xpyre

xpyre

Joined Member # 2460835
18 Posts 198 Replies 506 Reputation

I've started playing the 1.2 beta. All seems more or less fine, except when I select random opponents I keep getting the Custom Race instead of the Terrans. While this doesn't seem to alter the game much it does ruin the fantasy somewhat. I've not seen anyone else complaining of this, which means it might just be me.

5 Replies 3,762 Views

Iztok I don't entirely agree with you. I buy factories all the time. At least the first 2 or 3 on my home world and the first one on every other planet if I think my finances can stand it. But you are right that rushing colony/constructors is a bad idea unless you absolutely have to (there is always that lovely PQ26 planet that you can just beat the AI to if you rush)

21 Replies 12,242 Views

You've got most of the information already. At the start you've got lots of competing pressures. a) The need to rush build. b) The need to keep population up on your economic planets (planets need a healthy poulation to make money) c) The need to colonise (each colony has a base of 12 maintenance-this can be really significant early on) d) The need for increase in production and reseach as well as economy. You need to evaluate

21 Replies 12,242 Views

I will go along with most of the OP. However, which game cannot be considered a "puzzle to solve"? This game is fun to "just play". I've toned down the difficulty level of late. Not because I can't beat it. Just because I can only beat it by playing a regimented game. On suicidal it feels like if you wander one step from the path of economic expansion then you get overwhelmed. There is fun to be had inventing your own rules (I cannot start wars, but I can bribe as many as I want - One

53 Replies 27,958 Views

In 1.11 it is largely about speed. Transports, Constructors are easy. Whatever they need in terms of modules then all the engines you can fit. Use Eyes and avoid sensors on ships. If someone else getrs there first build cargo holds with all the sensors you can fit. If I'm on the attack it is usually mediums with 3 or maybe 4 engines and the rest guns on whatever branch I'm most advanced with. If I'm on the defence (which I always try to avoid given the 1st strike advantage as it

15 Replies 10,514 Views

One thing you must remember to do to avoid early invasion is to build a navy of some sort. At least without the initial planet rush you can focus on other stuff.

19 Replies 10,294 Views

It was certainly possible (and enjoyable) in GalCiv1. You could even do it by conquest with DeathStars. One of my fav ways to play. I've not managed a single planet in GalCiv2. The nearest was a slight fudge of a One Sector Challange on Large/9 races/Tough. I further fudged it by hitting Ctl-N until I got a crowded sector. I inhabited the one sector and never left until I achieved a diplomatic victory. (I think this is the only realistic way to win). It was helped by a PQ26 planet in

19 Replies 10,294 Views

Iztok Bitenc - Great post. There are many ways to play, I can only say the way I do it. Which is completely different than your way Most important thing on high levels is to stick with it. You are going to be bottom or near bottom in most things. The thing is to make sure that you are not bottom in the things that count. I play on no tech trading, random sized galaxies and nu

13 Replies 12,417 Views

dragonrift - i think you are missing the point. This thread is about economy- not production. Most people specialize worlds. Those that are for economy only have the minimum number of buildings which don't improve this attribute. The only exception to this is that generally all my worlds have 3 factories just to build the other improvements. I fill the world with stock exchanges until the pop cap is reached then I upgrade one by one to farms until the morale is only at 110% @ 79% tax rate(

6 Replies 5,468 Views

Brad, I think we appreciate the effort involved in making a complex tactical system and the AI required. What about my idea of something as simple as letting the type of weapon determine order. Make beams fast but lower the punch at the top end of the tech tree. Then it would make some interesting choices but without a big re-write of how it all worked. (It is still one weapon per turn, same rules as now just the order is switched around.) (I know 1.2 has chosen the "everyone shoots" route bu

38 Replies 14,369 Views

I see... so everyone who likes trade goes for diplomatic victories. I can see the point in trade then. However, I found diplomatic and culture victories so lame that I've switched them off. Maybe I'll try turning them on and not trying to conquer everyone. Then I can spend ages building up trade routes, heck I might even try being "good". Nah, on second thoughts I'll stick to conquest only and play as Neutral or Evil much more fun for me. <img src="http://images.stardock.com/sd_com/smiles/Wi

33 Replies 12,470 Views

Pete is that a home grown economy or do you mean trade based economy? Marcathonas - Gal Privateer is great if you could be sure to get it. If someone else gets there first you are a bit stuck. I hate relying on getting to one particular wonder first.

33 Replies 12,470 Views

Good post. I think it would be better with more character in the weapons. At present they are about as characterful as rock, paper and scissors. In reality they are very very similar. Seldom is there any other consideration than "what is everyone else researching". Your suggestions would make a real difference. How about as a varient, order of fire being made on type of weapon: beam, projectile then missile but with the damage (and size) being great

38 Replies 14,369 Views

Skyjack and Megavolt Are you playing on gigantic? How do you keep your routes safe or do you never go to war? I play on conquest victory only on Suicidal. War can put pay to trade so quickly, wrecking game-years of construction. How do you overcome this problem?

33 Replies 12,470 Views

So you've lots of money... I'm sorry I didn't see the "win the game by getting 1M credits" option I said I'm trying to play the game by conquest. As soon as you go to war against a decently powerful civ the AI seems to target your freighters and starbases in space you do not own. Maybe I'm missing a trick but I seem to get on fine by having my own economy support me.

33 Replies 12,470 Views

I don't think what you are doing is at all cheesy. I do recoginze it still works that way... Just that the other ways of getting money and keeping stable relations seem to work better, and need less micro management (building trade centers) than trade.

33 Replies 12,470 Views

an idea for AI, Expansion and Multiplayer threads. How about the crazy idea of an expansion opening up the AI interface. Brad is always talking about tweaking the numbers for the various AI’s. Why not open it up and let people tweak the AI in an online "Gal Civ Manager" sort of way. The idea being tweak your AI and set it up on-line against other tweaked AI’s. The game is then played out from a distance. Maybe allowing some fine-tuning to the parameters as the game progr

9 Replies 7,730 Views

I am a GalCiv1 vet and therefore was fairly familiar with the value of Trade. It improved relationships tremendously in the early game and generated more money than most other methods. When I started GalCivII I obviously prioritised it as I had in the past. Now that I’ve played dozens of games I’ve got to the stage of ignoring it completely. The game seems to give much more value on military might in the early stages. Therefore whereas I used to rush freighters to get on good te

33 Replies 12,470 Views

Marcathonas - That is a good use of diplomacy, I can see the fun in getting everyone to blow each other up

16 Replies 5,135 Views

Have any of you guys tried the "No tech trading" option. The overall experience is far better IMHO. The concept of buy from one sell to 9 is always going to lead to exploitation. Maybe if there are only 3 civ's it can sort of work.

6 Replies 3,480 Views

I think the letting the AI be fooled by a carboard cutout military is useless too. I can see what ships the computer really has, so why can't they see what I have.

1 Replies 3,319 Views

Tech trading is bad. Partly because if you head down the diplomatic tree you can’t fail to be making fabulous deals over and over again. The game is much more challenging and interesting without the constant need to go to the diplomacy screen every turn, scan through for new tech, buy it, sell it, make £’s, rinse and repeat. (If you don’t whore the tech then they do it anyway, so you might as well!). With tech-trading you get an equalisation of tech that makes everyone look and feel the same.

16 Replies 5,135 Views