Yes that's exactly what happend, I went up to industrial sector and my 1000bc per turn was gone. But then I just starting going over my planets and eliminating unnessessary factories, and tweaking my planets in general. The Yor have now become the total powerhouse in the game. They just started spreading, and all the other races kept surrendering to them, even good races! They are a huge monster now, the Korath have a small bubble that is being absorbed by the Yor, yet they loyally figh
PreyingMantis
Well I restarted on a large map instead of huge and I'm kicking ass. I've used many of the strategies suggested. -I kept my tax rate with morale at 100% until first 5000bc were gone. -I put sliders at 100% production (of course) but kept the rest at the normal 33/33/34% ratios. I bought the first colony ship after about 2 turns of work on it, then after building the first couple buildings on my homeworld, I switched to 50% military and 50% research to crank out colony ships. After t
No I actually mean't the range, on a huge galaxy I think the starting range is about 25% of the map, where on smaller maps it is more. Or at least that's how it was before, I only just start up playing again with the new 1.6 V DA. I'd still like anyone else's start up suggestions specifically for DA.
Oh, I didn't know that, I just noticed that I can cover a much larger area of the map. But I started started playing again after severl months of not.
Thanks for the advice. I like the epicness of the huge galaxy, where range is actually in effect, but maybe I should work on large galaxies like you say until I get the hang of it.
I've switch from normal to challenging, and now I really am challenged. On a huge galaxy, during the colonization rush I fly out and grab a good 10-15 planets, I could grab more, but I find even this many planets drains my economy so much that I often have to drop my production slider below 100%. At this point I'm sitting and waiting for my population to grow to bring myself back to green. The other civs really get ahead of me at this during this phase, technologically and militarily, t
Actually I did play some Myth, that was pretty awesome. I haven't played company of heroes, I'll have to check that out, thanks guys.
I love starting new games, that's my biggest problem, I find the early struggles of building up an empire the funnest part, then once I'm so powerful that I have nothing to fear, it gets boring. So I have troubles continuing my old games...
I like turn based tactical, but I also like a pause option in RTS like they used in games like IceWind Dale 2.(that was a squad RPG) Turn based or pauseable tactical allows for more depth to battles, you can really utilize strategy better than just watching a mess of units all smashing eachother.
Does anyone know of any good ground tactical combat games? (preferably sci-fi based, but not necessarily so.) I'd really like to play a good game where I can enjoy infantry battles and use strategic planning for all my units. I'm finding RTS games lacking in tactics as you don't really have time to plan the moves of your weaker units to really utilize tactical stategy.
Here is my Tactical ground combat basic idea for GalCiv3: Tactical Ground Combat Planets are divided into territories/provinces the number of which is based on the planet’s class, each territory must be battled for. The planet is under the control of whoever controls 70% or more. The attacker must choose where to land his troops and attack, then progressively take the remaining territories. Reinforcements could be brought in on additional transports and added t
Oh ok, my bad.
I've just noticed this in the past few days since playing Dark Avatar. When I put 2 transports in a fleet and then drop my troops on the planet to attack, I will use all the troops from these transpots in battle, but only use up one of the transports, then the remaining transport still has all of it's troops even though they were used in battle.(clones? LOL)
I'd love to see: 1)Optional tactical space and ground combat. 2)For Space Combat: -the speed of ships makes them harder to hit.(ultimately having 2 engine types - travel engines verses maneuver engines) -the size of ships makes them easier to hit as they get bigger -accuracy in general, having targeting computers or something, ships don't always hit their target! So techs that increase accuracy and factors that put demands on it. -defense systems gradually weake
When I mentioned mercenaries and privateers, I had in mind that you would have them in your direct control, at least until you end their contract or something. Another idea would be cloakable ships, that could attack in stealth and it would not be known who they were working for.
I agree on your attacking ships and star bases in a stealth manner. A government could easily hire mercenaries etc to attack a star base without the finger being pointed at them. Mercenaries and privateers could add a lot of new dynamics to the game.
Maybe we should move this thread into the ideas forum, as that was more my intention in putting the info here.
Well maybe these ideas can't be added to this game, but I think it would be awesome to add them to the next one. I think this game is really cool, but I think these few tweaks could put it in the category of untouchable classics. Tactics ARE strategy. What I was saying was if a big ship has high defense, a smaller ship can't have enough fire power to do ANY damage, and so even if my big ship can only kill one small ship per round, it will pick them off one by one without even
Well lets look at current aircraft, there are bombers designed to do large damage to slow targets and fighters designed to shoot down bombers and other fighters. Some fighters can do a little of both. You could look at star wars and many other space war games that have these kind of dynamics which make combat more strategic and more reason to have many different kinds of ships. I just think it would expand the strategy of ship battles and make it more fun. I have also always lo
I've found smaller fast ships not very useful in the game, one large ship with high defense and many weapons seems to trump all. Is there a mod that allows for small fast ships to have some kind of dodge factor vs larger weapon systems? Perhaps there should be a small, medium and large version of the weapons systems, where large are most powerful but weaker vs fast ships and small are weaker but more accurate. Medium would be a blend. Then you could mount a medium weapon on a small shi