In my games attacker usually wins but not always. Sometimes i have to use invasion tactics. If you have 15+b people with high approval and military academy, i think you can repel a single transport though... I agree that it should be nerfed
anninhilator
Just a quick question, how many colonies do you have relative to the AI ? You might have done poorly during the colony rush and are now paying for it... Second, choose a friend and open border treaty it, and send freighters, this will give you a huge relationship boost. Also try spending a few turns researching diplomacy techs. Also, at the very start, go to governor and move the indicator away from money. You need research and production and not money. This should give you a boost
colonies are self sufficient financially, and surviving the aftermath of the colony rush was a problem in gc 2 because of the shaken eco and maintainance cost. What OP is saying, there just isnt this element here. Which i agree, i colonize agressively and have played 30+ hours on gifted or harder and never went into negative treasury...
This is the best instance of customer support i have ever seen xD. Kudos to Frog
[quote who="Simplicity123" reply="3" id="3549895"] This is just plain silly, btw. They should have a "random" option which randomly generates the race for you. Almost no one wants to go build themselves 100 custom factions. And if you did, it would just clutter up your game start menu. [/quote] You can clone races. The random idea is nice tho
There is no such thing as too agressive colonisation xD
Yes if you are doing it with 3 colony ships it stops making sense, but what I am trying to say that it is irrelevant if you lose pop in your homeworld if the colonizing planet is close since your homeworld isnt that developed yet, you overall gain more pop (more production to the shipyard, and gained pop can be used to fill another colony ship)
Illauna, the point is that 3 planets have 3 capitals which is good early on as they immediately can sponsor a shipyard and build more colony ships. And with terraforming tech(later), you end up with a fairly nice system, a Q13 and 2 Q8 or 9. I am actually concerned that this could be very powerful in small map Multiplayer, tho gotta test it first.
jsmartel i have some suggestions about improving your early game strategy. I too first research the growth tech but not at the expense of building colony ships and factories ? I do not think that you benefit much by gaining that tech 3 turns earlier, and consequently be behind on a factory and 30% of a colony ship. Second, since your pop doubles on landing, does it not make more sense to load it chock-full, because you will gain more pop which means more prod ? If the
So your proc is okay And i was joking about the 70 opponnents thing. Playing on immense with lots of planets and ships will use up a lot of resources. Check how many ships and planets there are in the game(via diplomatic screen just eye it). If there are lots of ships and planets, there will be lots of calculations unfortunately, and it will get worse as more ships are built.
Which core i5 xyzw ? if the first number is below 3, and second number below 5, you have a slow-ish processor... If you are playing on immense galaxy with 70 opponents, that might be the problem too :P
What are your race traits ? There are some that give free techs at the start
Sorry I misunderstood what you meant by 'early game'
[quote who="JorgenCAB" reply="9" id="3549712"] Using wealth to rush improvement and ships is an important tool but you need to look at the pros and cons. You essentially shift production capital from one planet to another at a price of 15:1 ratio. In the early to mid game this is generally a waste, but as you start earning trade and tourist income it become more viable as a substitute for on site planetary production. [/quote] &
I am sorry if this has been asked but when can we expect a map editor ?
So what do you think is the best starting system ? There are a few to choose from Iconis i think 1 16Q planet Sol i think1 11Q and1 5 Q others are combination of 12-4 or 10-6 and the like Kryseth gives you 3 planets 1 8Q and 2 4Q planets which is 3 planets in total. I personally think that Kryseth is THE best system to have both in short and long term. Consider the following tactic. Purchase the
Its 15 credits for a manufacture point, and it is in the game xml files. Not sure which one but i remember seeing it. I assume it is then easily changeable to the 8 someone here suggested
Try carriers, they skew the number balance since they add +5 ships per module
Try making the AI busy by forcing differend ideology races to go to war with each other, and traderoute, trade treaty, open border your neighbours. All of this i think gives up to7,8 or 9 pluses while you are weak and ripe for invasion gives 4 or 5 minuses
A thing to note is that, agression is impossible or severely impractical on larger maps, and does not work if you are fighting multiple enemies. It is not human vs AI, but rather AI vs AI vs AI vs human vs AI vs AI, and each AI tries to win seperately. Agression would cripple a (single!) victim, but also set back the agressor, which makes it impractical for maps with more opponents. Maybe I am wrong, try that tactic :)
Yes I managed to do that too but there were still too many stars and overall planets... :/ This is why i want accurate customization
I want to punch the stardock people for releasing Galciv III right before when i have to turn my college assignments in. [e digicons]XO[/e]
I agree but adjecency bonuses complicate the calculations. Also, AI right now is TERRIBLE at building colonies. Try invading a few planets to see for yourself :P. It would actually be a nice challenge for a college student to devise an algorithm to use planet tiles most efficiently
So i want to play on a very large galaxy like immense or obscene but not be in a micromanagment hell. What i envisioned is tight clusters of extremely rare stars(low number of them) which have 2+ habitable(or extreme) planets orbiting them. Envision clusters like islands in the galactic sea (or if you want, small galaxies close to one another). However, on 'rare' settings there are still too many stars to my liking, and if i wanted to have 2+planets per a star that wou
I played 2 games in the latest opt-in and there are several problems i encountered GAME-BREAKING Stuck on "waiting for other players" when iridium corp invaded two of my planets at the same turn. Could not escape and reloading an autosave did not work (since they invaded again). Had to console control them and disband one of their transports :( BUG I managed to have 2 missionary centers at the same time on a planet,