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Re: Okay by MM 07/31/2006, 5:12pm PDT
laudablepuss wrote:

Playing it again. It's so customizable in the beginning that if you set it all to "random", your strategy can change wildly from one game to the next. My problem is always: how to not go broke early on before I get trade routes established. I gotta expand and colonize plants asap, and research new techs, and build improvements. Any turn that I have my industrial capacity set lower than 100% sets me back. God forbid I get to -500 billion credits and have to stop EVERYTHING for awhile.

So, sometimes I sell technologies I've researched. That works pretty well, except you're sorta screwing yourself in the longterm by helping your future enemies. So I prefer to sell stuff to the "minor races" if possible. Sometimes I turn techtrading off (I feel it's sorta cheating to just get a list of what the other guy has, especially when space combat absolutely hinges on reliable knowlege of this sort) at which point it's a big priority to get anomalies. These are random pieces of space junk, some of which provide tiny bonuses to your civ and some of which provide big bonuses to your treasury. Only one ship can go find em, and you can just set it to find em automatically and forget about it. But it's pretty hit-and-miss.

Anyone have any insight into how not to go broke early on? Or is this what other people do also?

Other thoughts: A civ on the other end of the galaxy declared war on me. There's absolutely no way they can reach me anytime in the next 50 turns. For all the hype about the AI being so smart, this sure seems pretty stupid.

The ethical choices you have to make are univerally stupid. And there's only a small number, so you keep seeing the same ones multiple times in the same game. The goodguy answer always gives you a penalty of some kind and the badguy answer always benefits you in some way. They balance this by having the Space UN bring up resolutions to sanction the "evil" races. But these get voted on, and the baddies get to vote too. Some people might think this is just an interesting design decision, but I'm sick of the platonic ethical questions. "Imagine a virtuous man who gets assraped over and over again." That's your civ if you choose good.


The first thing you build (Preferably buy) on any panet is a happiness building so you can get the 100% approval population growth bonus. Population=money. When the population is at least 1 billion, start building whatever thingamabobs you immediately need (Except farms, they'll fuck up your approval royally.) Then fill every remaining empty slot with market centers and place a priority on researching improvements to those things. Money buildings are zero maintainence, provide a steady supply of cash, and don't get grumpy over your tax rate. Better to tear one down for a future improvement and still be ahead financially rather than let a usable slot sit empty.

I treat trade routes more like a diplomatic tool than a source of income. An economic capital stuffed silly with money buildings on a 10+ planet will guarantee you never need to run your economy below 100%. It also lets you buy wonders outright and gives you a good chance of having enough scratch to directly buy techs from the AI without giving them a technological boost.

Y'know, this is starting to sound like an exploit.

Also, once you research Sensors 1, you can start putting survey modules on all your scouts. A couple 2,500 bc anomalies can really help jump-start a fledgling economy.

One thing I like doing with trade routes is setting one up with a civ I'm suspicious of, then upgrading the freighters so they're stuffed silly with sensors. A scout patrol that pays for itself!

Agreed that ethics are kinda retarded. Being good is only advantageous if you want a diplomatic victory and the galaxy is overflowing with goody-two-shoes civs. Otherwise you just piss off all the evil civs with their superior evil bonuses.
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Review Request: Galactic Civilizations 2 by Mischief Shai-hulud 07/10/2006, 6:13pm PDT NEW
    Anyone? NT by MM 07/12/2006, 6:49pm PDT NEW
        When I get a minute, I'll tell you all about it. by laudablepuss 07/12/2006, 7:42pm PDT NEW
            Too Late. Already got it. by Mischief Maker 07/18/2006, 6:59pm PDT NEW
                Re: Too Late. Already got it. by laudablepuss 07/19/2006, 11:30am PDT NEW
                so is it better than Starships Unlimited? by Flavio 07/29/2006, 3:36am PDT NEW
                    Re: so is it better than Starships Unlimited? by The Happiness Engine 07/30/2006, 12:41pm PDT NEW
                    Re: so is it better than Starships Unlimited? by MM 07/31/2006, 4:52pm PDT NEW
                        Re: so is it better than Starships Unlimited? by Blobbio 07/31/2006, 7:52pm PDT NEW
    Okay by laudablepuss 07/26/2006, 4:16pm PDT NEW
        Re: Okay by MM 07/31/2006, 5:12pm PDT NEW
            I fuck this game up. by Quentin Beck 07/31/2006, 11:09pm PDT NEW
            Re: Okay by The Happiness Engine 08/02/2006, 8:38am PDT NEW
                So this game is all about approval ratings, income tax, and exploits? by Flavio 08/05/2006, 7:21pm PDT NEW
                    It's a regular 4X built around a really nifty ship designer NT by Mischief Maker 08/05/2006, 9:08pm PDT NEW
 
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