The missiles sucked in GalCiv 1 because the AI couldn't use them. All they really did was give the player a huge advantage. They would be awesome if the AI could be taught to use them well. Otherwise, if the AI can't use them, then they just make it easier for the player.
WasabeXX
Well, for the description in the manual for the difficulty settings, it says that on higher difficulties, the AI makes better allocation of its ability points. So at lower difficulties the AI either doesn't use them or selects random other abilites. At higher difficulties it most certainly uses them, and makes good choices with them.
Well, I'm pretty sure that "approval", "morale", and "happiness" all mean the exact same thing. Which I think is confusing, they need to all be called by only one name instead of three different names. But the game uses all three words that basically are the exact same thing. As for your question, that tile only gives a bonus for morale-improving buildings like a zero-g sports arena, entertainment center, etc. Not for influence buildings like embassy. Also, it does not affect gala
Yeah, I use them in emergencies if I need to get a defender into orbit right away and can't spend the money to rush buy a better ship. They are great defenders, they work against everything up to dreadnoughts, and even then they do some good damage to dreads. However, the 5 maintenence on them is not worth it in the long run. But they are cheap and quick to build and great defenders if you need to build a ship in 1 turn.
I know there have been lots of different opionions on this, but from what I've observed. . . The ship with the higest attack value fights against the ship from the enemy that also has the highest attack value. So of course since starbases have 0 attack, they are always attacked last. Also, since Anti-Matter Missiles have the highest attack, they are always targetted first when in a stack.
Actually, it won't work on the newer patches - the AI will dump those colonies the very next turn.
Actually, I'm pretty sure they don't round down. If your planet would be 20.5 PQ, it would show as 21. . . Also, the AI doesn't get PQ bonus, and if it did choose that as it's pick, then it goes away when they leave the planet. And finally, remember that PQ determines how much tax income you get and manufacturing power of a planet, so in the beginning a higer PQ planet, even if it's just a little bit higher, makes a big difference. It increases not only growth, but also moral
You have to get the terror star technology. Then when you send a constructor to the starbase, there will be a new choice for a military module called terror star something, and it will say like +20% completed. So you have to send 5 constructors to make it 100% completed, and then the starbase turns into a terror star which has 1 speed.
First of all, the manual is incorrect. Those shipyards only increase att/def values of ships. There are several ways to increase the hit points though. The biggest is by choosing the war party (+50% hitpoints). Many times the AI empires choose that as their political party, especially the Drengin and the Altarians. There is also the 1 trade good, tri-somthing steel that increases hit points (+20%). Then there are I think 3 techs that increase hit points 10% each (+30% for all three). So I
I do agree with you Technician that there is way too much whining on these boards. GalCiv is an excellent game with a challenging AI for most of the gamers. However, keep this in mind: the game has no multiplayer. That means that eventually the player gets better and better, but the AI doesn't. So we raise the difficulty level, but once it gets predictable that we can beat the AI on even the highest level all the time, we start to get bored. Of course, the poll shows that right now,
The events give different morality +/- each time they happen based on how much of a benefit/penalty they offer, and adjusted slightly by a morality scale. So the same event, such as PQ boost, will give a differnt morality change each time depending on how much of a boost it is. If the PQ boost is 49%, expect to have a -10 on your morality scale. But that doesn't mean that the good choice in that event will give a +10. If the event is the plague and you spend 500BC to help save your citizens,
I just played my first game with 1.04, and choose AI's on intelligent level to start with. I think it's a lot better now - I mean, does the computer really NEED those trade goods? Most of the time they don't, so why should they pay for them? However, some trade goods I think are very valuable, such as Grav Accel and Tri-Steel, but they don't seem to want those either. . . Another thing on trading - is it just me or is the AI now willing to do more tech trades with humans? It
Valamir, I think that is a bug you are describing - the AI gives orders to it's ships to attack the planet, but if the planet changes ownership, the orders don't change and it attacks the planet anyways which causes it to go to war with you. To fix this I put a ship right in front of the planet, on the path of the AI ships. If the AI really meant to attack me, it would just go around the ship and attack anyways. But it doesn't, it instead just sits there for several turns before turning aroun
Awesome! It's hard to imagine a game where if you have a problem and report it, within only half an hour the developers look into it! Thanks!
Looks like several people are reporting it already, but in any case, 1.04 doesn't allow you to overwright saved games. It will gave you the prompt to do so, but it doesn't actually overwright the saved game. . .
Since upgrading to 1.04, I can't overwrite any save games. I get the prompt to overwright, but when I click yes, it goes back to the menu and the game was not saved. The time stamp on the file doesn't update and if I load up the game, it's the original save game. New save games work just fine. I even cleaned out all my save games and started over, but still ran into the same problem: I could save a game once, but if I tried to save again and overwright the save file, it wouldn't work. <
Richard (or Drake?) I'll take a look at the save game later when I'm not at work. In regards to the revenue comparison - each planet gets a base amout of income based on it's PQ, and then gets revenue from taxes (based on population and tax rate). So at the beginning of the game, when your population is very low, most of your income comes from the planet and not from population (taxes). In the beginning of the game a high PQ planet can earn as much total revenue as 5 lower PQ planets
Ok, I downloaded the Supertorians 2 game, and played it for 1 year, from Sept 2080 to Aug 2081. After only 1 year, (actually only 11 turns), I more than doubled the economy. I got the econ graph to be about 25% higher than the second place Torians. And if I could have started earlier in the game, it could have been much higher by that point. Here is how it was done: Your starting income at startup was 92BC. . . First off, your tax rate was at 29%, not sure why. I upped it
After reading Def Zeps comments, I realized that AMM's would be drastically less effective if I didn't have Gravity Acceleraters. Of course, I've never once played a gave where I didn't have them and I usually have 100% of the trade goods. . . Also, AMM's are never at just 100 attack - by the time you build them I think you have to have at least 2 required techs that give 10% bonuse to attack, possibly more, and if you have starship bonuses on the planets you create them from then thei
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Battlehammers can defend just fine, but your military graph won't grow and you'll be in the war forever until the computer thinks you have the military advantage, and only then they will agree to stop the war. If you get into a war, still just build a ton of starfighters, then move them to where the computer can't destroy them (don't use them for defense in orbit of planets). Even if the AI could totally wipe you out, it will see your military power get larger then his, and will sue fo
In my last 3 or 4 games I've never even researched Corvettes or Battlehammers or Starhawks, or even defenders or battleaxes. If I happen to trade for the technology I might produce Corvettes near the begginning of the game. Otherwise I just produce StarFighters in the beginning, get up to battleships and produce a few of those, then research again to dreads and AMM's, and then just produce a million AMM's and a few dreads and then go on a rampage through the galaxy. I can't wait for t
FYI - the metaverse thing is not something that the players can download. It's for the developers to look at the games and see how they can change the game's AI in future patches. So really it already is being used, and the AI is getting better with each patch, but I agree that it is still way too predictable right now.
I think AM missiles are great, but I also think the AI should be coded to know how to use them and how to deal with the player using them. If that can't be done, then they should be taken out of the game because I agree that they are too easy to use to devestate the poor computer players.
I'm 100% sure about the planetary defenses only effecting ground troops. However, there are projects that increase the stats of your ships, they are the shipyard, advanced quality control, etc (ones that give a starship bonus). They effect the attack and defense stats of any ships built on that planet, and the bonus stays with the ship no matter where it goes. However, if any other ship goes into orbit around a planet with those shipyard bonus, they aren't benifitted by it, it's only