ALMOST the best Space Game Ever

I dunno how to explain it. But something is missing (YEAH i know its a beta).

I would like to see more Ship Management features such as allowing th eplayer to select different models etc. If you ever played Imperium Galactica 2 the ship models rock the world. Also adding a Doom star/Death Star would be nice. Maybe more tech. More Minor race options for diplomacy and such. Lil things made Moo2, and IG2.

Ill keep throwing things in. OH stability is basically perfect. From a huge gamers point of view better then 99% of the games out there.

System Specs

P4 2.8
1 Gig PC 1066 RDram
Audigy 2 Platinum
ATI Radeon 9700 Pro

IG2, Simcity 3000 Unlimited and what not THEY ALL CRASH on me from time to time. So this game is no different.

I was up playing for atleast 12 hours straight! If a game can hook me like that then yes ITS a good game as Im a picky gamer

TJ Galbraith

Aka Exodius
447 views 20 replies
Reply #2 Top
you got the game down then good. :D
Reply #3 Top
Exodius

please read all the threads for the last several months - most of your points made today are there.

for example the death star exists!!!!!!!

welcome aboard citizen
Reply #4 Top
I dunno ......

I got the technology dude but nowhere could i build it =P so i built ever lil thing possible on earth and still no option for a TERROR STAR

Hints on how to build maybe?
Reply #6 Top
hint Exodius - watch out for the super space station that moves... ;p
Reply #7 Top
Geeeez

I have all the dudes set on average, mix attitudes and what not.

My issue is that they excel 50x faster =P I build colony ships first thing and grab as many planets as i can (usually 10 within the first lil while) but Im still falling behind. Im building plenty of tech AND social is well but i still SUCK!!!!! HELPS HELPS
Reply #8 Top
Exodius,

What size galaxy?
What are your tax rate and spending rates?
Are you trying to get a couple of speed techs researched early?
How balanced is your spending distribution?
Are you trying to get planets out near your range limit early to enable you to expand quicker?
Are you waiting until you have one planet colonized on all star systems you can get before colonizing more planets in a star system?
Are you getting the trade goods as quick as you can to use for revenue by trading?
Once you know where a race is are you colonizing all star systems that have class 15 or higher planets in a manner that creates a parimiter, preventing the other race from colonizing into your territory?

Give me time and I will think of more questions, but these should give you a good start.
Reply #9 Top
Lucky Jack,

If you do mind can you comment on how I play.

The galaxy size is always gigantic.

Early in the game I set spend rate to 100% tax about 50%, should I try higher tax rate early in the game, by the time I am a Federation my spending and Tax rax are almost identical around 40%. After playing the Federation for awhile I reduce the Tax rate.

Early in the game I go about 60% miltary building all the colony ships I can get, After the Colony rush slows I tend to balance spending on military, social and research all about 33%. I start increasing social spending late in the game typically I spend 10% military, 60% social, 20% research.

Early in the game I send the colony ships out in all directions as far a I can. I may try to expand the limit twice. Then conolinize all the systems around these systems. Only when the rush is over do I worry about colonizing the the second and third planets I see in my systems.

I am weak on trade while I am expanding I try to get some constructors built but I am not sure how to play the trading angle. It seems like by the time I feel it is save to build freighters that is when there are no more colonies to be settled and all my colonies are defended there does not seem to be very many trade routes left.

I try to box in any Aluen civilization I see early in the game but it is not always easy. I would for example love to have Warp technology before anybody else but early in the game I am not reasearching technology fast enough.

I usually try to play good, pick something like the federation party. I play try to colonize marginal planets 10-11 to expand my range. When I colonize marginal planets and get an event I go for the middle of the rood choice not evil but not good.

When I get the disease event I can not pass up the huge bonus even if it is evil.

Any recommendations ?



Reply #10 Top
You may want to try purchasing as many colony ships in the beginning as you can. Also, don't colonize any marginal planets until you absolutely have to.

A star can have as many trade routes going from it as you have trade routes available (you start with 2). It doesn't matter how many trade routes have the star as the end destination. I think that you can get up to 6 trade routes with Cultural trade, and to get beyond that the UP has to vote on adding trade routes.
Reply #11 Top
Technician,

1). Try at an easier setting at first. Success is the best teacher, so get a few wins under your belt before going to a harder setting.

2). Get a trade good early and trade it to everyone for cash. Get something that is not military related (you don't want to make them stronger, just happier - Love mushrooms might be best). Sell it for all you can get. I have gotten from $50 for 200 months to $300 for 100 months for love mushrooms. Make this a second priority to colonization, because the earlier you get this kind of revenue coming in the quicker you can increase your research and building rates. Then research and build more trade goods and trade them for cash as you need to keep your revenue up (this is a kind of timing thing).

3). Try to establish your trade routes on the longest paths possible (basicly from one edge of the galaxy to the opposite edge).

4). Remember that as we get closer to release date that the much needed tuning is going to change some things around, so be prepaired to change your strategy to suit. At this point I think the changes are going to be less of an impact on the game than, say, the change we saw from Beta 2 to Beta 3.

--- More ideas will come to me later, and as you practice with the game, other ideas will come to you.
Reply #12 Top
'I think that you can get up to 6 trade routes with Cultural trade, and to get beyond that the UP has to vote on adding trade routes.'

You get the sixth route from Hypertrade, which also requires remaining good long enough to research it.

'3). Try to establish your trade routes on the longest paths possible (basicly from one edge of the galaxy to the opposite edge).'

A route's value seems to be influenced by the number of times the route has been run and the total time the route has been open, both of which are going to be longer for shorter routes.
Reply #13 Top
??????

I think we need a specific answer from StarDock on whether a long route or a short route produces the most revenue, all other things being equal.
Reply #14 Top
To me it seems you get more the farther apart they are... I don't know for sure, but I also thought the planet class of the two planets also did something...
Reply #15 Top
The longer the route, the more it's worth.


ulTradePerTurn = LengthOfTradeRoute * PopulationOfBothStarSystemsCombined
Reply #16 Top
Trading used to be so much more fun with OS/2 the value of the route was random, You could kill routes not making money and when your freighter reached an Alien planet you got to haggle over the price.

Are any of these OS/2 features in the works.
Reply #17 Top
I always thought the haggling part was really really cheesy. You can still kill routes that aren't that profitable for you.

When I play, I crank out freighters that go to nearby stars. Then I make more later in the game and send them to far away, bigger stars and kill off the older trade routes.

Plus I build star bases along those routes to increase the amount.

Maybe in a GalCiv 2 we could look at having some sort of negotiation/barter screen but I'd definitely want to do it in a lot less cheesy way than the current one.

BTW, it wasn't random int he OS/2 version, it was based on distance and population (i.e. the max you could haggle for that is).

I do agree on one thing though especially, that is it would be nice if different players (AI players) had different trading attitudes.
Reply #18 Top
'To me it seems you get more the farther apart they are... '

You do, initially. I just remember something being said about the duration of the route influencing its value over time, and some (admittedly not in depth) examination seemed to corroborate, but...

'The longer the route, the more it's worth.'

Given Brad's statement, I must be seeing side effects of something else. Increasing Trade rating, perhaps. <shrugs>
Reply #19 Top
Probably the result of populations growing on the source and dest star systems.
Reply #20 Top
all I am waiting for is the battle stars :) those things were so mutch better then Terror stars...except when there used to be the auto move bug in the OS/2 version :P

yea, yea, i hardly post here any more, but OMG this is almost done sortof :)