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


USS Hero - and other start game questions...
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by Citizen Polaris2200 - 5/20/2003 1:38:36 PM

When starting a game...

1) Do you manually pilot USS Hero or do you set it to Auto-survey?

2) Are ship-based techs worth the effort or should I be working on diplomacy or industry or trade-goods?

3) Do I want to be picky PQ wise with the planets I settle or should I just grab anything PQ 15 and over?

4) How do I figure out my research points per round?

Thanks ya'll.





       Posted via Stardock Central
#1  by Citizen Franco fx - 5/20/2003 2:47:24 PM

1) Do you manually pilot USS Hero or do you set it to Auto-survey?

Can't imagine anyone manually piloting Hero for long. That would be the ultimate in micro-management. I might use it for exploring for a few turns, then it goes on auto-survey.

2) Are ship-based techs worth the effort or should I be working on diplomacy or industry or trade-goods?

Ship tech is critical. You need speed, range, hitpoints, upgrades, etc. etc. The AI is more reluctant to sell/trade ship tech.

3) Do I want to be picky PQ wise with the planets I settle or should I just grab anything PQ 15 and over?

Depends on map size. If you are playing large or greater you can be picky and hope to back fill. If you are playing the smaller maps, you had best take what you can get ASAP.

4) How do I figure out my research points per round?

I guess you could scroll thru the planet screens and add up the points. That is the only way I know.




        Posted via Stardock Central
#2  by Citizen Morpork - 5/20/2003 6:04:51 PM

Heh, I manually control Hero throughout the game. Other ships may get set to auto, but I use Hero as my prime warship (until I get the serious warships built, at least).

       
#3  by Citizen tetleytea - 5/20/2003 7:03:23 PM

I think certain ship-based techs are good to research, simply because the AI values it so highly. Defense Theory (and Industrial), Corvette, Interstellar Tactics, Sensors, to name a few. Corvette is crap, but you can buy Photons (its prerequisite) for cheap and you can trade away Corvette for multiple cheaper techs. And then certain offensive techs like Phasers, Interstellar Tactics, and the one that gives you Battle Cruisers you can sell to minor civs at virtually no threat to you. For that matter, sell Battle Cruisers to everybody--cause they suck.

Ship-based trade goods are DEFINITELY more important than techs. You can buy most techs., but you can't buy that all-important trade monopoly. Tri-strontium and Gravity Accelerators are the biggie trade goods. You can trade away Gravity Accelerators to minor civs at absolutely no risk to you. Micro-repair bots is a gorgeous one to trade to non-warring civs.


About the PQ, I think that depends on your Pop Growth vs. map size+quality. I got the +70% Pop and laid on the Aphrodisiac, and I cleaned house. I didn't stop at the 15's--I settled the 14's and later even the 13's. I was the Influence king. But if I had no pop bonus on a tight/abundant cluster, I may never get the 15's.


                  
#4  by Ambassador Ray the Wanderer - 5/20/2003 11:57:02 PM

I manually pilot Hero if I can. I like to leave the research anomalies to the end if possible (on big maps).

Definitely go for ship techs for your favourite ships as they are expensive to trade (for some reason, Turbo Phasers for Battle Cruisers is cheap). Unless you have lots of trade credits to spare.

Grab everything. One more for you is one less for others.

Look at the research expenditure (top right) in the domestic screen.

                        
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