Dusty

Dusty

Joined Member # 2482816
0 Posts 1 Replies 239 Reputation

Three games in a row I've got 'Jagged Knights' event. Not bad for me as a player, but crippling to AI. In previous games I had spies infestations. Again, few games in a row. I saw alignment shift for Yor and Altarians, and mass pirate menace, but only once each. What makes some events so popular that they re-appear again and again in consecutive games?

28 Replies 16,489 Views

I'd like to see three things changed: trade, espionage and ability costs. Espionage was discussed a lot in this thread, so no need to add anything new. Trade is worthless now. Maybe, just maybe, in some cases it's good way to get money, but it falls far, far behind comparing to almost all other coin minting strategies. Even Neutral Korx with 5 points spent on extra 30% Trade have very mediocre income with all 12 routes filled. Sure, there's diplo side to trading, but cost is ju

242 Replies 395,371 Views

Well, researching Interstellar Warfare followed by Space Weapons as first two techs works well for me. Recruitment Centers are cheap to build and their +10% economy and +20% pop growth are extremely useful in early stages of the game. Build one on every colonized planet and wait till colony get positive cash flow. Start building structures afterward. In initial colony rush it's really hard to keep your spendings at 100% all the time. Initial colonies upkeep is just too expensive. Even T

24 Replies 72,075 Views

I've seen AI simply leaving a planet it can't defend. All ships are launched and flee. As to defense on orbit.. Arceans prior to ToA were using fleets for defense, and actually had empty squares on well developed worlds. And to Fluxx: Drengin are strong in every game I play. Although lacking bit at the start when Torian rule supreme, later they catch up and their constant wars improves their military even further. Maybe AI uses my customization to Drengin as well, dunno, but they are

11 Replies 10,223 Views

Yeah, something changed... Trade is useless beside its relation bonus and playing a race w/o eco bonuses is hard. Btw, starting a game with a race will give you idea of most techs they have, with exception of post Xeno Ethic choices. Main problem is actually not a tech tree itself but how to distinguish the same tech with different names for different races while trading (like Artificial Gravity/Gravity Manipulation) and lack of description for techs not in your tree. Remind me blind sw

8 Replies 5,547 Views

I haven't played DA/ToA but in DL initial economy is rather easy to build-up. Maybe bit counter-intuitive but research/production bonuses could be bad and may broke you. My worst start was with Yor with maxed production bonuses and industrialists in charge. While nice for planet grabbing, industry combined with high initial upkeep costs drained money too fast. In my opinion best ability you can add while customizing is morale, especially combined with pop growth. Higher morale => highe

27 Replies 30,767 Views

Upgrade is always cool . Anyway, you guys are evil. Think of all tensions in families you cause. And as for system discussion... Why all those nice features of Win-family eat so much memory? Why once in awile it's impossible to kill what you've installed? and so on. But main concern is security. Why one needs to pay so much to third party to insure privacy? On top of that, MS really a

59 Replies 94,895 Views

Upgrade is always cool . Anyway, you guys are evil. Think of all tensions in families you cause. And as for system discussion... Why all those nice features of Win-family eat so much memory? Why once in awile it's impossible to kill what you've installed? and so on. But main concern is security. Why one needs to pay so much to third party to insure privacy? On top of that, MS really a

59 Replies 94,895 Views

I liked smac and ToT but Civ3 was such dissapoinment that buying Civ4 wasn't even a question. GalCiv2 is superior. Only annoying thing is starbase placing and redundant diplomacy. While it was too easy to sway AI's mind to war in Civ3, it is almost impossible in GalCiv2. No way to trade planets, starbases, resources. Fine balance would be nice. Yeah, and influence was better implemented in GalCiv1.

37 Replies 21,784 Views

Agree. Small scouts are crap. Something with sensor range of 7 and speed of 5+ is preferable to fast but 'blind' small scouts. I usually go with first true scouts after Sensor MkII is available.

7 Replies 13,082 Views

I got little bit differnt problem. Being annoyed by constant ship battles decided to go for cultural victory in my second game and pumped influence up. Something like an hour later and 15+ max out influence starbases I'd got 1 planet from Thalans. Overall rate of less than 10% defection ratio with nice evil brainwashing wonder in place. Tired, attacked and got a bunch of planets with nearly all tiles filled with morale boosters.

20 Replies 8,679 Views

Well, I personally think that build a ship for every new invasion is a good idea but number of troops involved... quite out of proportion. If just to invade a world one needs 1 soldier for every 3 civilians (at equal soldiering), than something is out of proportion. Civilians should be armed as well and handgun is a no-substitute for a cannon. Of course no-rebels worlds with 100k weekly growth somehow balance this issue but not quite. Again, gamew

11 Replies 7,694 Views

Playing this game on laptop with just 512 Mb RAM I've had the problem even on Medium galaxies with lots of specials. Crashes are common as well. Last night my game crashed on Large within initial colony rush. Reading Frogboy's comparition of Gal Civ 1 and 2 I thought second would be smoother. It would be pity if recommended configuration would work only under Medium size or smaller galaxy settings. BTW, never could finish a game in GalCiv 1 on Huge due to again 'huge' slowdown on recommended har

55 Replies 50,793 Views