home *** CD-ROM | disk | FTP | other *** search
- Galactic Civilizations
-
- 1. Scouts seem to be the best way of locating any planets of worth.
- Sometimes, if the geometry of the situation is right, you might be
- able to predict where another race's colony ship is headed and beat
- them to the spot. Other than this, send your scouts out on an ever
- increasing spiral and send out the colonists. The scout can be sent
- on a diagonal sweep through a quadrant to pick up more than 50% of
- the area in one pass or send it on a U-shaped course to pick up 100%.
- The path of the "U" can be adjusted to have the scout adjacent to the
- next target quadrant when it finishes. Two scouts could be used to
- map a quadrant in one pass.
-
- 2. There are three factors that affect the economy directly:
-
- (a) The tax-and-spend icon [$]:
-
- This icon gives you access to two sliders that control the taxation
- rate and the spending rate.Each represents the percentage of the
- availible that you are tapping into, be it taxable income or spending
- capacity. Set the % at 100 for taxes and you're taking all of the
- peoples' money. They will not like this. Set the % at 100 for
- spending, and you are spending at your maximum ability to spend. If
- you take in more money than you spend, it builds up in a treasury.
- Aside from overt taxation, your government sponsors inter-galactic
- traders that give you a cut. This helps fund your ambitious goals of
- ....inter-species alliance or galactic conquest. It should be noted
- that Dean Iverson first proposed a model similar to this one to Brad
- and company. Continuing efforts on the part of Steve Lamb, one of the
- beta testers, helped convince SDS to implement this model in the
- game. This is a compliment to Dean and Steve since the previous one
- was a bit...less flexible.
-
- (b) The allocation icon [three horizontal sliders]:
-
- This icon gives you access to three slider that control the % of your
- spending that is going into military projects (star ships, including
- colony ships and freighters), social projects (entertainment centers,
- antimatter plants) and research (technology advancement).
-
- (c) The planets [planets]:
-
- Each planet can handle building one project or one ship at a time. If
- no planets are actually building something, then you are not actually
- spending any money and any reserve goes into your treasury.
-
- 3. Funding is divided between ships (military), research and social
- spending (planetary construction). Set the the resource sliders to a
- 25/50/25 split. This game is driven by technology. He with the best
- tech wins, or at least has a good shot at winning. Getting to Impulse
- as fast as you can is paramount. Now, pump out the colony ships and
- use you're hopefully superior movement rate to compensate for your
- lack of omniscience. On the echnology front, shoot for Universal
- Translator and then Galactic Trade.
-
- 4. Ways to increase the population of planets:
-
- (a) Make happy people. Happy people do happy things, and one of those
- things is to increase the planet's population. One main influence is
- taxation. If the tax rate is too high, then the population does not
- grow, and in fact, even decreases. It is not so much that you're
- taxing your people to death but that instead of staying in your
- little settlement, they've joined the Inter-stellar Posse Commitas. A
- planet is a very big lace, and a few hundred thousand, spread out,
- would be real hard to find. However, be careful about lowering the
- tax rate since the population gets even more unhappy about raising
- taxes once they've been lowered than if you had kept them the same.
-
- (b) Taxation aside, another method is to increase the moral of the
- people through various social programs. Planetary programs have
- primarily three functions: increase moral, increase
- production or other. Most programs have mixed benefits but some
- target one aspect in particular. Example: Entertainment Networks.
- They do not help research or starship attacks, but your people are
- much happier.
-
- (c) If your people are unhappy living where they are, ship them
- somewhere else; off to war, for example. I've been known to stick
- them in orbit, waiting for the next war. Reducing the
- population of a planet is one way to make the remaining people happy.
- It's best not to speculate why.
-
- (d) Reduce pollution. Polluted planets are unhappy planets. Although
- Earth First. would not be a good name for unhappy people in this
- situation, the projects your planets are building may have to be put
- on hold to prevent widespread revolt. Consider building pollution
- abatement projects.
-
- (e) Reform your government. The increased freedoms of the Star
- Democracy and the Star Federation can generate happier people.
- However, if you already have low morale (40% or less), going to these
- forms of government may actually foster widespread revolt. While I've
- not tested it personally, I am under the impression that Imperial
- Governments do not suffer revolts. Or, at least, it has to get a lot
- worse than under the other two forms.
-
- 5. Do not forget about the Resurce Allocation Buttons. The details
- window of the planet can let you fine tune the amount of resources
- you spend on various aspects of your planet. You can vary the
- allocations between social projects (the cornucopia), military
- projects (the open-end wrench), research (the OS/2 terminal), and
- morale (the microphone). Consider allocating resources at the local
- level instead of doing it galactically with the sliders.
-
- 6. Regarding the research path to select, the beginning is easy. Take
- General Cold Fusion, followed by Impulse Drive, then Universal
- Translator and Galactic Trade. Start your trading empire since money
- is the key. Then, pick up Galactic Diplomacy and race for Warp Drive
- (via Antimatter) and Shields (via Deflectors). Then, grab Battle Tech
- I. Above all, trade, trade, trade. Tech and goods. However, don't
- trade Battle Tech unless it's with an ally!
-
- 7. The best way to conduct a war is aggressively. You should attack
- incoming, enemy vessels, rather than letting them attack your systems
- and using the planetary defense bonus as your protection. Cover your
- home systems with one (maybe 2) ships and have a fleet nearby to
- attack incoming, enemy vessels. It can also be handy to leave one
- planet unguarded to act as a trap for enemy transports. Some of the
- personalities in the AI do not see ships sitting in space as a
- vicious threat, which they are. They only occasionally attack them.
- Beware of Draginol. This military commander was tweaked to counter
- this strategy and makes extensive use of stealth cruisers.
-
- 8. To make friends and influence enemies, you have to trade. Other
- routes of influence are the "secretly declare war" option and the
- "destablize" option under the GIA.
-