Give them the highest economy abilities, bump their militaristic stat two clicks to the right, consider giving their politics a federalist trait, make their super-ability the one that limits enemy speed in their territory, and spend the rest on the bonuses that you like.
Castratica
Yes, some believe that the first phase of galactic play is wildly tossing your colony ships into the unknown to breed on planets, ANY planets. Other civs have not yet pounded hammers and welded ships, and you will likely be thrilled to behold your place at the top of the food chain. Consider the phase at its end when you can find no other planets near you. Hopefully, you have been cranking out fighters so the cheap Drengin won't see you as weak and demand 'peacekeeping' funds. But you a
While I hope they adhere to the solid system that they have, it would be good to see them experiment in other areas and features. Galactic events do turn campaigns upside down and wrong side out. However, I hope they can tailor the AI so that they can actually deal with certain events such as Peacekeepers and Universal Spies, as in GalCiv2 they simply can't. Finally, it would be great to see a better invasion screen, a 3d race/leader editor, and random motive attachments. <
[quote]Psychiatry might help with your female pornographer fetish.[/quote] I hope your joking. In my universe there is nothing wrong with galaxy-wide pornography, but I don't mean to sidestep the rules by talking about sex. Anyway, with these invincible Peacekeepers camping all over the galaxy, my fleet was demolished and I fell to last place (4th) in power. By this time weapon tech was so high that when the space pirates invaded, even black holes and doom rays plinked off them
These Peacekeepers are camping outside of my stray planets and kicking any defending ships. I don't think I can defend these planets now...
This is galactically insane! From a game where my Terran Alliance population was 73% of the galaxy and winning in almost every area, Stardock's ruthless developing team have conspired to destroy me on a personal level. How can this be happening? Here's how: 1 An event strengthens native culture! Once an ocean of blue color, my area turned into teeny, disjointed blobs - everyone else's area grew enormous. Mining bases abandoned&
That sounds absolotely crazy! A population with research funding at 0% who persist in focusing on research. These people must be driven by science alone to say 'no thanks' to a weekly pay-check. I do like to rub my hands with this radical approach of exploiting the system. To anyone out there: Do not dive into GalCiv2 thinking that your MoO2 experience equals mastery of the game. While I have the upper hand now, I took a close look at some of my planets to see mountains of building main
[quote]You could just put less people on each colony ship, to let your homeworld build up more population. YOu dont have to put the max on when you launch.[/quote] Really? The new colony does need a base to build that first factory, though. I've never specialized any planet except for Mars with three research labs. But If I'm playing with 100% approval, then I guess it could work. I just feel so intimidated by the other races that colonize so fast.
[quote]It helps in the early game to take the tax slider down until you have 100% approval, as you get double pop growth.[/quote] Of course! More population means more tax later. Up until now I have always raised taxes up until 51% approval, like this was Medieval 2: Total War. So wouldn't this mean that a higher population bonus is equal to or better than an economic bonus? I ask this because I play a customized Terran Alliance. Anyway, my noviceness is obvious.
[quote]Then until the population is up a bit the only thing I build on most planets is a Recruitment center. This has the 2 benefits of giving 20% population growth and 10% to your economy which is nothing to sneeze at especially when the building is relatively cheap.[/quote] Hmm. Recruitment Centers must be a TA feature because I've never seen it in GalCiv2 Gold. However, I'll keep my eye on the tech screen. Ten percent economy is a gift in the early stages. It seems as good as upgradi
[quote]Its generally better to build more market centers and set a slightly lower empire tax rate than to have a high empire tax and lots of entertainment buildings to make up for the approval loss.[/quote] Zounds! I've been doing the latter. Just one market and two entertainments per colony above class 6. More markets then...
[quote]don't allow your population to drop too low by colonizing too fast (if pop is real low it grows back terribly slow).[/quote] Yipes! I send my initial colony ship after my survey ship. Then I immediately buy another colony ship just to wait for another open planet. Looks like I am shooting myself in the... galactic area... by doing this.
After playing on sub-normal difficulty I can see quite a jump in AI when switching to normal difficulty. Playing as the Terrans I can colonize two or three planets before the other races get the rest of them. I usually build some factories first. Then a market and entertainment while researching galactic warfare so I can birth the first of my fleet so that the Drengin, Yor, and evil custom races won't bully me for money. My problem is simply dealing with approval and