Inocare

Inocare

Joined Member # 270615
0 Posts 0 Replies 115 Reputation

The AI, at least for neutral and evil races, seems to be much more militarily aggressive in 1.1 than it was in earlier versions. I've had games where my research, production and overall economy are almost equal to that of everyone else combined and I'm still ranked last (and treated badly by the AI) because I don't have a military -- or much of one. The only solution I've found is to build or buy a bunch of cheap combat ships. Nothing fancy in the early game. Just enough ships to cov

15 Replies 7,398 Views

So here are my questions: - I've recently been playing without tech trading because I heard there were problems with it and the AI in 1.1; What exactly are the problems by the way? I've looked up a few topics on it and most people seem to be suggesting that the AI cheats in the processes, but I just don't see how that could be. I've turned off tech trading for the last few games and the diplomacy screen looses a good deal of its appeal: I'm not into trading

0 Replies 1,823 Views

I for one was never a fan of the early colony rush. On the one hand, it meant that once it was over, it was over. No strategic colonization in the mid-game etc. It also meant that early on, rather than concentrating on maximazing your planets and resources you just madly populated the galaxy like a plague. This put civilizations that started in corners or sandwhiched between others at a significant disadvantage.

31 Replies 10,310 Views

I've been playing with the latest version and it seems to me that the AI still bugs out from time to time for unknown reasons. In most games at higher levels the AI will be fairly efficient at building, but once in a while it will be a complete dunce. The problem is, you will not realize this until you either invade AI space and discover little to nothing in terms of infastracture, defences etc. , or you achieve a high level of espionage a

21 Replies 12,120 Views

To be honest, I'm not that big of a fan of the boxy stuff we have going on right now; particularly what the Terran's get. Everything looks somewhat... pudgy. There are items that are obviously wings, but there is no way they could actually serve as aerodynamic surfaces. I don't know, stuff just looks like boxes and triangles mashed together at times. I would love a jewelry pack with cleaner lines and slightly more organic shapes. Organic as

10 Replies 7,464 Views

Nope, this game those not lend itself to mp play. Players would kill each other arguing over turn length. Heck, some of us spend hours designing ships at different stages of the game. Its not something that's likely to be considered feasable in an mp game -- yet is fairly important in the mid to late game. Concentrate on the great sp game you have instead of trying to split efforts between sp and mp "modules". You'll get more (loyal) customers by build

38 Replies 25,273 Views

I'm still no 100% on all it myself, but there are a couple of things I caught in your post: Your correct about taxation of citizens. Its basically your number of citizens, multiplied by your tax rate, mutiplied by planetary, racial and empire modifiers. Production falls into three catergories: Military (ships), Social (planetary improvements), Research (research labs). The three sliders determine the percentage ratio each receives

20 Replies 12,274 Views

A cultural influence war can actually be as expensive as a military one in my experience. I got into one with the Arceans in my last game and we spent a few years building influence starbases around in each other and advancing our cultural techonology. I ultimately won the "war" simply by being the better economist. I began buying up other races' favor and technologies to the point that even the Arceans were heavily interdependent with me th

23 Replies 9,874 Views

Wow, that sounds like a tough spot to be in. Torians can be tricky when it comes to alliances. Whatever you do don't show any military weakness as I've noticed they tend to take full advantage of it. However, that doesn't mean you should start flinging missles at them. The previous poster's advice sounds good. If that fail -- well that's when you should start flinging missles at them. It will be bloody, but if you give the Torians a bloody nose their a

9 Replies 5,539 Views

I hate the Torians. They're never straight forward about anything. In one game I spent a long time cultivating a possilble alliance with them, even helped them defeat their former masters the Drengin, only to end up having them launch an all out invasion of Terran space without warning. I lost in about 10 turns -- the bastids had been building massive fleets deep inside their territory even as we created mutually profitable trade routes and exchanged t

28 Replies 16,733 Views

This is an idea I've been thinking about for a custom map. Obviously, it would still be an abstraction -- just like everything else in the game is. I'm just wondering if creating spiral arms and star clusters within even a gigantic map would be noticeable. In other words, could you create these paterns with enough detail to be recognizeable as such? Daydream for Galciv III: 3 dimensional, ultra gigantic maps where grou

13 Replies 10,007 Views

Early on in the game, particularly if I start near a militarily aggressive species, I research mass driver weaponry and slap it on what I call System Defenders -- basically nothing more than a tiny hulls with mass drivers mounted on them. Cheap, fast to make, and actually pretty good into the mid game if coupled with military starbases (defensively anyway). I get the feeling the AI (pre 1.1 betas) started off with this approach and then stu

12 Replies 5,803 Views

So far I've only played humans and I've found you can do either (win by war or influence/diplomacy) even within the same game. The trick as a non-military species is to play to your strengths (production, research, economy) until you can overwhelm your enemy with a sudden and decisive military campaign. Think "arsenal of democracy" from the American perspective during WWII. You can avoid being invaded in the mean time by making strong allies

12 Replies 14,137 Views

This is a great idea! It might even encourage players to build better survey ships. As stands now my exploration vessel tends to either get junked or sold by mid game (particularly once I have Eyes of the Universe). An alternative idea is not to give you an exploration vessel in the beginning at all. If you notice, the exploration vessel has several technologies that you simply do not pocess at the beginning of a standard game. It might be i

21 Replies 14,408 Views

Great thread. I'm in the middle of a game right now and have recently decided to start building an alliance with a neighbor before choosing what to do with the other two races on the map. One of these races is very weak so it doesn't represent a problem for either a military, influence or diplomatic victory. The third... well, it could get bloody if we go to war (which I don't mind, but it would likely turn into a marathon given our comparable militar

9 Replies 6,331 Views

1. I both asked this question earlier and experimented a bit... and as far as I can tell, apart from sensors aquired through the "Eyes of the Universe" planetary upgrade, freighters loose any extra amenities you put on them once they establish a route. This includes weapons and sensors. Besides, given the game mechanics, a freighter would not be able to use its weapons in self defense as the attacker has first strike capability. Freighters have one hi

3 Replies 4,306 Views

I'm beginning to reach the "mid-game" in my first large galaxy game and a few questions have come up regarding the specfics of capacity modules. I know that if I put two colony modules on a colony transport I can move twice as many people. However I have the following questions: - If I place two contruction modules on a ship, will the ship be able to upgrade an existing starbase twice before being "used up"? - On a si

3 Replies 5,335 Views

Ah! Thank you! Its exactly what I've been looking for. For future reference, do these boards have a search function tucked away somewhere?

13 Replies 10,341 Views