switch to the opposite alignment or culture flip every single one of their worlds. So you can start with, say the Drath. Ally with all the goodies... switch to evil with xeno ethics and ally with evil. Just keep an eye on starting a war with
There aren't any. There is a bug in the description. Your planets get auto upgrade, you get improved relations and you get the opportunity to reseach NLC's, the temple of neutrality and additional trade routes. That should be enough...
@Skyjack The two threads on trade have made me decide that trade is not as completely useless as I've assumed. I'd like to think I'm fairly skilled at making money from planets using the economy side of the game, to the extent that my spending is always on 100%, my approval is on 100% and my tax rate is on 80% after the first year. Now I think I've a chance to make money from tr
Alliances and influence are broken... thank goodness. You should go out to get your alliance FIRST then try to flip their worlds using influence. If you do it the other way around they will hate you for your "alarming influence" and are likely to declare war. If in an alliance however they will meekly sit there and let you flip world after world. As evil on suicidal with no tech trading in 1.2 it is just about the only way to win. (Well the only way I can win). Back a
Ah thanks Skyjack. The Economy base influence was the piece missing in my understanding. Yey now you've said it, it makes perfect sence. It is how all the starbases work. Hence starbases on long routes are needed along the whole length to work properly.
Another list of "bugs" which are actually not bugs... Just someone's naive idea of how the UI should work. Sorry if you are offended by the word "naive". It is just that most of the points raised would not be changed by someone who had played the game for a while (e.g. planetary governors are simply not a good idea if you want to play the game on tough or above). Would you sit in your new car and say... I'd put the handbrake here, I change the ratio of the gears, I'd chan