Frogboy, Any chance of setting up a newsgroup just for strategy? I think part of the swamping is the tech issues vs. the strategy issues.
Librarian
I think Todd is right that putting the % only on the game menu screen makes little sense. It is nice to have there, but I vote to put it where the "guard" and "sentry" buttons are on the main screen as well.
Another problem is the lack of synchronization between the newsgroup, Stardock Central's newsreader and this forum. NNTP threading beats this forum and Stardock has already setup a newsgroup server.
But on small with cultural influence turned on, it is hard not to dominate culture before a tech victory given the expansion needed to build a planet base to maximize researching. Other concrete tips for tech victory?
It would be great if the stardock newsgroups mirrored the forums (or vice versa). I can dl from the NNTP server to my Palm, but that does not have most of the good stuff on the forums.
Cultural victory comes naturally in 2-3 hours on small universe on mid-level difficulty, but I cannot even get close to a tech victory in 2-3 hours on beginner. I have the feeling I am missing something obvious. Other than choosing "technologist" rather than "federalist" and building research labs and other socially oriented research projects, are there other tips for when you turn off cultural victory and don't want the military victory?
Thanks. That is one of the more memorable voiceovers.
miquv, I did not find the combat unsatisfying in SMAC. In fact, I liked it more than GalCiv because you could look at the unit and see its attack/defense/movement without looking elsewhere on the screen. I also never had the patience for complex unit design and am not a tactical guy, so for me SMAC was perfect. It is just that there were those who felt it was too abstract (tactical folks) and those who felt it did not offer enough help in complex unit design (strategic grognards). I
Based on how you played SMAC, GalCiv might or might not be a perfect fit. Obviously the odds are very good you will like, if not love, it. 1. Did you automate your formers in SMAC? If yes, GalCiv is more likely going to meet your needs than if you liked deciding whether to build forest or solar collectors 40 times a turn. 2. Did you find the combat in SMAC vaguely unsatisfying? If yes because you did not fully understand the interactions of all the specials, GalCiv might b
Any chance of "key technologies and improvements" list for each victory type? Cultural comes naturally in 2-3 hours on small universe on mid-level difficulty, but I cannot even get close to a tech victory in 2-3 hours on beginner. I have the feeling I am missing something obvious. The PDA idea above is a great one. This game screams for PDA support.
Until Palms support multithreading and Frogboy ports GalCiv, see http://www.crimsonfire.com/grd/ For a more risk-like space strategy game with not-great AI but a free demo, see http://www.zindaware.com/
Not sure if these have been raised, but it would be great to have propaganda more centrally located, such as on the planet screen. Also, it would be great to have the cultural percentage/tech victory percentage on the main screen. I rarely use that little sentry/guard ship control box. Could you make that a popup and put victory conditions on the main screen? I know this might not be doable.
Should be "satellite waterpark" not "satelite waterpark" and boy do I love building them in Drengin space. Also, I had two cultures build the galactic exposition about 24 months apart using the latest (.42) version. No other "wonders" were double built.
Strange problem: Two of my colony ships heading to a star system with a single planet to colonize (don't ask why). They arrive on exactly the same turn. The first to move colonizes the planet. The second one cannot enter the system and the turn button becomes a perpetual clock. No more turns - game effectively over. I saved the game. Running with latest (.42)
Two approaches not yet really mentioned: Add a "Fleet Disadvantage" such as friendly fire along with limited stacking and a minimal fleet advantage to discourage superfleets. Add a typical 4X weapon that causes x units of damage to all ships in the stack. That was how the Bulrathi dealt with the Alkari. Suddenly 400 gnats gone in one shot.
Javascout's initial message here is important and might deserve stickiness without the rest of the thread. In terms of the rest of the thread, there is a cool aspect to auctions. Let's say the Arceans are willing to pay 200 for something and the culture with the next highest bid is only willing to pay 150, the tech would be sold for 160 to the Arceans, whereas if you went to each of the five cultures individually and worked your tail off, you could actually get 200 from the Arceans.<br
For a brilliant combination of 2-D space combat and strategic chokepoints in an RTS, try Conquest: Frontier Wars. It had the equivalent of nodes of clustered stars with wormholes between the clusters. There was no way between clusters except through the wormholes, but clusters often had more than one wormhole leading to them, so there were lots of "backdoors."
If you wanted to avoid the tedium of shopping the same tech to all five races, a cool solution could be a "tech auction" Combining the auction with the "monopoly-to-commodity" slope notion might work. To the extent that you are working the phones with all five simultaneously, one another culture gets the tech, they will start working the phones with the other four, likely undercutting your price.