Galactic Civilizations IV

Galactic Civilizations IV

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omar.*****rde 26 SEP 2024 a las 10:24
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Godlike Victory- Terran Alliance
I recently won a brutal long war on Godlike level in Civilization IV-Supernova having previously played every other difficulty level. As I have not seen any advice online on how to actually win at this level (other than messing with the code and underlying advantages of A.I., which I think is actually cheating, so why bother), I thought I’d set forth some tips for people that want to dare beat the A.I at this nightmarishly challenging level on it’s own terms. My victory (as in all wars) was an intelligent combination of good economics, strategy, tactics, luck, diplomacy, and Geopolitics.

Starting Position:
Terran Alliance; Godlike difficulty level; selected Gigantic Galaxy with very abundant resources and habitable planets; prestige victory option turned off (because in my opinion the only truly glorious victory is completely crushing and conquering the enemy militarily); selected fighting all the possible races (the more the merrier because they tear into each other like rats and are often weakened or distracted just when we need them to be); and selected as many possible multiple connected universes to give breathing room and time to grow in strength before you are attacked.

1. Initial phase: Planet colonization and resource acquisition.

Here is where a little luck comes in. When you begin your game on Godlike level, generate a few starting universe options for yourself before you commit yourself to conquest in the universe the A.I. creates for you; try and deal yourself a good hand! You are looking for at least a “Large” starting universe for your home planet. If the random universe generating A.I. gives you a small or medium universe, you might as well not bother. There would simply not be enough suitable planets and resources early in the games for you to have a chance against the A.Is formidable starting advantages on Godlike level. There are no rules that say that you have to accept an inferior hand at the start of the game. You should quickly determine what kind of universe you are starting in by sending out a couple of probes in opposite direction along the borders. If you see you are in a large universe you are good to go and ready to play on fair terms with the A.I. With other lower difficulty levels you can get way with starting in a smaller universe, as I did numerous times no problem.

Colonization-
First, select a good exploration leader in your “Minister Cabinet” and select “Fast Exploration” policy to get your colony ships moving fast to pounce upon suitable planets early. Send out at least two probes, force completion of a colony ship, use control points to draft colonists as soon as possible and immediately target nearest Amazing planets (ignoring Mars and Artemis) in your stellar neighborhood, especially yellow star systems. Speed and time is of the essence during this phase of the game. Your goal is to control atleast 80 percent of your large universe before an another race starts muscling in and taking planets and resources that should belong to you. I was fortunate enough that my nearest rival for colonization and resource harvesting was a race of weird Lobsters who controlled an adjacent “ Medium” sized universe and other holdings in a couple of other universes. To achieve some initial positioning luck like this, you must select nearest rival “far away” as one of your initial start conditions. I was lucky to control almost all the planets and resources before the Lobsters started coming in to pick up the scraps. To me, this was the most decisive moment of my overall victory. Without this early planetary and resource control you really don’t stand a chance playing at Godlike level, so don’t fool yourself. I wasted a lot of time and experienced much frustration to reach this conclusion, believe me! Remember, to always construct a shipyard immediately after planting your Capital and Power Plant! This prepares you for rapid Fleet building later. NEVER delay building Shipyards!

Mining- As you gain control of most of the planetary systems in the starting universe, begin to transition most of your shipyards to producing “Constructors.” You must first target most of the valuable planets with the rating of “excellent” and above in your starting universe and then engage in an intense race with your closet neighbors to procure them. You will find it can take many turns to produce a “Constructor”, so you have to have most of you shipyards producing them during this phase and in different sectors of your universe. Prioritize sources of Antimatter and Thulium in your starting Universe and make sure you also beat your nearest rival civilization in harvesting them just as you did with planets. These elements are essential to producing nasty Missile and Kinetic energy ships that will prove decisive to your victory. The other minerals are secondary targets, but get as much of them as possible before your rival does, including Elirium, Durantium, and Promethium.

2. Economics: Taxes Policy and Manufacturing/Research/Income

Taxes- Set your initial taxation rate at “Normal” and increase as necessary, but make sure your approval rating never drops below 50 percent. If you have atleast 3 Explorers uncovering valuable goodies you can sell, that should keep you in credits without having to drive your populations moral and productivity to the ground with excessive taxation. If you do have to go to “Moderate” or “High” taxes and drop below 50 percent approval as result, stay at that level for as short a time as possible and adjust tax rate back down after you build more income improvements, such as appointing a “Tourism” minister and acquiring the Commerce and trade policy options through trade deals. These actions should boost your income significantly.

Infrastructure -
Your priorities for ongoing tile construction ideally should be “Manufacturing” first, then “Research” improvements as a close second, and then “income”. As you build a solid Manufacturing and Research base, you can begin transitioning over to producing more income improvements as your need for credits increases and your Explorers can no longer consistently carry the day with occasional wealth production to keep your economy afloat. After your colonization phase is complete you should have “Heart of Empire” policy in place as well as an innocuous policy like “Brainstorming” that does not cause penalty damage to optimal income or manufacturing. The later policy slot openings should be dedicated to military shipyard production, individual ship strength and income prior to going to war. No need to keep policies you no longer need like Fast Exploration at later phases. Also make sure each core world gets an Economic Starbase, as soon as possible. DO NOT build Military Starbases during this early phase as you want to keep a low profile and remain as non-threatening to your neighboring civilizations as possible.

Research and Technology-
You should start researching EARLY all technologies related to building powerful fleets, especially boosting the maximum size of your fleets. After boosting your income by 10 percent on the cultural progress “Independent” parameter, save your subsequent culture points until you can obtain “Eurika” under the “Progressive” parameter. This will boost your overall research speed and enhance approval. Select for early research essential infrastructure building technologies such as manufacturing and research districts that take a short time to complete. You are basically marking time here until your acquire all the necessary precursor technologies to achieve the “Intermittent Suspension” technology when that options appears at a discounted development rate. Then after “Intermittent Suspension” you should research “Galactic Resupply Doctrine.” If you develop these technologies first, you will find that other civilizations are itching to acquire this tech to increase the size of their own fleets and are glad to trade other very valuable time intensive technologies for its acquisition. This is how you catch up on other important technologies you have delayed researching by otherwise concentrating on fleet capacity. So I suggest you research “Universal Translator” technology right after you complete “Intermittent Suspension” so you can get to trading! And after that, research a couple of quick techs like armed shuttles and weapons and defense theory until the “Galactic Resupply Doctrine” becomes available at a discounted development rate. Then jump on right on it immediately and don’t let it pass you by, otherwise it will take you up 40 turns to develop this technology later! With the research discount rate, it should take you only up to 15 or 20 turns to complete, but it is well worth the investment in time as will become clear in trade negotiations.

3. Geopolitics - Diplomacy, Trade and Military build up

Rival Civilizations -
The first thing you need to consider is who your immediate neighbors are and who is in range to actually wage war upon you. I’m my case, my closest neighbors where the Lobsters, and down one universe from the Lobsters where the Dragons; these were the first two civilization with whom I could speak and trade with through the “Universal Translator.” Use Triangular Diplomacy and try to get on closer terms to each of your two neighbors than they are to each other. Determine who the closest and easily reachable power is from your Universe and select it as the civilization you will inevitably war with when the time is right; mark them for early extinction at your hands. And then go about making the second closest civilization your very best buddy. This is done by proclamations of friendship, small gifts, being responsive to their concerns, never declaring friendship with their enemies and the general willingness to trade valuable technologies with them. I found offering “Intermittent Suspension” was extremely handy in trading for acquiring (without researching) the weapons tech necessary to start building Cruiser class ships with strong missile systems. It is important to note that I DID NOT trade “Galactic Resupply Doctrine” during this early trading phase, since I did not want my new best friend to get too powerful and turn on me with large fleets before I was able to war on my nearest target neighbor. The ideal scenario is that your best friend will be waring with other civilizations close to him (as you build your own strength to fight your nearest neighbor) and is eventually destroyed. This is indeed what happened to the Dragons (who never warred against my primary enemy the Lobsters out of fear of their power) who were ultimately defeated by coalitions of other nearby civilizations, while remaining my good friend to the end. Remember, always consult your technology progression chart as you decide what to trade and consider what it would means to you for a potential enemy to have this tech early in the game. As more civilizations become known to you with whom you can trade, select trade partners that are not likely to survive in the long term and can’t reach you effectively with the hand of war. I was able to get great weapons tech in missiles from these likely doomed trade partners and other useful stuff for speeding up research like precursors leading to A.I. and more great stuff for building my manufacturing and commerce infrastructure to increase my shipyard productivity, commerce and income. I made trades with these partners knowing that they could never harm me with the tech I give them, while at the same time, I empowered them to raise hell and weaken their own neighbors who would eventually destroy them. That is classic Geopolitics and Real Politick and it works in this game as it works in the real world. While you are trading for these useful techs with your best friend and ultimately doomed partners, you should direct your own research efforts to pure Kinetic weapons technology development, because nobody is going to trade that tech to you later since that is the most powerful weapons tech in the universe; things like Black Hole guns and Higgs Field manipulation are truly fearsome technologies and you need to dedicate your research to developing them yourself as fast as possible. Fortunately, you can afford to do this as you have already procured the other lesser tech niceties from doomed trading partners in the middle part of game. NEVER trade your Kinetics tech once you develop it. It’s far too valuable and dangerous to give to races that don’t develop it on their own and will gladly use it against you.

Fleet Building- Do NOT build any ship smaller than Cruiser Class and stay away from ships armed with beam weapons; focus exclusively on kinetics and missiles. You will find with “Galactic Resupply Doctrine” that you will be able to build a fleet of 14 Battle Cruisers. Your first priority in building your fleet is designing your own Cruiser that has at least a 17 plus attack capacity and does not cost you Antimatter and Thulium to build. This Cruiser design becomes the backbone of your fleet that you can build rapidly without scarce resource depletion concerns. You will notice that the “Paladin” design is presented to you as an option with a mixed weapons capacity that has no rare resource requirements; unfortunately its attack value is a paltry 13. You can build much better ships of your own design, with ships wielding “Coil Accelerators”, very good missile systems and decent armor defenses. You should have these highly effective weapons techs procured already from your trading partners after giving up “Intermittent Suspension” in return. Once you have your Cruiser staple of the fleet designed, you can start building and designing more fancy ships with the more advanced kinetics and missile technologies, with the understanding that you are eating up your scarce resources of antimatter and Thulium, especially if you are building Battleships and Dreadnoughts. Also, recognize you can upgrade your more early primitive staple Cruisers to mount more advanced weapons capacity later in the game, as you conquer and trade for more Antimatter and Thulium.

See Part 2
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omar.*****rde 26 SEP 2024 a las 11:22 
Godlike Victory- Terran Alliance-Part 2
Geopolitics - Diplomacy, Trade and Military build up-continued

As you prepare for your first war, you should have Fleets comprised of 13 or 14 Cruisers (led by a Battleship or Carrier) that has a total offensive capability of between 70 and 75 and hit point in excess of 1000, with the ability to soften up enemy targets from a distance with advanced missile systems. Select the “Conscription” policy and policies increasing battle capacity and get to producing Cruisers with all deliberate speed before you are attacked! And don’t forget to appoint a Badass War Minister! His strength is YOUR strength in individual fleet battles.

4. War: Strategy and Tactics

Buying Time-
Know that you nearest neighbor will declare war on you sooner rather than later, especially if they are not fighting on another front and see you as weak and/or threatening. You must therefore pacify that civilization as long as possible as you rapidly develop your military strength. With the Lobsters, I did this by siding with their concerns (even when clearly irrational and my approval took a hit) and supporting their war aims when I knew I would not need to participate in their wars directly. I would also give them credits and resources when requested. But NEVER give them “Open Borders” because this would allow them to infiltrate behind your lines, which puts you in a precarious position when the inevitable war starts, since you will have to divide and spread out your Armada to too many locations for defense. Also, NEVER trade your Crown Jewels of technology with them! This includes fleet size tech and Kinetics, because it WILL be used against you. They will take umbrage at your refusal to trade the good stuff, so pacify them right after your refusal with a harmony crystal or diplomatic points (or some scarce resources) as a gesture of good will; tell them they are your best friend as often as you are allowed. And NEVER declare support of a war against their allies or trade partners. This appeasement approach will buy you critical time to continue to build your military and lay a trap for your enemy. Remember that Sun Tzu said that all warfare is based on deception, and it really does appear to be true for a limited time in this game. Play the deception card because you will need it, believe me. Honesty does not pay off at Godlike level. Bend the knee as an act of deception for the time being because, if not, you will create conditions where your enemy is more likely to strike you early when your military is NOT prepared. A good sign that you are buying time effectively is when the enemy gives you spontaneous gifts or agrees to extortion payments. It also means the enemy is being tied up by a war and his fleets are being depleted and resources diminished and they fear your intervention. But you will be surprised how short this temporary reprieve really is before they grow unhappy with you. Once they consolidate their position and rebuild their fleets depleted through war, their greedy malevolent eyes will feast right back on you with unreasonable demands. So make the very most of the time you buy by ass kissing and their Geopolitical distractions.

Mobilization- As you begin to rapidly develop your fleets after the Constructor building phase in your shipyards is complete, focus on the star system closest to the Gateway to the adjoining universe; this will be your rallying point for your rapid and aggressive military build up. If you did everything right during the colonization phase with speed and precision, you should have only one or two enemy controlled star systems in your starting universe. You will need to deploy minimal fleets along those systems for defense, but the vast majority of your Fleets needs to be assembled near the enemies Gateway into your universe. During these game months, continue to appease your enemy by what ever means necessary until you have amassed atleast 20 fleets, comprised of 14 ships each with attack strengths of at least 70. Remember a policy of appeasement is not spineless when it’s part of a gander strategy of conquest. Have the majority of all your individual kinetic and missile ships meet and assemble at your rally planet near the enemy Gateway for Fleet assembly. This will take you several months as you exercise maximum “none threatening” diplomacy with target enemy civilization. The enemy will complain several times that your build up is concerning them, so simply tell them to trust you and there is nothing to see here; beware, this approach only buys you limited time, especially if you are rejecting their trade overtures seeking your best tech, so appease them consistently by gifting them mineral resources and low level technology for as long as possible. Again NEVER give them open borders as part of any trade deal. This is a sure way they will sneak in and build strength behind your lines. You want these fiends to your FRONT, not your BACK!

The Trap- Here is where it gets interesting in terms of strategy. Start casually moving at least 10 Constructors (4 tiles apart) into a crescent formation facing the enemy gate at a distance of around 10 tiles; this distance can vary based based on your knowledge of the enemies movement capacity. DO NOT convert Constructors into any kind of Starbase yet. This would be viewed as threatening by the enemy civilization and almost certainly trigger a premature attack that you must avoid at all costs. When you are approaching 20 plus Fleets built and assembled, start moving them closer to your crescent of Constructors. Just be methodical and patient for as many turns as possible as you build more and more ships and move them to the front lines. Eventually the enemy will lose patience with you and declare war! Then, and ONLY THEN, spring and convert your positioned crescent of Constructors into well armed and defended Military Starbases! Suprise! The Starbases also need to be upgraded to increase your range and decrease your enemies range as well as giving you attack bonuses. I also constructed and placed at least 5 more Military Starbases a few tiles behind the Initial front line crescent. That gives you a layered defense filling the gaps in your front line crescent; this is know as defense in depth and creates overlapping fields of fire, if the enemy gets past the front line. Then place your most powerful Fleets inside the Starbases to protect them from lightning fast first strikes coming through the enemy Gateway. Any surplus Fleets you have of lesser strength, position those outside Starbases between the gaps in your crescent. Now you are prepared for your enemy to BRING IT😡!!!!! If they want a war, you’ll give them a war they won’t believe.
omar.*****rde 26 SEP 2024 a las 11:31 
Godlike Victory-Terran Alliance-Part 3
War: Strategy and Tactics-continued

Battle Tactics-
The enemy, upon coming through the gate, will focus on getting by your crescent barrier so they can attack deep into your territory and attack your shipyards and starbases to cripple your war making economy. You must not allow “not even one” of their fleets to get through to wreak havoc behind your lines. At this stage of the game, you will find the enemies weapons and hit points formidable and their Fleets will be stacked to the max. I chose missile tech as one of my primary weapons because, at a distance, you can literally peck your adversary to death, missile by missile before they can counter attack. Once you see the enemy appear within the killing crescent I previously described, simply move your Fleets up one at a time in range and take a point blank missile pot shot at their Fleet. Keep taking missile and beam shots (if applicable) until the enemy fleet is reduced to the point where your battle probability calculator indicates you will sustain only “light causalities” with a full on engagement. Do not engage when “moderate or heavy” casualties are predicated if you can help it, but you must reduce and/or destroy each enemy Fleet before they get their chance to fire back or slip through your trap deep into you’re territory. After each fleet is beaten down in detail to the appropriate level, use your most powerful ships to deliver the coup degrace through full final battle engagement. Watch the battle simulation and enjoy! If you do this consistently, you will see your prize fleet ratings going from a low to mid 70s attack strength up to 85-90 fairly quickly, and then these powerful elite fleets become your Pretorian guard; the backbone of your armada of conquest. The enemy will keep coming through the gate in a seemingly endless stream each turn, but stay calm and focused using the same “softening up” battle tactics on each and every enemy fleet. In the interim of this initial phase of war, you should always be building more fleets, replacing lost ships, and updating current fleets with better kinetic technologies as they become available. Upgrades on shield and armor will be easy to get from other trading partners, so again, focus on kinetic technology research only; seek “Black Hole Guns” and “Quantum Catapults” as fast as possible, if you don’t have them already. If you have laid down your Research infrastructure correctly, your research time should be relatively short and reasonable at a discount rate, guided by a super smart Research Minister and one or two Research Capitals on Core Worlds largely dedicated to Research.

The Invasion-
After a period of months that will seem endless, you will sense the enemy attacks from adjoining universe subsiding. This is inevitable since you are suffering only “light” to “moderate” damage and they are losing entire Fleets per engagement. You will know you have turned the corner when the enemy asks for peace for the first time. This is when you have them! DO NOT, I repeat DO NOT accept a peace treaty! The dirty swine will only use the peace time to rebuild their forces and start the whole vicious cycle again. It is at this point of your enemies optimal weakness that you move your ENTIRE Fleet through the gate leaving nothing behind. Start building more siege ships by the dozens and keep them moving up the supply chain as you build military starbases in the territory within your influence on the other side of the gate. Always take a peak with telescope tech at the closest star systems before you storm the enemy universe. These systems will be your primary initial conquest targets that are necessary precursors to building military starbases on the other side. This is essential because the tactics I previously described are only effective if you receive attack and movement bonuses due the proximity of Military Starbases in the theater of battle. Fortunately by this time, and due to the mayhem you previously unleashed on the enemy on your side of the gate, you will find gaining an early foothold in the adjoining enemy universe very doable as you fend off largely ineffectual counter attacks from the enemy. Try not to engage in major battles with significant enemy fleets outside the range of a Military Starbase. Build Starbases incrementally as you move forward into enemy territory in order to minimize loses to your fleet. You should have at least one shipyard cranking out Starbase modules as you aggressively advanced with what I call a “Starbase Hopping” strategy. Remember U.S. Strategy in the Pacific during WWII. Engaging in large scale battles outside the reinforcing range of a Starbases is like fighting naked in the cold vacuum of space.

The Advance-
Once establishing an initial invasion foothold in the Lobster universe, I wasted no time moving forward and conquering worlds as fast as possible. I had an ongoing supply stream of Seige ships flowing from my original universe being consolidate into what I call “Seize Fleets”comprised of at least 6 seige ships and the rest made up of my staple Kinetic/Missile Cruises to provide escort. Seige Fleets without proper escort are rapidly and gleefully destroyed by enemy. I advise that you station a minimum of 3 fleets protecting your star system invading “Seize Fleets” against counter attack. Your goal should be to reach the next enemy Gateway to your front with all deliberate speed and set up a crescent of Military Starbases as you did before in your starting Universe.

It is during this aggressive advance and the thwarting of final Lobster counter attacks, that I learned that my best buddies the Dragons had been destroyed by the Lobsters with the Onyx joining together. After I had conquered most of the Lobsters medium sized universe almost to the Gateway to the next adjoining universe, and degraded their military to the point they were begging for peace (and finally surrendered giving their remaining assets to the Onyx out of spite) the Onyx declared war on me. This was a civilization I had flagged early as a potential threat due to their proximity, size of universe of origin, and scope of territory conquests; so I had fortunately exchange no significant dangerous technologies with them. The Onyx had also been the major race that had destroyed the “doomed races” I had traded with earlier; this included the Terran Resistance and a couple of very belligerents races.. The Onyx declaration of war on me was rather abrupt, so I had no time to build my usual attack Crescent at the next gate! So I improvised and sent my entire now 30 plus Fleet armada to crowd up collectively against the Gateway leading to the adjoining Universe that was being contested by both the Onyx and a race of annoyingly cute but nasty furry creatures with saucer sized eyes. When you crowd your entire armada like this, with dozens of ship in one concentrated location used as a barricade, enemy ships find it extremely difficult to break through and get behind you!! You will find your enemy stacking their fleets by the dozens trying to squeeze through collectively having no other option. Which was okay with me because I focused the full wrath of all my fleets, one at a time, on the easily targeted fleets stacks of the Onyx. This was the most brutal phase of my entire conquests. The stacked fleets seemed endless and my degradation by missile strategy only took me so far because I simply did not have enough individual fleets to do the number of softening missile pot shots I did on the Lobsters in my universe; there were just too many of them well armed and well defended. I was able to build a couple of Starbases among my fleets to gain the attack bonuses, which helped a lot. After months of battle and actually having to suffer “Moderate” and “Heavy” fleet loses on several of my final engagements, I finally broke the back of the Onyx’s invading armada. They asked for peace which I, of course, contemptuously declined. I replaced my fleet loses with what was now a steady supply train of cruisers coming from the shipyards of now two conquered universes. I also took the time to upgrade my old ships with more advanced kinetics; including the awesome “Higgs Field Disruption” technology that took me seemingly endless months to development. It was then time for me to skin me some cute furry creatures! 😂
omar.*****rde 26 SEP 2024 a las 11:36 
Godlike Victory-Terran Alliance-Conclusion

War: Strategy and Tactics-continued

Turning Point-
I found the Minot the most loathsome of all my adversaries. Their two faced sweetness, underlying arrogance and false humility made them an absolute pleasure to destroy. The third universe I invaded with my entire Amanda was largely controlled by these disgusting creatures. I used the same conquest strategies and battle tactics as I used in the first two conquered universes and found them less difficult to break than the Onyx (who were no longer in a position to harm me, but I remained at war with). This medium sized Minot controlled universe had a total of 4 Gateways with the Galactic North gates leading to the remaining smaller universes still held by the Onyx and a West gate leading to a “Gigantic” Universe largely belonging to the Minot as their Universe of origin. As I slugged it out with the Minot and finally conquered the planetary system just outside the west Gateway leading to their “Gigantic” universe, something unfortunate happened to these loathsome creatures. A race of exceedingly nasty and unpleasant green women warred against them on the opposite front of their Gigantic Galaxy and were actually giving them hell! Ironically, this was a race that I had considered a doomed race early in the game, so I had traded my “Galactic Resupply Doctrine” with them in exchange for lots of Antimatter and Thulium and some minor techs, as I recall. Fortunately, this tuned out to be great move in my war against the Minot as a two front war is always you enemies worst nightmare, as Bismarck always knew. And these green women had some nasty technology partly thanks to me. I used this lucky Geopolitical situation to boldly attack the Gigantic universe with 80 percent of my Armada. I send the other 20 percent of my Armada to the Northern Gateways to continue to put the hurt on the Onyx who had really become too weak to harm even my smaller deployed fleets. This smaller sub-Armada essentially guarded my rear against the Onyx, as I advanced into the Minot home universe. It did not take too long until their loathsome furry backs were broken completely. As they died, they surprised me by turning over all their remaining fleets to me. Apparently, they hated the nasty green women more than me!

5. Conclusion
After the defeat of the Minot, the rest of the game was really just mopping up and seizing the remaining planets of both the Green women and the Onyx “one by one” fueled by a vast supply chain of seige ships flowing from the shipyards of all my conquered universes. Both races begged pathetically for mercy in the end until the multiverse was finally rid of their vile existence for good. They will not be missed as I ushered in my Golden Age.

I hope these tips are helpful to you future conquests and you can be proud of yourself for beating the A.I. at the highest level on its own terms. Nothing more glorious than that, I assure you! I fully recognized that you may select a multiverse reality generated for you by the A.I. that does not present some of the unique advantages presented in the Multiverse in which I ultimately prevailed and cloaked myself in glory. I also had some strokes of luck that I was able to take full advantage of that you may not enjoy in your eventual scenario. But I do believe my battle tactics as outlined are universally applicable and highly effective. Early planet and resource control is decisive to the overall trajectory of your game. The wise and pragmatic trading of tech is essential. Also, the patterns and rules of Geopolitics are immutable and universal no matter what types of foul and manevolent beings you may have the profound misfortune of encountering.

Ultimately, playing Godlike level for me was much like that old Talking Heads song Life During Wartime: IT AIN’T NO PARTY, IT AIN’T NO DISCO, IT AIN’T NO FOOLING AROUND!!!!
But my goodness it was worth the effort. God, help me…. I loved it so…..
alexander.jaenen1 4 DIC 2024 a las 9:19 
Thans for the advice and tips, I'm trying godlike in one single universe. Already some defeats, I try again ...
RJS 4 DIC 2024 a las 13:39 
Best post in ages. This would be good formatted up and posted in tutorial section.
comatosedragon 5 DIC 2024 a las 5:12 
I think this is an amazing post, thank you! I am one of those people who have over 1,000 hours in Gal civ (II, III and IV combined), but have never finished a game. You have a lot of great advice in these posts, thank you.

I am unsure why ghost88 is upset.
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Publicado el: 26 SEP 2024 a las 10:24
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