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ANZAC Empire, 'Bridging the Ditch' Thread

ANZAC Empire, 'Bridging the Ditch' Thread

Yes Well... *cough* I was a little tired of posting on the Aussie Empire thread. ;)

*Intentionally cheesy opening Address*

So gather round all you ANZAC Citizens, Lend Me Your Ears... and your games, Forget whether your accent is more nasally than your neighbours and Post those Gigantic Games on Masochistic Difficulty! *pause for applause* Now Begone and play Galactic Civilizations till you starve, then play some more! Think GalCiv, Dream GalCiv, (Breath GalCiv?) ...Be THE GalCiv! and return only when you have defeated the evil intergalactic minions that plague us and halt our advance up the metaverse board.

*cough*

Yup, Let's beat em Guys.

~SDC~
14,604 views 774 replies
Reply #376 Top
9. Instead of upping all the ai's a level at a time, try upping only the Yor and Drengin first. Then once you have that down, up the Arceans, then the Torians, and lastly the Altarians.
End of quote


Interesting order, Pontius, because you group the Yor which had the least AI coding effort and Dregs which had the most. Well maybe because the Dregs are so predictable.

I just came back from a seminar on NZ-Singapore Free Trade Agreement. Interesting that both the NZ Trade Commissioner and Director, Investment NZ mentioned Lord of the Rings as a showcase for NZ's Creative sector. That movie seem to be a rather big deal for the Kiwis.
Reply #377 Top
Interesting order, Pontius, because you group the Yor which had the least AI coding effort and Dregs which had the most. Well maybe because the Dregs are so predictable.
End of quote


Actually As I see it, the difficulty of the Aliens to deal with in order are

1. Altarians (since the change long about 1.035, usually in the mix unless they get a horrid starting position.
2. Torians (used to be the big boys untill the altarian change. Still are major trouble nearly every game unless a bad start.
3. Arceans (Sometimes a player, sometimes not)
4. Drengin (They now go for my cash cow speed techs early. They used to go for military right off. Easy to out tech in the long run though. They just aren't interested much in science.
5. Yor (They can never seem to do anything even near the beginning with awesome starting spots) I up em one iq level above the others as soon as possible just to balance the alien ai's.)

At least that's how it goes in my games.

Reply #378 Top
/serious mode on
I feel a little sheepish (don't touch it) posting about strategy, simply because I'm not in the class of those above. Sometimes, I hope, it's useful for a less-than-stellar player to post to encourage others who are just starting. My attitude's a little different, and I like GalCiv bacuase I can adapt it to an enjoyable experience for ME, rather than the game dictating a certain path to success.

Two things first: I'm more Machiavelli than Sun Tzu. I love it when planets/civs fall at my feet worshipping my greatness without me lifting a finger, as opposed to parking a dozen dreadnaughts on top of them. I love flippin 'em rather than squishin 'em. Secondly, I play small maps. The small map provides an 'edgy' experience that can be played out in a few hours, so I don't get bored or feel like it's a chore to finish when the result is not in doubt. Tiny is very hard, due to the lack of resources, and I found medium easier to win because I seemed to have more time to achieve things. Thus, I often end up with alliance victories on a small map, although I'll sometimes convert to military if things are going well and I'm in the mood.

My setup relates to my desired type of win, I guess, although I think more of mil/soc bonuses than Pontius - perhaps because I play at lower difficulty levels. I tend to choose Industrialist, and add pop +70, mil +10, res +10 and dip +20. I also take the Feds routinely for their inf/mor bonuses. I have never found speed a killer bonus on small maps, often because additional resources are so far away the AI gets to them even if you have more speed. I play tight clusters/abundant and I will ctr-N if my starting position is penned in by AIs, or I'm in the middle of a desert. I found it takes MANY games to get a smooth approach and decide how development should flow - one feature of this game is the necessity for ALL ROUND development; get high pop levels for high tax/eco base, don't ignore research, etc.

I too have found no alternative to the initial colony rush - set sliders to 100 mil until you've pumped out enough colony ships to take all the available yellows; I don't colonise less than 15 PQ planets until much later, when I can use hab impr and soil in sequence on those 13 and 14 PQ worlds the AIs largely leave alone. Once the rush is over, I go mil/soc/res 20/40/40 and set planets on slow production of constructors. Cranking up research to chase comms and basically any diplo bonus techs, trying to get to diplo trans ASAP. Diplo trans is critical to my success - I beg, borrow or steal to get it and will go into significant early debt if necessary. It gives me such an advantage that I can win back the tech I've missed during expansion from the other civs. None of the other wonders I've found absolutely critical; Gal Stock Exch is great if you can get it, otherwise I generally go for techs/wonders that increase influence, diplo and morale and pick up the rest trading if necessary. Alliances is also critical for this strategy, although most civs pick it up anyway. It's a bit of a laugh to achieve alliances, give it away from to the other civs, watch their relationship to you improve so you can ally with them almost straightaway. The other tech to notice is mil - you need to keep you mil strength high, even if you don't use them; if not, the other AIs will take this as an invitation to attack you due to your weakness. Corvette tech is a great level to reach - they don't cost much to build or maintain, and they'll keep the other AIs off your back for ages. Dreadnaughts are the other turning point - they allow you to throw muscle big time if this is want you want.

Developing planets - it's a no-brainer to build the things with no maintainence cost, but watch the order - you need a strong economy and manufacturing output powering up throughout the game. Soil first, banking centre, fusion power, manufacturing centre, hab impr, eco exchange, research lab seem critical to me (on every planet). I usually build news network everywhere, just because I hate getting flipped myself! Later, stock market, and depending on your morale harmony gens and stadium are good. Other than that, structures/wonders that enhance my goals - star influence, morale, more pop are the big things. I usually never build starship foundaries or plantary defences, and I'm happy to let planets build nothing if I've completed my goals. All the while, constructor output proceeds and I build up resource bases in home sectors and cultural bases in enemy sectors. Smaller planets can produce freighters and having a stock of these in reserve is useful for the inevitable time that someone else's war interrupts a trade route. Trade routes are something you MUST incorporate and learn about to keep your economy moving. Keep morale high - your pop grows better and more pop means more taxes, better economy and more productivity. I keep it above 60%, even at the cost of reducing spending, for this reason - I feel the long term payoff is better, as you can always increase your spending again later.

Get stuck into the diplo stuff with the AIs - trade techs like mad, especially with the minors; maintaining chaotic good seems to mean you do OK with most civs. Too good irritates the Drengin, too bad and the Altarians dislike you. Pontius is absolutely right re getting tech development back from the AIs through diplomacy - it works.

You can see from this I rarely get through to the end of the tech tree, or even close - I tried once, but it took sooo looonnggg for the last phases it just wasn't enjoyable. And that's the thing, at the end of the day - play a type and style of game that ENJOYABLE. I plan to move up difficulty levels (and I'll certainly take note of Pontius' suggestion of changing the AIs ONE at a time) gradually, as I feel comfortable I've learned the lessons of the lower levels - even if it takes me a while. Take heart newbs - there's hope for us all; I've still managed to be in the top 100 on the Metaverse!
/serious mode off
Reply #379 Top
Ray

You have no idea what a big deal LOTR was in New Zealand. Literally thousands of folk (out of a population of 4 million) worked on that in one capacity or another. It still makes me homesick watching it :).

Welcome aboard bakka.

I cant seem to get in the mood to play ANY computer games at the moment (well except progressquest). I start up a Galciv get bored, try HoI wonder what I am doing, fire up EU II and just give up. Maybe I need to get out the PS2 and play some shooters or something.
Reply #380 Top
damn it.. how I'm suppose to read all that and gazzel beer at the same time.. hmmm this one has a hole in it..

For a good game of Gal civ

01. Check Wallet/purse for $50.
02. If unable to scrange money check significaint other half wallet/purse.
03. Learn to swap order of points 1 & 2
04. Goto bottle shop/dealer and stock up on your poison. Beer in my case
05. Goto hardware shop buy padlock, external door lock and Jig saw.
06. Stop around corner and sneak home and put pad lock on fuse box.
07. Go back and get supplies
08. Move fridge to just out of reaching distance of 'puter. (you do need to exercise once in a while).
09. Tell significaint other half you are workng on important project. Note this is not a lie!!
10. Install lock on computer room door
11. Open beer
12. Load game
13. Quickly turn sound down
14. After sound fright have another beer
15. Start game
16. Ignore banging on door
17. If raised voice says dinner just answer pizza.
18. While significaint other half is getting pizza cut pizza size hole at the bottom of door.
19. Whoo there hard work.. Have another beer
20. Interesting points in game have another beer
21. If green dots and yellow dots on mini map look different it means you not had enough beer.
22. Sneak toilets break in when require. Best to wait for middle of night but do remember to lock the door behind you.
23. When threaten with mains power flick by significat other half. Call their bluff.
24. Ring police and report stranger fooling around with fuse box. Mahahahaha
25. Celebrate with beer and dance a mad irish jig through house.
26. Ok back to the game. Calm the nerves by having another beer
27. Kick some alien but
28. Check supplies. Use the difference of empties on desk divided by Culture score added to empties on floor multiplied by highest of Militry/allied score divided by the squared of the beer left.
29. If above formula is positive then continue game. Goto step 35
30. If negitive. call best mate and convince them to get more beer and deliver it. If hungry also ask for pizza.
31. While waiting for mate cut Beer cartoon size hole in front door.
32. Have mate pass supplies through door.
33. Restock fridge.
34. Tell mate to bugger off.
35. repeat 28- 34 as often as required.
36. Win game and submit score for Anzac's
37. Have beer and dance naked around house
38. Sleep for 24 hours
39. Call police and ask after significaint other half. (we do care after all)





~SDC~
Reply #381 Top
Hi Kiwi Greg

I know the feeling.
Worst 5 minutes of my life :D

~SDC~
Reply #383 Top
Me too. But the difference is that my mate will get me locked up in a mental before step 10.

Classic symptons of burnout, Kiwi Greg. I've
been there myself last week. U need a good break, or lots of beer ;)
Reply #384 Top
I'm more a wine drinker Ray :) American beer leaves me pretty cold (actually so does most American wine...).

The Last Samurai was also made in New Zealand; film production outfits like it because it has cheap flexible labour and nice scenery. Downside is fairly unpredictable weather and (compared with other countries) a fairly unfriendly tax regime.
Reply #385 Top
/sigh I ordered SWG today now they have a "definate" release date L0L.

Not even sure I want to play it but *anything* is better than watching TV :)
Reply #386 Top
21. If green dots and yellow dots on mini map look different it means you not had enough beer.
End of quote


Very true. In "Zen and the Art of Drunkiness" it clearly states that strategic enlightenment in gaming cannot come until the body's chains of perception that anchor us to the physical world have been loosened. It is true in Galciv, and it is especially true in board war games. Except in the board games it takes enough beer for all the players. ;)
Reply #387 Top
Whats the best difficulty level to play on scorewise?

I've improved a bit and have been adjusting the difficulty accordingly but my game scores seem to be going backwards? I play on Normal and get 8k for an easy win (which is a bit boring) or alternatively complete a challenging or tough game (which is much more fun) but get a score around 3 to 4k? I still struggle getting through on the higher levels, but with the above suggestions I might just have a hope.

In any case I most always try and tech through to 'Beyond human' and then pick how I'd like to finish the game (i.e. alliance, military etc). Am I missing something . . . ?

I drink coffee (way too much coffee), I love it . . . :d
[Message Edited]
Reply #388 Top
Your queries can be answered by reading the scoring explanation post. I've just reposted it in the White Council thread today. Go take a look.

Map sizes matter so playing Tiny would usually net you less points than Medium. Victory type matters as well. Military gets a slightly higher multiplier than alliance win.
Reply #389 Top
Geez...I'm NEVER posting serious stuff again! I've decided to abandon all the crap I posted and have printed out Bakka's list - it will become my MANTRA...Om...Om... [sits in lotus position awaiting beer delivery]
Reply #390 Top
I'm touched... and disturbed LOL
[Message Edited]
Reply #391 Top
sits in lotus position awaiting beer delivery
End of quote


Zen and the Art of Drunkiness also states: one must enter meditation only when fully prepared. The wrong state of mind or lack of forethought will result in sitting in frustration. So, in layman's terms, get the booze first!
Reply #392 Top
Difficulty Level:

You mean this? Thanks

"The base score is based on the intelligence of the various computer players. This makes up the ""vast majority"" of the score. There is a slight bonus for playing as the opposite alignment as most of the players for most of the game. It looks at each turn and then looks at how much you are different each turn. But it's a relatively small adustment."

If the multiplier between Massive and tint is so great 3:1 multiplier, then wouldn't that be the main determinient of score from the outset? Not AI level.

Doh . . . gota go
Reply #393 Top
So, in layman's terms, get the booze first!
End of quote


DOH!!! That's it - I've been spending TOO much time computing and NOT ENOUGH TIME DRINKING. :sniff!:
Reply #394 Top
Military doctrine teaches you to prepare for the worst-case scenario. With that in mind, I suggest the following additions to the "good game of GalCiv" list:

1) Fridge and microwave. Well, you should have these in close reach anyway, but I'm obliged by law to mention them.

2) Supplies. That is, food and booze. The more you spend on one, the less you have to spend on the other. I suggest buying all your supplies up front. First, it's cheaper. Second, you won't have to rely on the outside world. And finally, if you've both enough booze, you won't care how bad the week-old food tastes - if you can taste it, you haven't drunk enough.

3) Portable power generator. Sure, if your partner manages to cut the power somehow, a simple UPS will give you time to save and shut down, but we won't be satisfied with that. We go all the way.

4a) Secure access to a toilet. Okay, I accept that some of you have not got around to moving a toilet into your gaming lair. If you can get secure access to one where no one will bother you, great. If not...

4b) Bring a shovel. Dig a hole, do your business, and make sure you hide it when you're finished. If an enemy finds it, they can track you and kill you. If your partner finds it, they can torture you for a very long time. If you've got a concrete floor, bring a sledge-hammer. With all the noise the generator makes, no-one will hear you digging with that.

5) Satellite relay. You might get to the end game, see a massive score, click "submit", and discover in horror that your partner's cut the line (or, if you're still on dial-up, they're busy telling all their friends what a mistake they made going out with you).

Reply #395 Top
Ahh Slitherin...this is the second time you've pulled the pin...hopefully we'll see you again sometime. I salute you, the sheep are baaaing, and three small drop bears are standing to attention, with tiny tears in their eyes.

/serious mode on
OK - it's blindingly obvious that this thread is NOT going to turn into a real strategy and tactics forum. Go ahead, have fun, whatever...the menbers have spoken. Not sure whether or not to be happy about that...there's a tiny obsessive-compulsive within me that thought we might generate some momentum. It's cool though...it's the ANZAC way.
/serious mode off
Reply #396 Top
it's blindingly obvious that this thread is NOT going to turn into a real strategy and tactics forum
End of quote


But it is turning into a miniature Threadzilla all its own, though. 422 and counting. Besides, you folks have a good sense of humor. It is good to hang out around here once in a while. I like it better when I am spying and meddling in something I am interested in. Now, if you want hard missions, try spying on the Euro thread. That is a brutal assignment. :)
Reply #397 Top
I eak my way through a game set on 'painful' for a score of under 3k for a millitary conquest (very exciting! I luv it!). Then play the exact same game on 'normal' (same size yada yada use cultural flipping) and get an 8k plus score for a win. That's the crux of my earlier point.

So whats the deal with that, some specifics on multipliers for normal, challenging, tough and painful is what I'd like to know, if possible . . . If anyone has a clue? :D
Reply #398 Top
RayChua is the expert on this sort of stuff, Cotal - this is a repost of his response to a similar question asked elsewhere. Hope this helps!

Difficulty Level:
The base score is based on the intelligence of the various computer players. This makes up the vast majority of the score. There is a slight bonus for playing as the opposite alignment as most of the players for most of the game. It looks at each turn and then looks at how much you are different each turn. But it's a relatively small adustment.

Galaxy Size:
There is a moderate adjustment based on galaxy size. But not much. Gigantic galaxy vs. tiny will be about a 3 to 1 difference in scores if all variables are the same.

Population:
Population is looked at but its value decreases as the game progresses. It is Population P / Turns N ^2. You're actually better off having a pretty good population earlier than having a huge population later and sitting on it. You're not penalized for having long games though, you simply don't get additional points at a certain point. That said, population is a relatively minor part of the scoring. It also takes into account what percentage of the total galactic population you have that turn. That is, your score is then modified by 100% - your percent of the population. So if you have 90% of the galactic population, you're only going to get 10% of the population score that turn.

Technology:
What percentage of the technology tree you have acheived and how fast you get it are added in. A fairly modest bonus but it's still lookeda t.

Economics, Trade Goods, Wonders, etc.
These other things are looked at and a few points added. They won't make that big of a difference (on a 15,000 point score they may add a few hundred points total).

Victory Condition:
Then the victory condition is looked at. The score is multiplied by it. Conquest = 10. Alliance =9. Culture = 8. Technology Victory = 7 (bear in mind that this is partially made up for by having a higher percent of the tech tree completed bonus).

Notes:
You're best scoring scenario is to win but not win too quickly. The system is designed to appeal to the mass majority of players, not the top 10 players. As a result, we want to create a system that rewards people for playing the game as it was designed to be played. That means your best bang for the buck will be games that are medium in length. You get serious diminishing returns. Sitting on 90% of the galaxy for turn after turn is not going to net you more points. You're not penalized either but you're not rewarded for having a huge population if you've got the game wrapped up. On the other hand, win the game in say year 3 due to some specific strategy won't net very good scores because you haven't had time to build up other parts to get multiplied by.
Reply #399 Top
Cotal,

Other than map size, difficulty and victory condition, you would also notice from the scoring writeup above that population, tech and economics also contribute to score. My guess is that your painful victory was won rather quickly so you didn't have time to play SimGalciv and build up your pop and economy. Brad mentioned that he wants to reward players for playing the game as it was designed to be played. I believe he was referring to the empire building part of the game.
Reply #400 Top
You are 'correct' . . . it took half the time and I had a fair bit less research done I must admit. I just wanted to maximize my contributuion to the ANZAC's cause and have fun too. It would seem at my current skill level (until I can get a decent foohold in crippling) that ain't possible, I'll keep working on it though.

RayChua what would your best guess be at the specific multiplier factor for different difficulty levels adjusting the overall score? In this kinda form from your vast experience . . . my guess would be::notsure:

Calkwalk x 0.6 (?)
Easy x 0.7
Beginnner x 0.8
Simple x 0.9
Normal x 1
Challenging x 1.2
Tough x 1.4
Painful x 1.5ish (?)
Crippling x (?) no idea
Masochistic x (?) no idea