Oh, and thanks for the enlightening posts, Sergey :)
Keith LaMothe
Don't worry, Ellestar, I'm sure 'poly will continue to dominate by sheer numbers ;)
"killer brutal minor race" sounds about right from what I've heard, though I've (thankfully) not encountered them yet.
Oh yea, the leases... never used them, though I have set up long-term payment plans when buying enemy resource starbases ;)
Worst to worst, you can disable every bink except the main menu one, and that one doesn't seem to crash your computer (as it did mine, because of sound card issue), so you should be fine if you just rename (or delete) all the .bik files. You'd be missing out on a cool part of the game, but it would play just the same, and I'm sure the support people can figure out a solution if there is one :)
I used to do the 0-100-0 bit for soil and habs too (not e.n's at that point, though), and that might be the better way. As for running out of money... if you're getting low, reduce your spending until you have a positive per-turn income. Also, don't build everything on every planet, the maintenence costs get astronomical.
I'm not sure if there are any planet searching functions for planets you haven't colonized (that would be nice, though, particularly for determining where to send your colony ships, like how they had it in MOO2). Are there any such functions and I just don't know about them? In any case it shouldn't be too hard to find the planet if you just look at each of the systems of race XXXX, eventually you'll find planet YYYY (it should be easy to spot, it'll be big and purple if it's PQ 28+ or
There are a number of threads about early strategy where you can suggestions from people far more proficient than myself, but some basic things I've found (mostly hearing it from others on this board) helpful: - If you're looking for practice, play with all the AI's set to pure good and play good yourself, just keep your military rating somewhat respectable. - The larger maps seem to be more forgiving, since it usually takes longer to meet your neighbors and potential threats. -
[quote]"...OK boys, strike the colors, haul up the new ones, and fire away!"[/quote] *lol* Creative arms dealing for fun and profit... Another in a number of cheeses (or so they appear to me) for grabbing resources without going to war. My count so far: -Before it's harvested, put 8 ships around it and physically prevent enemy constructor access. -If they already have the base, buy it for a really good tech and 50-100bcs a turn for 100 turns (possibly a shorter
Bobo speak wisdom ;)
I think the blockades that were eliminated in 1.04 were the "surround a star to prevent ships produced there from coming out" blockades, I'm referring to the "surround a resource to prevent enemy constructors from building an SB on it" kind of blockades, which I have successfully employed in 1.04.59. I think the star-blockades were eliminated by simply popping the leaving ship out in the nearest unoccupied square.
Thank you, RayChua :) Just submitted my first metaverse game (I played several before it), a pretty good score for normal :) And don't worry, we've already stowed all the Palantiri away and researched anti-corruption nanobots ;)
*lol* Quite a good laugh :) ... I'm not the fan-club sort of person, but I agree and appreciate that CariElf is doing a fantastic job :)
Thanks for the spending ratio hints, forceinfinity (fsk+ too, though I already was doing the 100% colony ship thing at the beginning)... Going 100% military, 100% government spending, and doing all colony ships (maybe a scout here or there) definately seems the way to go at the start... but I've noticed that if I stay in that too long I have difficulty catching up in the tech race and the lag in getting to phasers and building my star fighter swarm puts me dangerously close to "give us
Cultural influence does seem quite powerful (perhaps too powerful, I don't know yet). It's a bit of a problem when the mere placement of cultural resources (the blue cubes) in enemy territory and the lack of them in yours can likely cost you the game... but you can cheese your way out of that by forking over a good tech and a heap-load of cash to buy the starbase... or you can just get together a suitable military force and destroy it and claim it for your own, if you act fast enough.<b
I've heard that minor races beat you to trade goods because they still have that big pile of cash they started with, and haven't spent it all on colony ship production (as we do), and they tend to buy/lease those trade goods. I don't think they can start construction on the trade good/wonder before they get the tech, or at least I've seen nothing of the sort. Re: getting a bad start when altering starting picks... I've always modified my starting picks, so I wouldn't know the differenc
I think the wheeling and dealing is out, since no one else had BB tech... at least, no one he knew about had it. As for the creative pick, is that what it does?
I'm a bit surprised that a phoenix took out a dread (it can do good damage, but on the defensive side...), although it's quite possible with a lot of military bonuses and some good die rolls. As for the 5 BCs on 1 DN, that's not surprising at all because GalCiv doesn't actually do "fleet" combat, it does a lot of one-on-one combats, and you would need some insane military bonuses for a Battle Cruiser to hold a candle to a Dreadnaught.
I suppose we could say that 1-3 of the colony ships sacrifice themselves for the rest by ramming the Dread ;)
There's been plenty of long posts on the matter already, and I tried to be brief, but I failed and so I here's another long post : Re: The negative reaction from some folks "sucking the fun" out of doing updates to the game. Regrettably, this sort of thing has become very common in the gamer-developer interaction part of a lot of gaming communities. This community (in part due to the age group of GalCiv's audience and in part due to the quality of the product and continuing su
I echo the applause, I'm quite impressed with the game and the developers' continuing efforts... GalCiv is definately not perfect (certainly fun as is, though), but the problems are far less nagging because I know the game is still being worked on and improved :)
On abundant I once saw a PQ 15 around a white star, or at least I'm pretty sure I did. As for what planets are "good", well, I tend to eventually get around to colonizing any planets I can get up to at least PQ 15 with current tech, for the extra taxes and production/research capacity if nothing else. Is there a significant downside to that approach (aside from the cost of the colony ships)?
Having looked at the save, I can't really say what's going on, unless the Altarian player has built entertainment networks (tends to have a profound morale effect). You have access to 3 morale resources, though, and if you properly exploit those...
I think it would be good enough to have it pop up a dialog box with a yes or no that assumes yes if you press enter, so you could still do it fairly quickly (one hand on mouse, one hand over enter key) if you wanted to, but the situation that gave rise to this thread would be much less likely to occur.
PQ is golden, just golden :)