anninhilator

anninhilator

Joined Member # 3712144
8 Posts 54 Replies 993 Reputation

[quote who="JAMiAM" reply="40" id="3565941"] 5. I have a major immersion killer in the time scale of the game. Turns are weekly, yet the population growth rate, being constant, and too high for weekly turns, means that literally billions of people are reaching some game determined sociological/military/economic viability (coming of age?) on a yearly basis. And from relatively low starting thresholds. Either redefine the turns as monthly, or better yet, yearly, and thing

84 Replies 364,313 Views

1- Better micromanagment tools, specifically starbases, I want to set a template starbase, tell the game to build it "there" with transports that are going to "this" waypoint 2- Smarter AI, specially at building planets 3- More complicated colonization and planet invasions 4- BALANCE... specifically; planet upgrades, traits and abilities(in my experience, production traits overpower combat ones always), planetary projects(research project is worse than setting the slid

84 Replies 364,313 Views

There are many possible opportunities to gain ideology for example: Invasions Information warfare: benevolent- As few casualties as possible, lives are precious Biological warfare: pragmatic- War is hell, those people are at the wrong place at the wrong time, the lives of our soldiers are more valuable Mass drivers: malevolent- ALL YOUR WORLDS SHALL BURN!!! Next; Slavery- a very big plot point of galciv is slavery,

6 Replies 9,215 Views

Wouldn't it be much better to instead make building starbases less painful ? Make a template starbase, put a single module, and have an option of : Some Constructors going to the waypoint X will build me until i have all the modules in the template. Fire and forget :D

28 Replies 149,000 Views

I have had the same experience but I was trying to play them benevolent... I have found that malevolent trait that buffs your capital production does help in assembly projects. I haven't done the math but i think that assembly project is the best thing to build first in new colonies....

3 Replies 13,226 Views

Guys, knock it off, I wanted to make a joke, not start a bully train... Do his posts make it sound like he wants to show off ? Maybe. Was it his intent? Irrelevant. Does his tactic work? Yes(this is relevant), and it is very very simple, which is a problem. Hardest difficulty should not be won by using simple tactics. Let us get back to a more productive discussion... Did he use an OP race ? Yes- this goes to show that some traits and abilities are

109 Replies 344,533 Views

[quote who="Ambermonk" reply="91" id="3564173"] Marigoldran, stop beating around the bush. Either post the link to your 'let's Play,' or shut up. You can't have it both ways. [/quote] He did https://forums.galciv3.com/466895/page/1/#replies Even though his personality trait is Unlikeable -2 ( :P ), his strategy does work

109 Replies 344,533 Views

Nerfing the capital is definitely going to slow down the whole process but i believe there is much more to be gained by pursuing this goal, in terms of allowing for interesting strategies and deeper gameplay. Making colonies useless unless you send 3 or more colony ships is one way to do it (more realistic too, colonization is a process, not a moment) Having to send food (domestic trade route that enables growth, with a massive growth penalty if not having a farm or a trade ro

5 Replies 24,217 Views

I have managed to win this game but only because AI has made a crucial mistake: Drengin Attacking 10-15 turns too late(their fleets were locally much stronger than mine), and using too few transports. The Drengin instead sent their fleets far far away to fight a war in which they couldn't hope to take planets. Instead, they should have bought transports and attacked me, because my planets were undefended on their border. I know that this is too much to expect, but t

11 Replies 68,965 Views

[quote who="marigoldran" reply="5" id="3564011"] Tech trading is a "legitimate" part of the game. Totally broken, I agree, but it doesn't do anything to hurt his achievement. Next time try Patriotic with COLONIZER (free shipyard with each new colony) and the game is even EASIER. You can always trade for Extreme Colonization. [/quote] I managed to get less than 15-20 colonies, and rushed hives on most of them

11 Replies 68,965 Views

[quote who="Semipiratical" reply="4" id="3564006"] Not to rain on your parade, but tech trading is broken in about a hundred different ways, and on top of that you're using an overpowered custom race. I disable tech trading in all games at this point--it's just too easy to take advantage of the AI with it. I also don't like the idea of getting each race's "special" technologies via trade--playing as the Terrans feels less authentic when I'

11 Replies 68,965 Views

[quote who="Stalker0" reply="1" id="3564037"] I think a flavor of this makes sense, though to reduce micromanagement I would probably just say that after X turns the CC is at full level. Basically the colony develops over time until its at full capacity. This would reduce the immediate impact of a new colony, but not added any micromanagement. [/quote] I personally think that in that case colony ships should at least be more expensive and time consuming to build.... In order

5 Replies 24,217 Views

So, it has become obvious that rapid colonization and expansion is the only valid early game strategy. Even with the Large Empire Penaly debuff, which limits the maximum size of the empire, but it is still the only viable strategy to reach that maximum number of planets as soon as possible. There is nothing wrong or 'off' about this. There is no reason why not to colonize habitable planets and do so quickly, however, the problem as i see it comes from the colony ships, which are OP. N

5 Replies 24,217 Views

[quote who="dansiegel30" reply="2" id="3563976"] Just goes to show that trading with the AI is the most OP function in the game. Ran into a similar situation, runnning into the 3 top races early (and the good, nice guys are undetecable). However, I realized I accidently turned off tech trading, so I cant improve relations with these A-holes, and therefore I cant ask one to declare war on the other because relations aren't good. Hence, game over...for me [e digicons]

11 Replies 68,965 Views

I still think that it is best to make carriers what they are in real life: They carry, repair and support fighters that are individually produced

71 Replies 231,398 Views

[quote who="Stalker0" reply="20" id="3563966"] The one caveat to that is their autoupgrade ability. So theoretically a low manu/high research playstyle play could build carriers....even if they weaker than equivalent other options, because as they keep researching better weapons/defenses they get immediate use of those....which is better than building/upgrading old ships. That "might" be a draw even if carriers were a combat weak option.

71 Replies 231,398 Views

There should be an option to attack someone inside your borders without declaring war. I have just exploited this by taking the pragmatic trait which makes you invulnerable to war declarations to park invasion fleets on suicidal near the best planets of the strongest opponent. In a single turn AI lost most of it's empire and there was nothing it could do about it since I had 50 turns to tune my invasion positioning and composition to do it in a few turns....

55 Replies 361,412 Views

Hello, so I have seen on the forum a few threads saying that winning vs suicidal AI is too easy so I decided to test it, and share some tips, tactics, and what AI could have done smarter. So far, it is turn 150 and I am winning, in a large galaxy with abundant stars and hab planets, and occasional relics. It was not 'easy', because I had a bit of luck and AI played their invasions ineffectively. I have created a custom race with the descri

11 Replies 68,965 Views

I think it would be cool that carriers are EMPTY when you purchase them, but you can fill them up with small and tiny ships that are specialized for combat(no FTL drive, no life support), in a way that you only pay for the logistics of the carrier, which also automatically repairs the ships after battle(repairs, not resurrects)

71 Replies 231,398 Views