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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Canadian Star Federation Empire Thread
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#1450  by Veteran Primipilus Alexus - 3/28/2004 4:21:28 PM

We can have lots of fun in a more active Empire.


Well - the Centurions are pretty active - and would welcome outstanding players...

Alex




                           Posted via Stardock Central
#1451  by Citizen jacqt - 3/28/2004 7:00:12 PM

hey, dont try to recruit our few ppl active away....

*is guilty of inactivity and feels sorry*

ill be more active to keep you guys here

                    
#1452  by Diplomat Technician - 3/28/2004 7:12:45 PM

Thanks for the support jacqt.

I will not go anywhere.

Paint your terror stars red and throw another Torian on the grill.




                          
#1453  by Citizen damoose - 3/28/2004 7:30:23 PM

I think it's very Canadian to complain a lot and do nothing about it


You missed this post Alex ...

                      
#1454  by Citizen damoose - 3/28/2004 7:33:18 PM

ill be more active to keep you guys here


Excellent! Now if we could just get a little more activity from the 'silent ones' even a post or two on the weekend would work and speaking of work a post at lunch or just before you leave or before you start once a week would be ok too.

Come on people talk. We Canadians asre really, really good at it so do it.
[Message Edited]

                      
#1455  by Citizen Hurley - 3/28/2004 8:16:28 PM

I promise no 'smack the penguin' for a week




                      
#1456  by Citizen Hurley - 3/28/2004 8:17:05 PM

visiting a country where every native living creature wants to kill / eat you


Sounds like this thread to me, speaking as a 'snack'!!

                      
#1457  by Citizen Magnumaniac - 3/28/2004 8:25:14 PM

Sounds like this thread to me, speaking as a 'snack'!!




                          
#1458  by Diplomat Technician - 3/28/2004 8:25:52 PM

When you play a huge maso, how do you get by the opening moves?

I tried a few games.



                          
#1459  by Diplomat Technician - 3/28/2004 8:28:03 PM

Sounds like this thread to me, speaking as a 'snack'!!


I been frying up Torians this week very tasty

                          
#1460  by Citizen Magnumaniac - 3/28/2004 8:32:46 PM

When you play a huge maso, how do you get by the opening moves?


Not entirely sure what you're asking there Tech.

Drop a bit more info in if you want a specific answer, and I'll pick it up tomorrow from work (gotta hit the sack now, it's 2:30am)

                          
#1461  by Citizen Paguma - 3/28/2004 9:04:54 PM

When you play a huge maso, how do you get by the opening moves?Not entirely sure what you're asking there Tech.


I was thinking the same thing... Plus I don't know who he is talking to. damoose and I play mostly Large now.


                        
#1462  by Diplomat Technician - 3/28/2004 9:40:32 PM

I am thinking about trying a few games on smaller maps.

When I play gigantic.

1)100% Military 60% Taxes

I try to get a least 5 or 6 systems.

2)100% Research

Go for Diplomatic translators

3)100 Social Build diplomatic translator

4) Taxes 40% build up the system I own, freighters etc...


On smaller maps this system does not work.

What do you think I should change ?

                          
#1463  by Veteran Primipilus Alexus - 3/29/2004 12:43:02 AM

After the initial planet rush:

100% Research Comms, UT, Diplo, Trade, Med and Habitation

100% Build Soil En, Banking, Hab, two best planets to diplo and aphro, Entertainment, then whatever.

After TGs, build 3 freighters (100% mil) then switch to 80% research 20% social. Get tax rates down below 20% and adjust spending to make profit (I often switch to raise cash to get into profit first)

Concentrate on economy to start with - yellow techs that give trade bonuses Adv Trade, Business, Marketing, Capitalism, Nano Elect, Inst Comm, Cultural Focus, Xeno Prop.

Then I tend to go for computers.

Generally pay bribes!

Alex




                           Posted via Stardock Central
#1464  by Citizen Magnumaniac - 3/29/2004 4:01:15 AM

Aah, OK Tech - here's mine.

1. 100% military, 43% taxes. Build 1 colony ship and 2 scouts. Happy with 3 systems, and leave it like that unless I find a PQ26 available.

2. Research / Social optimised for completing research in 1 or 2 turns. Research: Comm, UT, Med, Ind, Weap, Basic Env, Nano-elec, stellar cart, interstellar refining, sensors.

Build: Soil, bank, habitat, entertainment, man center, fusion plant.

Check relations every couple of turns and trade for diplomacy, trade, Adv. trade, all early propulsion techs, a few freighters, nano-metal comps and whatever else I can get.

Start building wonders / TGs in my following order of preference: GSE, Grav Acc, Eyes, Aphro, Diplo, Tri-stront, Frictionless. Will usually get 4 or 5 of these.

Once I get the GSE, the game's as good as over as I can afford to do whatever I want. I tend to ignore demands for tribute, and then just send them a free tech before leaving the diplo screen.

I would say, don't go balls out to get diplo translators, it's probably putting you too far behind early on. If I don't get it, I lease it off whoever did, then take them out. AIs love selling you transports from otherwise unprotected planets

                          
#1465  by Citizen damoose - 3/29/2004 4:22:17 AM

Sounds like this thread to me, speaking as a 'snack'!!




No worries... Hurley. We are now have penguins shipped in from the south. At huge expence... but... you know you just gotta do that kinda think for friends.



                      
#1466  by Citizen damoose - 3/29/2004 4:34:59 AM

Nice moves guys... Interesting to see how closely they match.on the inital research and social.

Then they part ways.. I noticed Alex breaks out of a set pattern early and Magnum is looking for GSE

Is the whole opening set of moves is pretty much the same for all map sizes? And what about speed of builds. (not +1 speed). Do you do all the research first, then build? do you reseach, build, research, build?

                      
#1467  by Diplomat Peace Phoenix - 3/29/2004 4:44:14 AM

2. Research / Social optimised for completing research in 1 or 2 turns. Research: Comm, UT, Med, Ind, Weap, Basic Env, Nano-elec, stellar cart, interstellar refining, sensors.


One remark: Interstellar refining needs some propulsion techs. So they need to be gain via exchange.

I guess that Diplomacy and Trade are gained via exchange.

                          
#1468  by Diplomat Peace Phoenix - 3/29/2004 4:45:57 AM

Is the whole opening set of moves is pretty much the same for all map sizes?


I bet it would adjust on the galaxy setting and how soon you meet AI to initiate tech exchange. If you meet them too late, they will have all you the tech you have researched.

Happy with 3 systems

Rare habitability I guess.


                          
#1469  by Citizen Magnumaniac - 3/29/2004 4:51:38 AM

Do you do all the research first, then build?


Hi damoose! Up early today

I'm my own worst nightmare as I micromanage the sliders so there's just enough going to research to complete in minimum number of turns, with the extra going to social. I do this until Sensors is researched then move to 100% social (usually have at least soil, bank and hab on all worlds by this time).

My approach doesn't work so well on gigantic maps, as it relies heavily on early trading with the AIs. It works fine on huge, large, and medium - haven't tried anything smaller.

                          
#1470  by Citizen Magnumaniac - 3/29/2004 4:55:38 AM

One remark: Interstellar refining needs some propulsion techs. So they need to be gain via exchange.I guess that Diplomacy and Trade are gained via exchange.


Yes, and yes That's why I research stellar cart - to easily find the inhabited systems.

Rare habitability I guess.


Mainly, butI've used uncommon and occasional aswell.

                          
#1471  by Citizen damoose - 3/29/2004 6:26:53 AM

Hi damoose! Up early today


Hi... I'm always up early. Sleeping in really screws up my clock.

as it relies heavily on early trading with the AIs


Yeah... I thought that was the case. And micro-management isn't a bad thing... but it would be a lot easier if I could see the research turns left on the economics screen.

                      
#1472  by Citizen damoose - 3/29/2004 6:27:53 AM

Hey Peace... Good to see you man.

                      
#1473  by Diplomat Technician - 3/29/2004 7:07:06 AM

100% military, 43% taxes. Build 1 colony ship and 2 scouts. Happy with 3 systems, and leave it like that unless I find a PQ26 available.


Very usefull I usually set taxes 60% early in the game, the moral does not drop too low, but when I meet other races my population is low.

On smaller maps I will try for 3 systems.

Start building wonders / TGs in my following order of preference: GSE, Grav Acc, Eyes, Aphro, Diplo, Tri-stront, Frictionless. Will usually get 4 or 5 of these.


Maybe the translators are not as important as I thought they were it is just in games I do get them Aliens seem to give me better trades. As you said they do waste time.

I bet it would adjust on the galaxy setting and how soon you meet AI to initiate tech exchange. If you meet them too late, they will have all you the tech you have researched.


My easiest games are when I meet Minor races. Sure they give you no cash, but the trade for technology.

                          
#1474  by Diplomat Technician - 3/29/2004 7:08:12 AM

I most forgot,

Paint your terror stars red and throw another Torian on the grill.



                          
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