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


Single Sector Game Strategies
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by Veteran Black_Shade - 8/18/2003 12:02:46 AM

k, this is a copy and paste of my text from the main forum, i accidently posted it there:

i have seen a few people post how they win games but regulate themselves to 1 sector. This is very easy to do on tiny/small. But on the larger map settings, how do you go about your build order? Obviously your going to need an aweful lot of starbases to keep up in production, and since your restricted to 1 sector, you wont get much tax revenue, so trade is your main income. The problem i seem to have is i cant get enough money to keep up in tech on the larger maps (plus the AI keeps trying to flip my planets). Any help would be appreciated (especially early game build order/when to build constructors/economy bar/how to make money)


                        
#1  by Ambassador Ray the Wanderer - 8/18/2003 12:18:36 AM

I've not played any single sectors but I would imagine how tough it can be to keep up on maps bigger than medium.

Since there are caps for production, you probably wouldn't need more than 2-3 production SBs. The problem is more tech. It would probably be better to be a trader than a researcher in this scenario.

Diplomacy is probably critical for single sectors so make sure you load up on that at the setup.

                        
#2  by Veteran Black_Shade - 8/18/2003 2:01:18 AM

yeah, i have found that i can trade for a few techs from 1 civ, then trade those for more techs from the next civ, and the cycle continues. However, the problem early game is to avoid getting into poor relations with the other civs. Because my military is going to be weaker than the AI's initially (while i try to prop up a production SB so i can actually build stuff). Bad relations= bad diplomacy= no tech trading for me= dead.

                        
#3  by Ambassador Ray the Wanderer - 8/18/2003 2:08:55 AM

It's tough, almost impossible to maintain any sort of military and economic parity with the AI with only one sector of planets.

Unless you take the easier route of going good with good AI. Problem is getting enough of those colonization events to change your alignment.

You could bribe them to fight each other to weaken them and then try to shoot for an alliance victory.

                        
#4  by Veteran vincible - 8/18/2003 6:09:59 PM

I won a single-sector Masochistic game a while ago, and posted it in the Masochistic Strategies thread. It looks like it's relevant here, so I'll repost it.

When I began this game, I did not intend to play single-sector. However, I got an amazingly good start for a single-sector game, and after playing a few turns I realized that if I was ever going to attempt it, this would be my best chance. It turned out to be surprisingly easy, probably the easiest win I have ever had on a masochistic map that wasn’t tiny/rare. I’m sure I could have done it with a worse start. Because I hadn’t known I would be playing single-sector, my racial picks aren’t optimized for this game, and I’m playing a modded political party (though the mod is in the Library so it’s not really cheating, imo anyway.)

Self-imposed rules. I can send nothing but freighters, scouts, and my original survey ship out of my home sector.
I can only build one starbase (which obviously must be in my home sector).
I am allowed to trade for combat ships outside my sector, but they must autopilot back to earth. (It turns out I didn't use this much.)
I wasn’t playing Ironman rules but I don’t remember any times when I abused saving and reloading the game.

Start: medium/rare stars/tight clusters
All races set to "Incredible" intelligence and standard alignments.

Political party: Ecologists (one of the library mods). Ecologists get +5% PQ, +20 social production, +5 economics. I’ve only played two games with them so I don’t know how they stack up against other parties. If I had known I would be playing single-sector I would probably have picked Populists.

Starting bonuses (including party)

+10% PQ
+20% social production
+5% economics
+60% diplomacy
+10% population growth
+25% luck

Stars in sector

Sol: Earth, class 18
Quatrale (purple star): PQ 16, 15
Westerfeld: PQ 16
Shugar: PQ 15

Colonization

I get the worm event and pick the 38% PQ bonus when colonizing Quatrale’s PQ 16 planet. Resulting PQ with racial bonus is 23, which after soil and habitat turns into a 26. Alignment takes a hit—I’m down to 40—but I figure it’s worth it.

I colonize the rest of the planets in the sector and build 2 scouts with my excess production. The scouts head out to make contact with other civilizations. I switch to 100% social and build soil and entertainment, then research through diplomacy and through improved environment control while building banking centers and habitat.

I find out where the other civilizations are located by checking sector influence (actually I did this on the first turn), and send a scout to make contact with the only one in range, the Yor. Other scouts snoop around, finding several resources and also coming in contact with the Alexians.

In March 2180 I contact the Torians. I had previously researched Improved Environment Control, which the AI does not research until quite late in the game, in preparation for trades. I give the Torians Improved Environmental Control in return for their unique tech, then trade both those techs to the Yor for their techs, then trade to the Alexians. After doing this I’ve gotten Artificial Gravity, Cold Fusion, Controlled Gravity, Defensive Theory, Impulse Drive, Propulsion Theory, Trade, Weapons Theory, and the Alexians’ Diplomatic Translators in return for my Improved Environmental Control and a few BCs. Massive tech trading of this sort will occur constantly throughout the game and I will not mention it from now on.

June 2180 meet the Arcaens and Caronids. Give the Caronids all my tech for free, improving relations (and more importantly helping them stay alive longer). Give the Arceans my tech in exchange for having them attack the Dregnin.

The threats start rolling in, with a bunch of demands for Quatrale system, which contains my PQ 26 planet. I research Advanced Diplomacy and trade it to everyone else in return for a couple techs and to bribe everyone into going to war with everyone else. I give gifts to those civs that don’t have anything I want—after this, everyone is “Warm” or “Friendly” except the wary Dregnin who have a three-front war to keep them busy.

I build myself a starbase and put trade and production enhancements on it. At this point, I go on autopilot. I put 100% into social improvements/trade goods/wonders until there’s nothing worthwhile left to build. Then I switch to tech (since by this point I’ve fallen way behind) and research one or two techs that no one else owns yet. I trade these to the AI for the eight or nine techs that they have that I don’t, and while trading goad them all into war again. Then build whatever new social improvements come available. Rinse and repeat.

Since everyone is always at war with everyone else, they send all their trade to me, and I can run at 100% spending with a huge budget surplus.

Random checkin point: October 2185.

Yor: close, receive 50% of their income from trade with me.
Altarians: warm, receive 15% of their income from me.
Torians: neutral, 10%
Arcaens: warm, 11%
Dregs: warm, 16% (and I’m almost their only trading partner).

The Dregnin are becoming the clear leaders in the race for power. Everyone but myself, the Yor and the minors are at war with the Drengin. The Yor have been taking a beating so I’m trying to keep them out of trouble, plus they send a lot of revenue my way. Everyone else has Battleship Technology and is driving for Dreadnaughts. I never bothered to research it, and other races won’t trade it, so I am without battleships but I don’t need them because of my good relations with everyone else. The Drengin are looking really powerful, and I’m thinking a change of strategy might be in order—they seriously might be able to take everyone else on at once, and win. I send some freighters their way and emphasize them more in my gift-giving.

I’ve traded for a few ships, but at this point I have still not yet built a single combat ship of my own.

May 2187.

My fleet at this point consists of 3 frigates, two battle cruisers, four corvettes, and a star fighter. These were acquired in trade. I still have not yet built a single ship. Everyone else has at least several battleships, and three races have several dreadnaughts. I’ve gotten a few trade goods, and my treasury is now at 12,000 BC. I’m taxing at about 40% with a 100% approval rating.

The war between the Drengin and everyone else continues to rage. I am now close to both the Drengin and the Yor due to me being their only trading partners. My relations with everyone else are “friendly.” The question now is whether to ally up with the Dregnin and try to help them beat everyone else, or to continue playing all the races off against each other. The trouble is if I ally with the Dregnin I get dragged into the war that I have created.

I decide to wait until the war between the Dregnin and everyone else peters out, which it does in another year. I then ally with the Dregnin and then bribe all the other races to go to war against each other.

At this point it’s just a matter of time.

July 2188. Drengin declare war on Yor, I honor the alliance. I still haven’t built any ships of my own but I have traded for several battleships. Sometime around here I trade a whole slew of techs and trade goods to the Alexians for Battleship Technology. My ships are on guard, but no enemy ships ever make their way to my home sector.

Feb 2189. Yor surrender to Altarians. Grr.

May 2189. At war with Altarians and Torians. Finally start building ships.

From here on, it’s just a matter of building social improvements, maintaining a decent military, and building techs that complement the Drengin’s techs, and trading with them exclusively—this allows the Dregnin to get a huge tech lead over everyone (except me of course). Because all my ships stay at home with my military-enhancing starbase, they’re very strong in spite of my lack of military resources. I just hit “next turn” over and over, with occasional slider adjustments.

July 2196: Arcaens surrender to Drengin.

August 2196: Torians surrender to me. I give the worlds to the Drengin.

May 2197: Altarians surrender to me. Victory!

I fought just two battles in the game, both when ships that were gifted to me were attacked en route to my home sector.

If I’d been playing for a military victory, rather than for an alliance victory, I would have kept playing all the races against each other, then when I judge that one race is about to fall, I would take it over. Just a simple matter of taking over the galaxy piece by piece and grabbing resources when possible.

Score: 8384, submitted to Metaverse
[Message Edited]

                        
#5  by Veteran Black_Shade - 8/19/2003 1:27:38 PM

ah, thank you very much vincible!!! that is exactly what i was looking for

                        
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