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Do you still think GalCiv 1 is fun even with GalCiv II out?
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Homestead - the non-violent way of putting potential planets "on hold"?
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by Citizen eVxx - 2/19/2004 2:52:48 AM

My empire is expanding quickly, however there is a series of uncolonized class 18 planets just far out of my colony ships' reach. I am trying to device a plot to lay claim to them before the AIs do - Homesteading like the early American settlers. It involves 8 recon ships sent from the home sectors and the new colonies. They will converge on the unclaimed world and form a blockade around all of its possible incoming vectors. Since enemy ships cannot stack with my own, they will be forbidden from colonizing it.

Has anyone tried this tactic yet? I will keep you posted on my rude territorial claims.



            Posted via Stardock Central
#1  by Diplomat Peace Phoenix - 2/19/2004 4:09:07 AM

My empire is expanding quickly, however there is a series of uncolonized class 18 planets just far out of my colony ships' reach.


Are they any low PQ planets that could be used as range extender?

                          
#2  by Citizen wickworks1 - 2/19/2004 4:43:33 AM

That's too funny...

I guess I could see doing that for a 26, but for 3 18's? that's 24 scouts. Holy tomatoes.

-Smack

            
#3  by Citizen eVxx - 2/19/2004 1:01:29 PM

Acks... the plan only worked on delaying the pesky Yors from capturing all of them. I end up couldn't support all the little ships while in the tech / building crunching mode. By the time I could extend my range, my colony ship was bumping head with theirs.

There is a compelely empty sector between my frontier planets and that cluster so I had to get the range extending technology first.



            Posted via Stardock Central
#4  by Citizen Matthew Downie - 2/19/2004 2:29:51 PM

A constructor would be quicker to build than eight scouts, and would definitely extend your range, if the logistics didn't cause a problem.
I do use the ring of eight ships technique, but only to protect valued minors from conquest by others.



                           Posted via Stardock Central
#5  by Citizen UnderLord1 - 2/19/2004 11:48:40 PM

hmm thats a good tatic never thought of that.

            
#6  by Ambassador Solitair - 2/20/2004 3:32:41 AM

this tactic was one of the reasons scouts were given a maintenance charge. Originally scouts were free to maintain (as were frieghters - infinite range) which made them perfect for this strategy.

Paul.



                           Posted via Stardock Central
#7  by Citizen Exar Kuun - 2/20/2004 1:59:35 PM

Icevic - either colonise a nearby low PQ planet with 1 million people and destory it once you have the first colony setup or build a constructor matey

                      
#8  by Citizen wickworks1 - 2/21/2004 6:41:23 PM

I was thinking about this and thought I should mention another cheap trick...

3 scouts manouvered in front of a speed 2 colony ship will reduce it's progress to 1 square/turn.

5 scouts will stop a speed 2. Place them in a line in front of the wave of colony ships.

5 scouts will reduce a speed 3 colony ship to 1 square of progress. And so on. Often you can buy time with these tactics, IF you are silly enough to have that many scouts/drones in the neighborhood.

-Smack

            
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