Def Zep

Def Zep

Joined Member # 633495
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#34 Agree, LiD. The tech pace in 1.04.06x is blistering - Overlords by ~ turn 75; Excaliburs within 25 turns of that. I actually find I enjoy Cripploing more than Maso because of this. The AI has been improved all around by 1.04, so 5xBrilliant's are harder than previously, and techs & trade goods are more evenly distributed. ~SDC~

49 Replies 4,935 Views

Roy, Some quick ideas for slowing down the pace of DOW's: 1. When available, build Combat TR's as system defenders. They are very low cost, have respectable HP's and a DF of 8! This is better thananything before a DN. Plus, you can embark populace from a system which gets overcrowded. 2. Markissimo41 is correct (#2) - buy (or target) the AI's military resource SB's. Each one can be worth up to a 68% bonus to its military rating (AF + DF). Acquiring or eliminating them

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Thanks, Ray. I think I'll go with a strong Diplomacy rating and try to score some good deals, rather than continue to pursue a cultural dominance strategy, in 1.04a.06x. ~SDC~

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Gentlemen: I usually go with: Soil Enhance ---> Hab Improvement (if avail.) ---> Research Labs ---> Banks ---> Fusion PP ---> Mfg. Center ---> Shipyards for my initial build order. I agree with Tetley's point: 1 free IU(PP) is as good as 1 free bc in the early game. I still, however, build Research Labs because beakers are accumulated Empire-wide in GalCiv; thus, the more expensive mid-level techs (e.g., Shields) are far easier to obtain with them in place than without

5 Replies 2,550 Views

#23,25,28 Wow, Mark...very thoughtful & impressive. Agree buying SB's is one of the "tricks" to 1.04 Maso. Taking diplomatic bonuses greatly facilitates the strat, as you point out. Hope the devs don't "fix" it before I complete my current game! ;) ~SDC~

29 Replies 4,800 Views

#27 Ray, Thanks. I cannot check myself, as in my current game more than 25 turns (save/pre-save positions) have passed since the culture-flip. I tried starting a new game on a Tiny map to check, but it ended before any significant culture could be generated by my SB's. I will be sure to permanently save a turn in my current Huge game should another flip occur. That way I can check the pre- and post-PQ's of the planet and see whether, indeed, it reverts to the original (base) va

49 Replies 4,935 Views

Thanks for "researching" the correct PQ bonus, Ray. +30 indeed it is. Agree with your recommendation re: "Nightmare" level. I am (barely) surviving at my current Maso game, but believe I too will drop back to Crippling. The pace of tech discovery is overwhelming - AI Excaliburs are cruising around in bulk ca. 2189-90 (11-12 years)! A rather depressing thought when you've just deployed your first Avatar :p ~SDC~

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Thanks, Dug! You beat me to it! Sorry for the delayed response...I was trying to figure out (from my hastily scribbled notes still in the game box which, believe me, clearly explained everything you needed to know to play SF even 15 years later ) (tm). Unfortunately, like the dog in the BaconBits commercial (again, tm)... My 3.5" disk drive can't read! ;) ~SDC~

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#23 - Same question as Ralegh! #25 Agree, Ray! Can't these guys even rip off StarTrek?!?! I mean, Paramount does it all the time(oops!...ummm... they're the copyright holder. Maybe they have a right to. Oh well, the principle's the same - we need consistency in our sci-fi!) (And the Defiant can take the B5 out in one salvo! In two centuries I can prove it!) :D ~SDC~

28 Replies 5,066 Views

#19 Markissimo, Thanks for your comments. All valid points. In regard to the culture approach, it is workable. I am currently at August 2185, and have taken over two planets through culture-flipping. I took my first planet by an immediate TR assault sometime around turn 20. The AI did get both a ground combat and influence bonus in both these cases, but by careful husbanding of my resources (and using 2xTR's as advised above), I was able to effectively double my Empire from 3 t

49 Replies 4,935 Views

Robertr, Hit the diplo screen and see if one of the sides will give you something for an "Attack...with" treaty. (GalCiv speak for a declaration of war. I'm still wracking my brain trying to figure out how the Dev's came up with that wording. I've now taken to offering my GF a "Go out...with" treaty when she wants me to take her somewhere. So far, I've gotten one copper piece and a really weird look that borders on a pathological stare. But hey, something's better than nothing

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Agreed. I also now jealously hoard my diplomatic-bonus techs, since it's now impossible to beat the AI to Dip Translators at Maso. Nothing like hearing from the Alexians that they consider you culturally barbarian! >:( Of course, given that, it serves as appropriate justification for going Genghiz on them as soon as I can. Nothing like a free +40PQ planet! :) ~SDC~

16 Replies 443 Views

I have only seen one surrender, in which the Drengin, at perpetual war with the Torians, gave their last planet to me. I was, at the time, ranked second on the galactic scale (F3 stats). Thus, I believe the surrender is to whomever is the next most powerful Empire in the galaxy (although it could be to the most powerful non-involved Empire, as well). #8 Chris, I agree! GalCiv has been much kinder to me ever since I started giving my PC flowers on federal holidays. I currently p

40 Replies 1,106 Views

Vyshka: There is not currently any way to get an AI to break an Alliance. The best thing to do is defeat the weaker partner and force a separate peace. After a couple of turns, the stronger partner will invoke the Alliance and make it re-declare war. Repeat, this time getting a planet or all available techs, trade goods, etc. in the deal. Eventually, the weaker partner will be reduced to its last planet and forced out of the game in the last deal you take for it. In the meantim

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Another strategy I am trying out on Maso (5xIncred) now...Culture-flipping. The AI does indeed get a +40PQ bonus. Use this to your advantage: - Allow the AI to colonize your nearby worlds. This will give the planet an immediate base PQ boost. - Invade 1-2 such worlds with a +1 Hero & 1-2 TR's if at all possible. The AI will usually settle new worlds with only 100-200 pop; a single TR can take them out, and two is guaranteed. (Frequently this isn't possible because either the AI

49 Replies 4,935 Views

Franco fx: You will see this on ships as well. Once you research a tech that adds bonus HP's, all your ships will get it, and they will start "building up" to their new maximum. If the diffence between current and full HP's is great enough (20% methinks), they will sport the new, classy "Lightning Look" (tm). :) ~SDC~

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#15 Zodden, You're right, the tech description DOES say that. Unfortunately, it's wrong. The actuality is, the various defense systems only apply to ground combats. Ships get a natural boost for being in orbit that is automatic and does not require anything be built. Shipyards do not raise hit points - they add to the AF & DF of vessels constructed there after the improvement is completed. This was one of the hardest things for me to figure out in the g

28 Replies 5,066 Views