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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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#2325  by Citizen damoose - 4/26/2004 7:37:07 AM

Thanks Peace.

Here's what I do... I play a combination of military and influence on a large map, tight clusters and abundant planets.

I use mil in the early game for the planet grab and trade and production/trade SBs. Mid-game is about tech trading and social production (TG and wonders). And buying up resourse star bases. I use the govenor queue exclusively and everything in the queue gets built on every planet. Late game is about influence, culture flips, invasions and alpha strikes.

I always finish the tech tree. I really like using the auto-hunt on excals. Torian sushi is just too good to pass up.



                      
#2326  by Diplomat Technician - 4/26/2004 7:45:16 AM

I almost never get excalibars anymore, most game end just after 2190

[Message Edited]

                          
#2327  by Citizen damoose - 4/26/2004 8:13:08 AM

So what do the CSF overlords think about the new poll on the AP beta?

                      
#2328  by Diplomat Peace Phoenix - 4/26/2004 8:18:21 AM

Here is Paguma's build order
(NOTE: I have done no testing on optimizing, it's just what I feel works for me)
soil enhancement
manufacturing center
habitat improvement
entertainment center
fusion power plant
banking
antimatter power plant
economic exchange
embassy
research lab
cultural center
multimedia center
stock market
teleporters
terraforming
harmony generator
virutal reality center


I don't see really why manufacturing center is on second position: it costs 100 and give only manufacturing bonus. So your spending increase and you will need to drop the spending rate sooner or later
The banking center cost only 50 and give 20% economic bonus. So your income increase, allowing to you to be longer at wit ha 100% spending before going to red.

I find that the Virtual reality center (400 BC to build, 20% morale for 5 BC maintenance) is too costly for its benefits. And I don't see stadium on your list (100 BC to build, 20% morale, 5% eco for 2 BC maintenance)
I would place stock market (200 BC to build, 25% eco, 10% morale, 5% prestige for 1 BC maintenance) before stock exchange(400BC, 33% eco) in order to have cash sooner. Don't forget that you can always insert in the middle of a queue

Since Multimedia center costs 200 BC to build for 15% morale and 2BC maintenance and teleporters costs 200 BC to build for 25% morale, 15% eco and 2BC mainteance, I would exchange teleporter and multimedia center.

My build order is directed by a simple idea: I want to have a 100% spending rate. So it emphasies on the most efficient way to improve morale/economics for the minimum BC and maintenance BC. I build research improvement when I make too much money when doing 100% research, influence/cultural improvement if there are some cultural flipping threats (which isn't really annoying with gigantic/rare/tigh cluster map).
The beginning of my build order is :
soil/banking/habitat/entertainement.

[Message Edited]

                          
#2329  by Diplomat Technician - 4/26/2004 8:22:20 AM

I voted that I like it a lot.

I have disappointments sure. If there was a scale of statisfaction 1-10.

1 disappointed - 10 I like it a lot

I rate my statisfaction at about 8.



                          
#2330  by Citizen damoose - 4/26/2004 8:34:27 AM

Peace...

Some interesting points. Here's my early build order...

soil enhancement
embassy
habitat improvement
banking
entertainment (this can move up or down depending on need)
fusion power plant
manufacturing center
research lab

(some other stuff)
stadium (if required)
stock market
teleporters
terraforming

embassy, hab and bank can all change order depending on need and starting post. and how well the AIs are doing.

                      
#2331  by Citizen NewfyScotian - 4/26/2004 8:45:53 AM

Since you are aiming for an alliance victory,


I tried on the weekend going for an alliance victory and it hosed me on about 4000 points.

That is quite significant when you are playing tiny/tight/abundant and the all AI are set for Crippling. I usually aim for 11000 - 12500 points with a military victory.

I get about the same when it was set to culture victory.

For both Alliance and Culture victory conditions I can get a game done in about 1 hour. My play style is optomized for either of those victorys.

I find that I rather like being agressive and getting a "true" military victory. I never build culture type projects or add culture to any starbases.

I have also started noticing that my games are typically finished around the year of 2190.

I spend much of my time during the first third of the game micromanaging my trade/tech selling which I consider cheese. The rest is easy, it is the start that is difficult.

                          
#2332  by Citizen damoose - 4/26/2004 8:49:08 AM

The rest is easy, it is the start that is difficult


Yup. After you reach stability with the AIs... They are snacks.

                      
#2333  by Diplomat Peace Phoenix - 4/26/2004 8:52:11 AM

I spend much of my time during the first third of the game micromanaging my trade/tech selling which I consider cheese.


Why is it cheese? When ressources are limited (first part of the game), why should you be ashamed to try to have the best use of them?


                          
#2334  by Citizen NewfyScotian - 4/26/2004 8:53:20 AM

A personal observation.

I have found that since I started playing this game my play style has changed quite a bit. Mostly because of my understanding on how the AI works.

I have always played aggressive but what a difference understanding can do for you! I remember that setting the game to Normal used to be such a problem that I would have to sweat through a game to win. Now I can whip through normal and lead the tech tree all the way beating the AI with my Frigates.

Acutally I can do that even if all the AI is set to Crippling.


[Message Edited]

                          
#2335  by Citizen NewfyScotian - 4/26/2004 8:53:58 AM

I still would like to beat MASO on a tiny map but I have kept getting my butt handed to me in the past when trying this. I think I will have to try again this week. Any new insights as to how to beat MASO on tiny?

                          
#2336  by Citizen NewfyScotian - 4/26/2004 8:58:25 AM

Why is it cheese? When resources are limited (first part of the game), why should you be ashamed to try to have the best use of them?


I guess I call it cheese because I read that the MASO players can't really use these tactics to play the game.

But ... I am not ashamed do not get me wrong there. I can beat the game with out using these tactics it just takes longer.

The one part that I really would like to see fixed in this game (which it might be in AP) is that the AI at the higher levels should not spend (trade for tech/anything) into the red. If done right at the correct time I can get a huge tactical advantage over an AI.

                          
#2337  by Citizen Magnumaniac - 4/26/2004 9:02:25 AM

Interesting how different build orders can be for the same style strategy. Mine is usually:

Soil Enhancement
Banking
Habitat Improvement
Fusion Power Plant
Manufacturing Center
Entertainment Network
Research Lab
Economic Exchange
Anti-matter Power Plant
Multimedia Centre
Embassy
News Network
Stock Market
Stadium
Teleporters
Cultural Exchange Center (if influence is an issue)

Don't usually get far enough in the tech tree to be able to add anything else (like Terraforming). Game ends Jan2190.

                          
#2338  by Citizen Paguma - 4/26/2004 9:16:51 AM

As damoose mentioend, my vacation doesn't start until next weekend. Although work, and personal life are VERY busy this week, so I expect to be rather quiet this week too. I don't think I'll get time to post another game before I leave.

I will be taking my laptop with me on the trip though, so I might build up a few games to submit while I'm gone, or even submit while on vacation. I'll have sporadic internet access.

The red maple leaf may be a little different color. I think I have two versions of the leaf.

re: my build order. I don't remember asking for critisism! You hurt my feelings! Seriously though, I lot of people are suggesting buildings I don't have for the order they suggest building them. It depends a lot on how you research or aquire tech. The stadium was just a simple oversighy going from memory. As for virtual reality centers. I completely disagree. I build ALL morale lifting buildings. That's how I have a booming economy while taxing my citizens at some attrocious rates late in the game while still maintaining 80% approval rates. What did I report that time, something like 90% tax 80+% approval? Trust me, that pays for the buildings!

                        
#2339  by Citizen NewfyScotian - 4/26/2004 9:23:48 AM

something like 90% tax 80+% approval?


I have found that at the beginning of the game a tax higher than 45% (give or take a bit) seems to have a negative effect on income. Because of this I have never really experimented with the TAX rate. I usually let it sit at 39% for the entire game.

How do you manage your population? If you tax higher, then your population increases much slower. If you build the higher cost morale lifting projects then you have to offset the cost of these by increasing your tax base which again slows the population explosion down ... except, I guess that the population also increase due to the morale based projects.

My head hurts. I have to try this out.

                          
#2340  by Citizen NewfyScotian - 4/26/2004 9:27:13 AM

The red maple leaf may be a little different color. I think I have two versions of the leaf.


Can you embed both of them into a message in this forum and then we can vote on which one we prefer. I think that the one we are currently using is brighter than the previous and I like it.

                          
#2341  by Citizen Paguma - 4/26/2004 9:28:22 AM

I have found that at the beginning of the game a tax higher than 45% (give or take a bit) seems to have a negative effect on income. Because of this I have never really experimented with the TAX rate. I usually let it sit at 39% for the entire game.


I raise my tax to whatever rate I can tax them and still get 80% approval rate. Or at least that's my goal. Sometimes I can't do it. How much you can tax them and do this changes dramatically through-out the game based on your buildings, tech, trade goods, etc...

How do you manage your population? If you tax higher, then your population increases much slower.


Not quite true, as your approval rate lowers your population grows slower. Since my approval rate is always 80% or higher, my population is almost always growing fast!

                        
#2342  by Citizen Paguma - 4/26/2004 9:29:03 AM

BTW, I found the "redder" Maple Leaf for you.

                        
#2343  by Diplomat Peace Phoenix - 4/26/2004 9:31:02 AM

lot of people are suggesting buildings I don't have for the order they suggest building them. It depends a lot on how you research or aquire tech.

Yes, but as soon you have a new building available, you could insert the building in the middle of the queue. Could be helpful if you get a planet with no improvement or are lucky enough to beat AI colony ships with a +X PQ for uncolonized planets

What did I report that time, something like 90% tax 80+% approval?

I suppose that you have also morale starbases and benefit from various morale TG I wonder what will be the result if you destroy the virtual reality center and adjust the taxe rate to have at least 54% morale on your planets.
[Message Edited]

                          
#2344  by Diplomat Peace Phoenix - 4/26/2004 9:36:36 AM

How do you manage your population? If you tax higher, then your population increases much slower.

The rule simple: at 100% morale, the population growth double. But there is a cap at 200 Millions people per month for a planet. So in the beginning, having 100% morale is a must. But in later game, with highly populated planet, the double bonus isn't no longer need since without it, the population cap growth is reached. You can find here http://diplomats.galciv.org/forum/viewtopic.php?t=385 Link
informations about when the 100% morale isn't longer need. Which means raising taxes possible

                          
#2345  by Diplomat Peace Phoenix - 4/26/2004 9:38:16 AM

Since my approval rate is always 80% or higher, my population is almost always growing fast!


Don't forget that the morale is checked on each planet, and not on an empire level.

                          
#2346  by Citizen Paguma - 4/26/2004 9:39:16 AM

I suppose that you have also morale starbases


Actually no, I have never done that. Is there morale advancements for starbases? I really do underuse starbases.

Almost every game I can tax in the 80% range and maintain an approval rate of about 80%. There was one time I got something completely absurd like 95%, but it was the first turn after building the terraformer, I think that was a big part of it.

                        
#2347  by Diplomat Peace Phoenix - 4/26/2004 9:48:17 AM


I suppose that you have also morale starbases

Actually no, I have never done that. Is there morale advancements for starbases? I really do underuse starbases.

I was speaking about starbase on morale ressource. Very nice to increase your empire wide morale bonus.


[Message Edited]

                          
#2348  by Citizen Paguma - 4/26/2004 9:58:55 AM

I was speaking about starbase on morale ressource. Very nice to increase your empire wide morale bonus.


Oh, I would do that, but I underuse starbases. I concentrate so much on building my infrastructure early, that usually all the resources are taken up. Unless I can snatch one after a war, I don't tend to get any.


                        
#2349  by Diplomat Peace Phoenix - 4/26/2004 10:09:24 AM

that usually all the resources are taken up

Then, all you need is to find morale starbasse, rename them to find them easier on the diplomacy screen, and buy them (with BC, Tech, TG) from the AI.

                          
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