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  • Solver
    replied
    Originally posted by EternalSpark


    I'm sorry, but you're flat-out wrong with the "not adjusting the sliders" retort. I adjust my sliders very well, and I've never experienced a planet becoming profitable within the time frame you claim. Especially given that Pop Growth doesn't do anything in the game - your pop grows regardless of Pop Growth settings.

    I would ask you for more data concerning your "only unprofitable for 7 turns" numbers. What were your taxes? What buildings did you place down? In which order? Did you rushbuy them? What is the Yor's morale bonus? What was your overall approval rating? Would you do this again, but instead of doing 4, try colonising 10 planets?
    Pop Growth does matter. The faster your population grows, the more tax income you get in a shorter period.

    I do set taxes high, though. 50% or so usually. Approval falls dramatically, being around 45% but that hardly matters because I'm getting good revenue from it. The 7 turns figure is how long it took for the tax income to break even with maintenance.

    If I'm not too lazy, I'll do the same test more carefully, taking exact notes on the profit, etc.

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  • EternalSpark
    replied
    Originally posted by yin26
    EDIT: By the way, I used your "rush factories and not colony ships" today with GREAT success. Thanks.
    I agree, this strategy has helped me considerably. It's kept my cash in a little better shape.

    EDIT: Although, the map I tried it on has quickly become annoying. The Altarians hate me for having an Alarming Influence, and I just bribed the Yor to distract them for a while... and a turn later, THEY delcare on me! Yeesh. I hate the Altarians, even if I'm a Good civ...

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  • yin26
    replied
    Gufnork: You're in contention for the Diamond Award, too, if you keep hanging in the thread! I have a penchant for helpful critics, and I'd like to believe I've periodically filled that role.

    EDIT: By the way, I used your "rush factories and not colony ships" today with GREAT success. Thanks.

    Leave a comment:


  • yin26
    replied
    O.K. Today was my longest play session yet. I've learned a few things:

    1. Modified colony ships make a big difference. Check out this bad boy, which I call the Spider Colony:



    This ship is loaded from Turn 1 to have one extra speed. I understand that Brad is allowing the AI to copy this strategy in the next patch. Good thing, because it works! You get to planets a whole lot faster, which makes all the difference. I went from getting 8-10 planets on a huge map (Tough) to 12+, and those extra planets are critical because they also represent planets taken away from a neighbor. So getting just 3 more planets is really like getting the power of 6 in a way. The same idea works very well on constructors and freighters.

    2. Indeed, having a large population and large influence (see the Starbase Shuffle in a previous post) can keep the AIs away for a good while, even if you have NO ships other than freighters and constructors. I wonder if the AI is counting them? It shouldn't.

    3. Despite the fact that I spent that last two hours plotting out starbase agendas and maximizing trade routes, I found it really fun in a rather mindless sort of way. It was relaxing. Look again back at that Spider Colony ship. It was fun putting that thing together, having control over units in a way I haven't seen since SMAC.

    So, at this point, I think GalCiv2 is a game in which the sum of the parts is greater than the whole for me. And if Brad gets the whole together, this will be a game for the ages. As it is now, I'll eventually tire of the mini games if I get to a point where the AI no longer poses any real threat. It poses one now, of course, mainly because I'm still learning the game and, let's face it, because it *will* punish you if you don't do some of the basics, like good early expansion and the rest.

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  • Gufnork
    replied
    As someone else mentioned, you can also find cash when exploring, which can make a huge difference. Civ4 starts have some randomness due to huts and other factors, but are considerably more balanced than GC2 starts.
    You can decide how many anomalies you want when setting up the game and I believe you can pick none, so I don't see that as an issue.

    In other words, the game doesn't really work so well for experienced players on maps less than very large. This is a weakness, compared e.g. to Civ4 which scales very well from Duel to Huge maps. Starting with a large, fixed sum of cash has a very different effect on smaller maps than on big ones.
    The strategy is indeed quite different between galaxy sizes and so is techs, improvements, racial bonuses and alignments. I don't think they've even tried to balance them, they probably didn't see it as important.

    Leave a comment:


  • yin26
    replied
    ...by the way, Sirian easily deserves the Diamond Citation Award as well, but he's playing it cool, so I'm sending his award by postal mail...

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  • DaviddesJ
    replied
    Originally posted by Gufnork
    On larger maps I don't recommend buying colony ships, you're generally better of buying a factory, going all out social until you have enough factories to pump out one colony ship each turn. Those who buy colony ships will run out of money pretty soon and be forced to lower production, which will cost you a lot more than the colony ships you bought earned you.
    I think this is probably true, e.g., on Large/Huge maps with Common/Abundant habitable planets. Where there are so many planets to colonize that you can't do it all with your starting cash. But most people are going to at least start out with default-like settings, at which the amount of cash you start with is so great that getting your initial production going is not so important.

    In other words, the game doesn't really work so well for experienced players on maps less than very large. This is a weakness, compared e.g. to Civ4 which scales very well from Duel to Huge maps. Starting with a large, fixed sum of cash has a very different effect on smaller maps than on big ones.

    As someone else mentioned, you can also find cash when exploring, which can make a huge difference. Civ4 starts have some randomness due to huts and other factors, but are considerably more balanced than GC2 starts.

    My own personal inclination is to play at a relatively low difficulty level (somewhere around Painful, probably), but to try to make the game harder by playing a few different starts and continuing only the worst ones. But this is an annoying process to go through.

    Leave a comment:


  • EternalSpark
    replied
    Originally posted by Solver
    See, Bonscott, maybe you're not getting enough of it all because you're not adjusting the sliders. It bothers me because I know that adjusting them is the right thing to do and I do indeed see, practically, that it gives very good results.

    Maintenance costs just don't counter-balance your expansion. As you colonize the planets, they will provide more revenue in taxes than they consume money in maintenance. If you have an Economy or Population Growth race bonus, you'll see the planet becoming a good source of revenue *very* fast. And even if not, I think you'll only suffer very few turns, if any of expenses. I'm actually going to go now and get some numbers.
    I'm sorry, but you're flat-out wrong with the "not adjusting the sliders" retort. I adjust my sliders very well, and I've never experienced a planet becoming profitable within the time frame you claim. Especially given that Pop Growth doesn't do anything in the game - your pop grows regardless of Pop Growth settings.

    I would ask you for more data concerning your "only unprofitable for 7 turns" numbers. What were your taxes? What buildings did you place down? In which order? Did you rushbuy them? What is the Yor's morale bonus? What was your overall approval rating? Would you do this again, but instead of doing 4, try colonising 10 planets?
    Last edited by EternalSpark; March 18, 2006, 21:44.

    Leave a comment:


  • Solver
    replied
    Originally posted by bonscott
    Wait until you're next door to the Arceans or Altarians.
    I actually was next to the Altarians on my Tough game. They did by far the best job of the AIs. So I dealt with them even easier, paradoxally enough. For example, thanks to the Altarian expansion the Thalians were left with two planets only, really unlucky. I took both on the same turn. Then I took over the minor civ near the Altarians. Then my population also exceeded that ofthe Altarians and I was gaining on them.

    When the time came for war, I started it by taking another two planets, one them a manufacturing capital over. Here, the problem was that a couple of other AIs were left very weak, so easily taken over by me, which really increased my strength.

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  • Solver
    replied
    OK, I went and checked some numbers. I picked the Yor (no Economy bonus, no Pop Growth bonus). With this, new planets (I quickly colonized four) cost me more than provided for a bit, but, it only lasted around 7 turns, and even then, the expense was negligible, I maybe lost 55 credits while waiting for it to become profitable - and then it happened very quickly, and 7 more turns later, the planet would bring in significant amounts of gold.

    And that's with the worst case scenario, being the Yor, no abilities/points for Economy or Population Growth. It's thus safe to say that maintenance is absolutely negligible when you found a new planet. Especially when you start with 5000 credits, wow!

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  • bonscott
    replied
    Originally posted by Solver
    And the AI just doesn't expand so madly. On Tough it does a decent job at expansion, but it's still not quite the crazy expand-like-hell that the human can do.
    Wait until you're next door to the Arceans or Altarians.

    Leave a comment:


  • bonscott
    replied
    Originally posted by Solver
    And even if not, I think you'll only suffer very few turns, if any of expenses. I'm actually going to go now and get some numbers.
    It has taken me many dozens of weeks to get out from under the economy collapse. Now, even a year later I'm around 80% spending and hovering. I concentrated on building stock markets on two worlds converting them to economy planets and that helped a lot. Population is slow to grow at first on newly conquered and settled planets. At least that I have seen.

    Perhaps it's just the events that have happened to me in particular both games that did it, not sure.

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  • Solver
    replied
    Shadowlord:

    This isn't exactly ICS, of course, but the idea in GalCiv2 is still that you need to grab as many available planets as you can. SO it becomes sort of like ICS.

    The AI won't hit if you expand without defense. Don't forget that weapons take some time to research, they can't attack immediately. And, if you expand a lot, you get more influence and population. AIs seem to think you're more powerful then and be less willing to attack.

    And the AI just doesn't expand so madly. On Tough it does a decent job at expansion, but it's still not quite the crazy expand-like-hell that the human can do.

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  • bonscott
    replied
    Originally posted by Shadowlord
    So, do the AI players actually hit you if you expand without defense? And do any of the AI players try to expand without sufficient defense?
    It takes a while since you can't invade a planet without the planetary invasion tech. So you are generaly safe until that tech gets out. But if you are weak you'll get declared on which can hurt your trade and kill your starbases.

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  • Solver
    replied
    Brad seems to be great as far as listening to fan feedback goes .

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