The enemy wins because he attacks your ships one at a time and is powerful enough that each shot kills one of your ships while your shots are partly deflected by his defenses causing minor damage. You run out of ships before he runs out of hit points.
JMiddleton
If this game follows the same pattern as GalCiv II there will be updates and, eventually, expansion packs that adjust the balance and incorporate features based on the feedback from this forum. Pacing a real time, multi player, 4X game must be challenging - you need time to plan your strategy and manage your civilization but no longer have control over the turn button. I'm sure a lot of time and effort was invested trying to get this right and more will be now that the game is out in the wild an
While the developer (Ironclad) is Canadian and the distributor (Stardock) is US, it's a pretty safe bet that the actual manufacturing and packaging is taking place somewhere in Asia. When a Microsoft product is released to manufacturing it takes at least a month for packaged versions to show up on store shelves. It's only been a week since Sins went Gold - it simply isn't possible to manufacture, package and distribute the product to retailers in that amount of time. I personally think
I have the same problem. My Stardock account - setup when I purchased GalCiv II uses a different email address than my PayPal account. I was logged in to my Stardock account when I placed the order (TGN Subscription) but it still associated my tokens with my PayPal email address. I have a support incident open and expect it will be resolved shortly but there should be a warning on the purchase page about this problem. I probably would have used Visa if I had known in advance.
Build queues are of questionable value in a game where you can (and should) update your ship designs as you research new technologies. Queuing ships for production means you would often be building older designs that don't make full use of the technology you have available. While the benefit of constant design updates is obvious for warships I can attest from experience that there are few things more frustrating than having the AI beat me to a colony or resource by a single turn because
Having recently passed through the phase you are in I can sympathize. Some things I learned during my first month with the game: - This is a strategy game - if your strategy isn't working discard the game and try again. If you find a map you really like save it early and replay it until you find the combination that works. - if the AI is too strong give yourself an extra bonus. use CTRL N to regenerate the map until you get a 300% or 700% manufacturing or research bonus tile on
If you create an image with ghost then Explorer - the same version or newer - can be used to extract files. Just run ghostexp.exe from Windows (no install required) and point it to your image.gho file. It will let you extract individual files and/or folders from the image.
If you want some mega events but not others you can simply quit the game without saving when an unwanted event occurs and reload from the autosave. You will lose some turns but, most of the time, the event will not recur.
You can also use Ghost Explorer to extract individual files/folders from your ghost image. If it is just a registry key system restore may work.
My mental image of a robot civilization is greatly influenced by James Hogan's novel "Code of the Lifemaker" - the only novel I know where robot evolution to sentience is central to the story and approached in a believably scientific way. All robots, including the Yor, have an environmental range where they can function - as do we. We and they can extend that range using protective coverings, vehicles and structures. I don't think it is reasonable to assume the Yor can simply redesign t
Without a magnetic field there would be no protection from solar radiation and that nuclear radiation is extremely hostile to life as we know it. The magnetic field does occasionally reverse - most recently the Brunhes-Matuyama reversal is believed to have occurred roughly 750,000 years ago. In classical theory (i.e. Einstein) the speed of light is a property of space and there is no way around it. That hasn't stopped science fiction authors (and game designers) from providing the techn
I notice the $29.00 shipping also applies to Canada today. Which makes the boxed version $9.00 more than a TotalGaming.net membership. With products like Twilight of the Arnor and DreamScapes 2 in the pipeline, it should be easy to find a home for the leftover tokens!
When you upgrade a ship class, give it a new name - i.e. Fighter Mk1, Fighter Mk2, etc... otherwise you'll end up with a mess! Some people use complex naming conventions that include attack/defense/speed ratings for the class.
You have the option of decommissioning the old ship and building a new one - slow, inexpensive and you lose the experience bonuses. Buying the upgrades is fast, expensive and you keep your experience bonuses. Both options are useful tools when developing your strategy. Upgrading isn't that bad once you have your economic engine running smoothly - your treasury will recover very quickly if you keep it below 20,000BC. I just wish there was an "upgrade as many as I can afford" option so I didn't ha
I play on a 52" HDTV using a Gyration mouse as my main controller. I used to try for symmetry but getting components to mate with the hardpoints using this mouse is an exercise in frustration - the capture window is much too small. The ships you get by double-clicking components look strange but this is a science fiction game. Alien naval architects may think they look perfectly normal!
One of the nice features in GalCiv2 is that you can win without firing a shot. The non-military victory conditions won't appeal to everyone but those who pursue them will have kinder words for the neutral and good alignments than most who have posted here. If Metaverse scoring encouraged the non-military victory conditions the tone of this thread might be quite different.
The technologies I have available when I need to build a ship will vary from game to game depending on trades, how many research bonus tiles I find, etc... so I design new each game to get the best ship I can build with the techs I have. They aren't pretty - I normally just double click and let the system place components but it only takes a few seconds to design a new ship that way and they work just as well.
Neutrality Learning Centers are available early in the game and basically double the research capability of a neutral player once the research academy's are upgraded. This confers a significant advantage by mid-game. If you don't exploit it the evil races will use their bonuses to overwhelm you in the end game.
Influence/diplomacy gives you several advantages: - more tourism income - better deals when trading with other civilizations - reduces chance that your colonies/mines will revolt - increases chance that AI colonies/mines will revolt to join you - improves relations with other civilizations reducing chance AI will declare war on you I always build embassy's on the bonus tiles and upgrade to cultural exchange centers by mid game.
By turning off the graphic enhancements you are throttling your video card so it doesn't draw as much power or generate as much heat. Hard to believe that GalCiv II exercises the card more than some of the other games you mentioned. 8800 should have a thermal probe accessible from the nvidia tab on the display properties advanced page. I think this is called display preferences in Vista. To clean boot run msconfig, choose selective startup and uncheck the load startup items bo
The best real estate in my corner of the galaxy always seems to require extreme colonization but I wait until I can research the tech in less than 10 weeks before going after it. By this time my economy is solidly in the green and I have enough military tech to keep the AI off my back. Once I have extreme colonization I evaluate all the planets in my region to decide which type to do first. If the Iconians or Yor are next door they will often scoop the planets they have a native ability to colon
I had the same issue when I started playing the game. Traced it to an overheating video card. Replaced the fan and haven't had a problem since.
If your population declines then, presumably, your approval will rise - my assumptions are - the decline only affects the planet with low approval. - you retain your existing entertainment structures and trade goods. - your treasury maintains a positive balance and the tax rate remains constant. In theory population should be stable once approval reaches 40% unless you raise taxes or run a deficit to drive it lower.
Is it better to have 24 billion unhappy taxpayers or 20 billion happy ones? As long as your overall approval is sufficient to retain control in the Senate what is the downside to low approval on a single planet?
I find that the technologies I have available when I need a new design can vary quite a bit from game to game - sometimes I trade for weapons and propulsion tech, sometimes I have to research it myself - so I rarely reuse ship designs. It takes less than a minute to create a new design if you leave out the eye candy. I do have a naming convention which speeds things up and makes it easier to keep track of my fleet. I call small hulls Fighters, medium hulls Corvettes, large hulls Cruiser