Def Zep

Def Zep

Joined Member # 633495
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#12 Stofsk: The latter, i.e., PQ14's (and even 13's) are worth colonizing towards the end, because you can usually immediately buy Soil Enhancements & Habitat Improvements to raise their PQ to PQ15+. They are only ca. 600bc each, and usually trade, tribute, etc. yields this amount in 1-2 turns mid- to late-game. PQ15 is the "break even" point. Below this level, 1.05 imposes a penalty for colonizing these worlds: you have to pay increasing amounts of "maintenance" to support the

14 Replies 2,861 Views

#8 Drizzt, It does take some time to develop the population with only 1 colonist, but planets at this PQ level are money-sinks until the basic infrastructure is built. Also, too high a population on these planets acts as a "speed-brake" on your overall development, since it is these system's morale which plummets once taxes exceed 20-25%. (Sol and other PQ20+ planets can easily take tax rates of 50%+ while maintaining an acceptable morale.) In the early game, you are better served putti

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#8 HarryT, To my knowledge, there is no "list" of acceptable vs. unacceptable mods for MV submission. SD started to certify certain ones as acceptable in all cases, but this initiative appears to have ceased. Only Frogboy's and the one marked so were ever "officially" cleared. I recommend trying the mods on a case-by-case basis. What I found was, some were very well written, while others proved unbalancing. Having used most of them, I now play a "vanilla" game of GalCiv, with o

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#1 Truzen, Populations to load on colony ships: PQ15-17 1 PQ18-19 111 PQ20+ 223+ The above numbers maximize the tax revenue received per planet. They are valid as of 1.03; google the forum to see if updated numbers are available for 1.04 & 1.05. ~SDC~

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#4 HarryT, That's an open question. It is one I (and many others) have had since the release of the game. I believe Nephrinn stopped posting his mods because of this issue. I have played with most of the mods, and can say from experience the MV as currently designed will accept any mod by Frogboy, Duglis & Pierre-Luc. Nephrinn's are very well-balanced, but they were written for previous versions of the game, and I do not know whether updates are available. JoB's mods

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Agree with DonFESQ. On Maso, most of the early wonders, and all of the early TG's, will be built first by the AI. Concentrate on building your infrastructure (banks, Governments, PQ-improvements, trade routes, research labs, stock markets, fusion PP/mfg centers/anti-matter PP's) and set yourself up to acquire the "second-tier" ones. In this regard, Maso GalCiv is a lot like Deity-level Civ3. Tech-whore to parity and focus on one or two mid-game TG's to trade for long-term tribute. Build

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#1 Stofsk: Another thing I have discovered... It is better in the early game to have fewer, better quality planets than a greater number of lesser ones. Because of the way morale, spending and tax rates inter-relate, lower-PQ planets tend to "drag down" the production of better ones and act as a "speed-brake" on your development. To avoid this, one trick I use is to let my starting position dictate my initial colonization efforts. I only colonize those worlds equal to

14 Replies 2,861 Views

#1 Stofsk, There is a series of excellent posts on the economic "break-points" for tax revenue per population in GalCiv. To access them, google the forum and look for "population" & "taxes". Basically, the best quantities of colonists to land on each world are: PQ15-17 1 PQ18-19 111 PQ20+ 223+ These figures were valid as of 1.03. They might have changed under 1.04 & 1.05. ~SDC~

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#2 It is better to stay "grouped" (in-fleet) when you attack under 1.05.071, due to the calculation referenced by RayCSB in #1. Although the fleet as a whole will spend 1mp to send only one ship out to attack, that ship's combat will be favorably modified by the fleet bonus. In close or evenly-matched battles, this will frequently allow your ship to survive (rather than being exchanged). I am sorry to hear this is considered a "bug" rather than a feature. I actually en

9 Replies 2,332 Views

#2 Agree with fsk+. It is possible to flip any Minor, but a large culture superiority is needed. Generally, I set up not 1, but 2-3 culture palaces: 1 in the target sector, and 1-2 adjacent. This usually puts it into dissatisfaction (red smiley icon). To accelerate the process, trade with the Minor to deplete its treasury. Minors will spend available cash reserves on propaganda and morale-improvements to resist your cultural influence. ~SDC~

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Scott, I think, from the above threads, you can see there are many varied strategies to follow in GalCiv. Having read the forums and played it for awhile, however, there are certain "basics", i.e., fundamentals, which will hold true throughout the spectrum of possible starting conditions. It is important to note these, because much advice will be predicated on the starting conditions set. To wit: a game on Tiny/Rare is far different from one on Huge/Abundant and, even with all

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#10 Exactly, Henrik. My own play style has changed towards this as well. Under 1.04 & .05, I no longer worry about the early game colony rush. Instead, I concentrate on resources, selectively colonizing those systems in sectors with them, especially Economic and Military. Once I have 1-2 fully developed SB's providing a +30-68% bonus in each of these areas, I add the production modules (military & social building bonuses) to develop 2-3 ship production centers. <b

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#2, 7 Confirmed - Combat TR cost is now 100 under 1.05; mtn 6. Still, they are one of the best "early defenders" (pre-DN) for a system. However, as pointed out by Staffa, any TR lost while in orbit goes down with 50% of its capacity embarked, i.e., 500 pop for a regular TR, and 2500 pop for a Combat TR. OTOH, morale improves! :D ~SDC~

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Also, Smitty, once all "tiles" of the sector are uncovered, the "auto-search" function terminates. You will need to move the explorer to a new sector with unrevealed tiles to get it scouting again. ~SDC~

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#7 Destabilization is, effectively, an attack on your popularity. Planets check against their individual morale ("popularity") every turn, and those that fail are marked with a dissatisfaction icon. Failing twice in a row results in the planet defcting and joining either the I-League or the most culturally dominant race in the sector (other than the original owning Empire). Destabilization is adjusted by the relative size (in population) of the two Empires and the amou

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