It seems like now the strategy is to pump out invincible huge hulled super carriers. In my games my carriers are pretty nigh unstoppable. It's more expensive but a fully decked out carrier seems to win easily over a fully decked out dreadnaught. Each of my carriers carry 40 assault interceptors (8 advanced carrier modules) and even a single carrier is like a fleet. Although I'm still curious over how the math works in terms
logan0178
I've been playing a game on insane map size with abundant planets and about 90ish AI factions. I currently have over 100 planets and have noticed that my turns are taking about 15-20 minutes each to do even with me going as fast as I can. Here are the main problems that I see: Starbase request constructor option i
So what would be the most effective way to build a ship? Given equal tech on 3 weapon types would it be better to focus everything onto 1 weapon type or split it amongst the different damage types? Same question for defense.
I've been trying to search for information on this online but haven't found it. Are combat mechanics the same as it was in GC2? Or is it different and if different how does it work now. I'm trying to figure out if it is still optimal to focus on one weapon and defense type to the exclusion of others or if it's more optimal to do mix.
I'm talking about ship style. When you create a custom race, you will select the ship style of the custom race from a drop down list. That list only has the preset main races styles. In Gal Civ 2 you could design a whole style line for a custom race and the AI will create ships using those styles.
In Gal Civ 2 there was a style designer in which you could customize the styles of a custom race. In this game it looks like when you create custom race you are limited to choosing only the ship styles of the existing races. Is this the case or am I missing something?
The simple solution here would be to get rid of this shipyard system completely or make it a mid/end game optional feature but still allow for construction of ships from planets. To make something so defenseless the sole way of expansion and survival is a bad idea because it just makes it a mandatory target and forces players into degenerate gameplay that avoids all the other victory paths in order to win/survive.
[quote who="parrottmath" reply="76" id="3478283"] Having 15 ships around each of their planets effectively destroyed them. The only reason it was turn 10 was because i didn't have military ships to start with and had to research the tech. For note my main planet had nothing but research centers and my other planets had nothing but research centers. [/quote] You still seem to not get it. My point is if that is the effective early game strategy then everyone wo
[quote who="parrottmath" reply="72" id="3477448"]Yes, I know the game is not chess, nor starcraft. But there are similarities to both. Each are a strategy game (including Gal Civ). Starcraft gives the ability to build up troops and defenses to destroy the enemy, similar to Gal Civ. There are other overarcing similarities that I could mention, but that is not the point of the analogy. My point is that with or without star ports the point that Drengin has guns in the beginning forces
[quote who="parrottmath" reply="22" id="3476672"] Also, if the enemy is capable of destroying your shipyard, then they should win... check-mate style. If I rush you in starcraft and destroy your initial barracks it is check-mate just the same. In chess, you can lose within 4 moves. The AI should realize that it needs to defend it's shipyards. The shipyards do effectively eliminate the "I need to invade every planet you own." You are able to station units in the shipyard fo
[quote who="parrottmath" reply="14" id="3476560"] What about the naval manufacturing ports in the US? They do not have much defense to withstand a military assault. Although, there are plenty of protection provided from the navy ships in the area, but nothing at the actual port itself. Why would this paradigm change when it come to space?[/quote] #1 reality takes a back seat to game balance. #2 the troops defending the naval shipyard in your example can be
Here's my idea. They can function similarly to civilization 5 cities, based on the tech level and other factors of a civilization the starport will have a certain level of its own innate defenses and strength so that it will take a real effort to actually destroy one.
A major concern here is the fact that since Shipyards are now attackable one can simply gain slight military superiority and "camp" the enemy and destroy each and every new shipyard they attempt to build so they can never build any new forces and never recover. Previously each planet was an indestructible shipyard unless you defeat it in an invasion which prevented someone from being camped and make it possible to make a comeback. But with the new shipyard system I suspe
[quote who="RegentXI" reply="4" id="3425048"] Well I wouldn't mind seeing no size limits or something that is just HUGE. Over time those turns will get faster as the computer processing power catch's up to the game . I don't know how much time people will want to devote to empires though, but I tend to let games go a long time and large empires (well mine is anyhow )... [/quote] While a procedurally generated universe is possible there
What's with the blue skin? Altarians are supposed to be genetically identical to humans.
You can probably but you most likely won't enjoy the experience.