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


Maso strategy with no military.
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#50  by Citizen Wild Wombat - 12/30/2003 9:49:11 PM

You could have told me that *before* my Christmas shopping!




Fair enough - I'll have a crack at building up my No.2 planet and see what happens! Happy New Year - oh, and dont drink very much alcohol on New Year's Eve, OK?

                          
#51  by Citizen Hermann the Lombard - 12/31/2003 2:08:56 PM

Happy New Year - oh, and dont drink very much alcohol on New Year's Eve, OK?


Happy New Year to you and to all the helpful folks on this forum! Now, how about alcohol in the very early hours of New Year's Day?

                  
#52  by Citizen Damon Bryson - 1/19/2004 12:16:02 PM

Wombat- I don't think your social project money gets transferred to the new project. If someone builds a wonder before you get it, you just lose all that saved production. If you notice when you switch projects away from one that's half done, you can come back to it later and it's still half done. The new one starts out again at zero.

                      
#53  by Citizen Wild Wombat - 1/19/2004 7:48:29 PM

Damon - thanks! Your explanation unfortuantely makes sense, I just wasn't sure.

                          
#54  by Citizen wickworks1 - 2/20/2004 5:16:10 PM

Hmm. No military? Or just home defense fleets? I'll make the distinction. No military is a bit strange if you ask me. Unless you happen to be on everyone's good side, which happened in my last crippling game. Had good and evil empires at 'warm', 'close, or 'friendly'. Glad I didn't ally with any of them!

Anyways, I still had orbiting corvettes at each planet, and later, orbiting anti-matter-missiles. Turns out, I didn't need them (as Sirian would say, 'cardboard cutouts' of a defense fleet).

What I think is strange is to gift the AI anything like tribute, just to keep them from going to war with you. It's far easier, in my opinion, to have a high military rating. For one, AI's will be reluctant to bribe each other into going to war with you. For two, they can be gathered up to squash a minor, if you'd like to.

As it turns out, and has been mentioned numerous times in other threads, it's the attack factor that counts for military rating. This is why I doubly reccomend Corvettes over Battle Axes.

Corvette: Three Techs = 820 research points
Battle Axe: Three Techs = 750 research points

Furthermore, the Corvette techs are unlikely to be researched by a minor before you, or possibly even a major or two. This is trading power!

Corvette: Build Cost: 50 Maintenence: 1
BattleAxe: Build Cost: 120 Maintenence: 3

Cheaper by ~3:1 !

Corvette: Attack:3 Defense:2
BattleAxe: Attack:2 Defense:5

Better military rating by a factor of 3:2
Corvettes are better on every count, except if someone is actually attacking YOU, which is certain death at Masochistic anyways, so is irrelevant, especially in this thread.

Phoenix's and of course, Anti-matter missiles are also maintenece 1, and boost your military rating through the roof.

-Smack

            
#55  by Veteran Primipilus Alexus - 2/21/2004 7:03:04 AM

I never build military these days....

Alex




                           Posted via Stardock Central
#56  by Citizen wickworks1 - 2/21/2004 6:47:42 PM

O.k., so I take back the bit about 'far easier' to have a high military rating. In my current masochistic game, the Torians and Drengin tech-traded to Dreads just as I got Corvettes off the assembly line. My rating was not comparable. However, if the AI isn't that far ahead, I'd still vote for having a military rather than paying bribes, cost-wise.

-Smack

            
#57  by Veteran Captain Jack Sparrow - 2/21/2004 10:28:09 PM

O.k., so I take back the bit about 'far easier' to have a high military rating. In my current masochistic game, the Torians and Drengin tech-traded to Dreads just as I got Corvettes off the assembly line. My rating was not comparable. However, if the AI isn't that far ahead, I'd still vote for having a military rather than paying bribes, cost-wise.


I sort of play the strategy down the middle. I bribe untill dreads simply because there is no way I can keep up both militarily and tech wise untill then. I have to get the tech boosters then go for the dreads or they will just plain out tech me. But most of the time one of em will offer dreads for some puny tech they just plain missed like Drones. HEHE. Then it becomes a matter of building enough amm's to get your military rating up so they'll lay off. Then you finish how you want.

                          
#58  by Citizen wickworks1 - 2/22/2004 12:37:20 AM

Two things. A question: It seems that having more techs lowers the cost of further techs? How is this true/not true?

Secondly, I have yet to have dreads offered for something like drones, but I did get Rangers offered for cultural trade! I havn't had to bribe anyone yet (2 maso games so far). I stay neutral until I have anti-matter-missiles, for th military rating. Then, they just lay off, even when I culture bomb (which is silly).

-Smack

            
#59  by Citizen wickworks1 - 2/22/2004 12:38:51 AM

Oh, and the other thing. The Torians and Drengin were both Good in that game mentioned above. Actually, everyone happened to be good except the poor YOR, and me. I quickly changed alignment and accepted the Yor surrender.

-Smack

            
#60  by Citizen PJ_ - 2/22/2004 4:14:16 PM

Two things. A question: It seems that having more techs lowers the cost of further techs? How is this true/not true?


Cost stays the same, but (a) some techs increase your research ability or allow you to build improvements that increase it, and (b) having more techs probably means you've been playing longer and therefore have a higher population to do research.



                       Posted via Stardock Central
#61  by Citizen wickworks1 - 2/22/2004 4:21:21 PM

Thanks PJ. I hope that's definitive. It's just a bit strange sometimes how after a big diplomacy session trading techs, the current one drops from say, 8 turns, to 5 turns. Perhaps it's just then updating for new population...

-Smack

            
#62  by Citizen Matthew Downie - 2/23/2004 11:12:55 AM

The time estimate for how long a tech is going to take isn't 100% reliable.
I believe it used to be that the cost of a tech increased by 3% for each tech you already had. I think this was later reduced, if not removed.



                           Posted via Stardock Central
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