danielost, to be honest, after looking at your profile, it would seem that you are only going after military victories. I think I remember that there were a few other ways you could win the game (influence, political, and tech) two of those ways can be done without massive amounts of ship building, tech victory doesn't require any ships! So yes, you can win without ships. Perhaps being a bit more flexible with your strategy or like Feud said, try riding it out a bit longer when times go bad?
Teancum
Interesting idea... but if pirates dont have planets, where do they get their ships from (that is if they are trying to become as militarily powerful as possible)
danielost, I've had the recession event several times, but I have never had the problems you're having. It could just be that you are not completely familiar with the economy model GalCiv2 uses. Don't worry, it is a little confusing at first, but there are some great threads involving how to manipulate your economy. I would second the idea of having the mega-events defaulted to off. As players get more comfortable with the game they will eventually begin poking around with the settings.
Ummm... Nice idea, but I like the pirates exactly as they are right. Interesting thoughts, but I'm all for leaving it alone.
I remember when these were first offered to us, it was something we craved, and gave an overwhelming "yes" to! And Feud is right, we WATNED them to be as random and as un-balancing as possible. Personally I love/hate The Jagged Knife event. Yes, they become a whole new major force, yes they always take my BEST planets, and yes, it always "re-balances" the game. Its the same with the other events, they work exactly as I had spent months of waiting, hoped for. Except for the Dread Lord e
Yeah, I usually just send a few people out on colony ships and then shuffle people around once the colony rush dies down a bit. But if your looking for a decent minimum than maybe the default number on the core colony ships?
Well, I used to be that you needed spacing between your starbases. As I remember it it, 1.4 was a pretty big update and had a number of tweaks go into it. That could explain why you remember things differently.
Actually, if you are going with a tech trading strategy, then you are on the right track. A bunch of small techs with a good trade/diplo bonus will keep you in the green for quite a while and keep you current on techs as well. The key is understanding what the AIs are really willing to pay money for (life support, planet improvements, etc) If you can keep that up for a while, you will be able to stay equal with the other races in terms of tech and be able to build up your empires infrastructure.
Oh, and no, spies can not destroy another civs structures, or divert money to you. Basically they can: - Nullify enemy agents on your worlds - Stop a structure from being effective - Over time provide intelligence on the civ they are used on Sorry for getting off topic!
Geez Wheeloffire, where is the love? There are constructive ways to help people and then there is your way. Please be nice, I'm sure you would like people to be nice to you!
Seconded, The core ships are next to worthless. If you stick with those you are really making life hard on yourself, plus you are missing out on one of the greatest parts of the game. Think of the core ships as being a starting point for you ship designs... Please for the love of Pete, don't use those suckers!
Actually it can depend on the observer such as in the case of a Lorentz contraction using spatial relativity. But again this is assuming that the theory of spatial relativity is correct. (Not general relativity) As I said before, using a super/sub luminal model, which rather elegantly explains quantum singularities, dark matter, and gravity, then yes, mass does always keep its properties. The more and more research we do, the less and less likely it is the Einstein was right, but since
Actually, mass always keeps its properties. This of course is why we use grams, or pounds mass when trying to accurately describe something. Weight is pretty relative, even on our own planet. Because of the oblateness of the Earth, gravity is not consistent around the globe. Now in space, it gets even worse. Since everything continuously exerts a force on everything, you can't just look at "weight" in terms of the earth or what ever large mass you are closest to. This is commonly referred
Interesting strategy Mystik, is that for DA or for DL? Back in DA I rushed the engine tree, but now I am in the process if rethinking my opening game.
Actually, no mistik, there were no star bases in the area. There were a few asteroids that I owned, but I have yet to see an AI destroy one.
Yup, econ, tech, and manufacturing are the big three. Usually any low grade planets with no bonuses become my econs. Tech and manufacturing get split down the middle. Generally it works out to roughly Half are manufacturing, one quarter tech, and one quarter econ.
Starstriker: Yeah that occurred to me also that maybe they had a more important objective to attack and maybe my fleet wasn't worth their time?
Interesting thoughts... could you link the thread about starbase defenses? Thanks!
I tend to find asteroids pretty useful, it helps get smaller worlds up of the ground much faster, and when leveled up, can provide some pretty nice bonuses! True it takes a while to get them to that state, but with a power plant, manufacturing capitol, and a few factories you can really pump ships out! But being able to select the kind of bonus a 'roid gives you would be very cool, would be neat to see it implemented later on down the road!
Maybe this is a question for the Devs, but I was wondering how an AI chooses to attack a fleet with a fleet of its own. Yester day I had a small fleet of medium hulls with a good balance of offense and defense. Because of a mistake on my part, the small single fleet found itself surrounded by a red sea of Drengin super dominators. Because the Drengin had low logistics they were only in fleets of five, but there about thrity fleets. Now my ships could have ripped through about
WOOT! Whose house? Brad's house!
Alliances are just another layer of the game. Some people love playing the politics with the AI, some hate it. Kryo is right, three trade routes are only good for a +. Try 4 or 5 routes, that will get you into the ++ range, after you form an alliance, feel free to end the route and use it on a new race. Also, bribes will have less and less effect on an AI if you use them consistently. Try to drop a love bomb on them instead of a river of love! <img src="http://images.stardock.
You may think the Krox AI is pretty bad, but from my experience, the Krox are usually one of the last races standing. Now its possible this has something to do with my play style, but I doubt it since I don't have any really off the wall strategies. I do agree with the OP, it seems to me that the Krox don't really utilize their ability... Unless they are sending out waves of trade routes before everyone... Hmmm, I'll be on the look out for that next time!
Nay! I love the humor on the game. The humor in the game makes me smile, since almost all of it is in reference to some other piece of sci-fi. It also has the effect of reminding me that this was really a game made by people... Not just pumped out of a corporate machine. In short, it gives it character. If you don't like the character of the game, that's fine, you are entitled to your opinion, the same as I am entitled to mine. I do like the idea of the way the OP has the tech tree
I agree when it comes to the agents. Now it is possible that I just don't know how to use them yet, but it feels like I am not getting much bang for my buck. Generally I just keep a handful on stand-by in case I have to neutralize some on my planets. Asteroids on the other hand, I love! Yeah it takes a while in terms of research and construction, but a planet with two or three mining complexes + a manufacturing capitol and a few factories becomes insanely useful at producing ships! Not