BeefBayford
Going Steady
Fantastic tips PaperBeetle thanks! Tip 1 was particularly helpful, in my first game every planet I got to was already taken, only had about 4 planets and no more there to colonise
My ships always look like toys. So, that's why I'm losing all the time. If I understand correctly, I don't have to fit more weapons on my ship, just make them look thougher. Thanks for the helpful tipPaperBeetle said:7. When you design your own ships, make them look really hard. It gives you the edge in combat. No really!
The funny thing is, that would actually make some sense in real life, but not in the gamePaperBeetle said:Bigger guns definitely get better results than small ones.
The same thing will happen in GalCiv if you expand too rapidly. Your economy can easily crash with all those planets sucking up social/military spending before they start showing a profit.Comraddict said:I hate this unrealistic tweaking on beggining (expansion) in other to stay in game. Only Civ IV had it somewhat balanced: too many cities= you can't support them.
Hiddnfox said:do economic starbases have to be on one of your own trade routes or any trade route?
and to work they need to have thier range of influence touching your planets for them to be useful?!
I can expand as fast as I can crank out colony ships (6 turns or less per ship - usually at 2 or 3 planets) without dipping into the red.woodelf said:The part that still bugs me is that the AI doesn't seem to have the same problem overexpanding. The player can get 4, maybe 5 planets before getting crippled economically. The AI, however, even at low diff levels seems to have way more pop and planets....
Vizzini said:OH! Other tip: Be wise with your research. Know -when- to research something and when not to. Don't beeline to Invention Matrix if all your planets still have Manufacturing Centers on them, becase the higher tech buildings take far more production to make - and lower tech Factory buildings can't handle it. Research your production buildings first, get them built, THEN research a higher tech building type like markets and banks and research academies.
I don't think that is right. If you look at a planet that has nothing in the social catagory, but is building a starship, notice the arrows by the number of hammers. The mouse over says that the unused production is being applied to the starport. At least it did last night on my game (I'm using 1.1 Beta 4)PaperBeetle said:2. Hammers go to waste if you aren't building a social project on a planet, so late in the game, when you don't have so much improvement to do (especially if you don't have the techs for building upgrades), it is probably worthwhile setting social spending to 0% and just using socail specialisation on planets that still have stuff to build.
You have to build a Freighter (a ship) and send it to a foreign planet.smjjames said:I've gotten the trade tech a couple times and managed to get something that I could possibly use on a trade route, I can't seem to make a trade route.
It's never too late to establish trade routes, although you do want to do it as early as possible. Usually as soon as I finish researching Trade I'll either buy or build a freighter immediately and send it off.smjjames said:well by the time I get trade and the frieghters, its prob too late to get one established. I could try though.