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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Evil Empire Council
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#25  by Veteran GASherbert - 11/17/2003 7:41:43 PM

diplomacy -50


That could hurt, though I guess it doesn't matter if you are just killing everyone anyway.

Hope you don't mind my slipping in - I'll leave if you wish.

                      
#26  by Senator Drengin - 11/17/2003 7:48:10 PM

you are most welcome here GA sherbert.

the -50 diplo wont stop all diplomacy, though it does make the other empires look at you in a new light. however i think it is playable and makes you keep your citizens happy so as not to lose the vote.

by all means leave your ideas on an Evil Council's picks

                        
#27  by Senator Drengin - 11/18/2003 2:13:24 PM

with the onset of version 1.12 i have the sombre task of informing you of the hold on the Evil Empire Council. with the new version currently not supporting party logos half the point of the council has gone. therefore until this situation is resolved, the council is put on-hold. hopefully this will not be too long.
thank you for your ideas so far

Megatron

                        
#28  by Citizen Embird - 11/18/2003 4:32:49 PM

I grow tired of asking


Sorry. Not sure.
I usually pick +5PQ +Economy +research +influence

                      
#29  by Senator Drengin - 11/18/2003 4:42:46 PM

I usually pick +5PQ +Economy +research +influence


you could still pick these as well as the main council. Which one do you currently use the most (ie populist, war party etc)?

good news.

CariElf the amazing, is looking into the logo issue. hopefully it is just a missed flag and can be put right with a small d/l. time will tell. in anticipation of a 'quick fix' we will carry-on sorting the council.

[Message Edited]

                        
#30  by Senator Drengin - 11/21/2003 4:32:36 PM

fix is nearly here. so time to sort out the council mod.
please leave a list of parties you normaly use, and if you can say why.
thanks
LM

                        
#31  by Citizen Embird - 11/21/2003 4:49:33 PM

I pick Federalist for the +20 economy.
This can be used to benefit anything. Military. Social. Research

I also pick +5PQ. For the same reason. It benefits everything, but you can't chose which.

Morale +15. Bigger populations, therefore more of everything.

Research +30. So I can get something ahead of the others for trade.

Found the luck pick can be spectacular, but only once or twice in the whole game. Once had Battleships traded to me for a useless tech when I still had 20 months to research it. Also had that event that increases PQ by 20 on one of my planets and all the surrounding ones.

                      
#32  by Citizen Dark Lord Mjcrash - 11/21/2003 5:24:57 PM

If you notice in my account it says i lost on a tiny maso and got around 26-some thousand points. That is a load o' crap. I actually won a military victory but for some reason(there was some trouble trying to send it to the site) it says i lost. It actually said i got a military victory at the final screen.

Now im not good enough to play maso but what i did for this situation (which everyone else probably already knows about but anyways) was set it to tiny with rare planets. This pretty much confines everyone to their starting system.

I ctrl-n'ed till i got either another habitable star in my starting sector or another good star in the sol system. Its pretty cheap but it gives a maso win(A loss in my case but whatever)

I made about four starbases in that system, and then its simply making a battle fleet and just invading the majors only star one by one.

Its the cheapest way to get a maso victory ever devised and its good for points because of the military victory and its reletively quick.

Sorry if everyone already knows this stuff, but its a powerful score boosting tool if thats what your interested in.

others have probably explained the strategy better but basically it dosen't matter all too much what difficulty the enemy is on when you have 2x the number of planets they do.
[Message Edited]

                  
#33  by Veteran GASherbert - 11/21/2003 5:33:33 PM

I usually grab diplomacy, if that helps any.

                      
#34  by Senator Drengin - 11/21/2003 5:35:28 PM

lord mjcrash - what council do you use? only ask aswe are trying to put together a coucil for galciv (inl logo) that most people will like.

                        
#35  by Senator Drengin - 11/21/2003 5:37:17 PM

#33 by Veteran Grand Admiral Sherbert - 11/21/2003 5:33:33 PM I usually grab diplomacy, if that helps any.


aaaah the grand admiral has beamed down from the JRS Sherbertia. Admirali hope we find you well.

                        
#36  by Senator Drengin - 11/21/2003 8:12:36 PM

Attention Evil ones - esp DL

i have just uploaded a new mod to the galciv library. hopefully it should be avail in couple of days to d/l.

new starbase module linked to party palace

name: Dark Lords Throne Room
Strength +50
Cost 100

requires party palace to have been built first.
great for those of you who like to team up your party palaces with a terror star. or pop a party palace next to an enemy world. Cultural flip here we come

if anyone would like to try it out before its avail on galciv drop me an e-mail martyn_wraight@tiscali.co.uk Email .

Module has been tested and does work

                        
#37  by Citizen Dark Lord Mjcrash - 11/22/2003 2:26:58 PM

I usually install the war party as my inner council. I pretty much always take a + speed bonus because its so insanely helpful in colinizing.

                  
#38  by Senator Drengin - 11/22/2003 4:59:23 PM

ok going by what everyone has said (thanks, you know who you are) here is my proposal for the empires coucil.

Text :
The Evil Empire is known for its ruthlessness and hate for anything good. It thinks nothing of using slaves, and would rather wipe-out whole civilizations than resort to diplomacy. Remember the one true path to glory lies in your evil heart emperor! Remember NO CONSCIENCE? NO PROBLEM!

+traits :
Ship hit points +30%
PQ +6%
Economics +20%
Research +10%

-traits :
Economics -20%
Ship hit points -30%
Soldiering -10%

Q1. is this ok with everyone?
Q2. would you use it?

comments from other empires are always appreciated
remember this does not include the other picks you can make.

Lord Megatron



[Message Edited]
                         Posted via Stardock Central
#39  by Veteran GASherbert - 11/22/2003 6:43:08 PM

If it doesn't resort to diplomacy, shouldn't diplomacy take a hit? Or is

Ship hit points -30%


supposed to be diplomacy?
[Message Edited]

                      
#40  by Senator Drengin - 11/22/2003 6:55:34 PM

yeah sorry - must be the beer

supposed to be diplomacy -30%

doh



                         Posted via Stardock Central
#41  by Senator Drengin - 11/22/2003 7:01:00 PM

sorry everyone this is how its supposed to be...

Text :The Evil Empire is known for its ruthlessness and hate for anything good. It thinks nothing of using slaves, and would rather wipe-out whole civilizations than resort to diplomacy. Remember the one true path to glory lies in your evil heart emperor! Remember NO CONSCIENCE? NO PROBLEM!

+traits :
Ship hit points +30%
PQ +6%
Economics +20%
Research +10%
-traits :
Economics -20%
Doplomacy -30%
Soldiering -10%

Q1. is this ok with everyone?
Q2. would you use it?
comments from other empires are always appreciated
remember this does not include the other picks you can make.





                         Posted via Stardock Central
#42  by Citizen Bakka - 11/22/2003 8:11:15 PM

Doplomacy -30%


doplomacy or dupeomacy.. where they go to war for us?



                      
#43  by Senator Drengin - 11/23/2003 10:24:10 AM

Q. Are you fed up with your main starting ship being called USS Hero.

If the answer is yes than follow these easy steps to change the name into something you like (i use Terror Ranger).

1. open "galciv/data/" folder
2. d/click 'English.str (use wordpad or similar program)
3. press CTRL+F
4. enter "Hero" press ENTER
5. change second name (one not in brackets) from USS Hero to whatever you want
6. save changes

thats it! next time you start new game you will have ship called whatever you want.



                         Posted via Stardock Central
#44  by Citizen Embird - 11/23/2003 5:03:43 PM

One question.
Why PQ +6 ?
Is that significantly better than +5 ?

The info on changing the name was useful.
Might pick up courage and give it a go.

                      
#45  by Senator Drengin - 11/23/2003 5:27:52 PM

Why PQ +6 ?Is that significantly better than +5 ?


think of it in conjunction with extra pick of PQ+5. would then give you option of increasing pq by +11(huge)

+6 was chosen to give a great boost to your home planet. and it free's up extra picks

Marquesa do you like the sound of it then?

if you get stuck on name change then e-mail me martyn_wraight@tiscali.co.uk Email and i will help as much as poss.



                         Posted via Stardock Central
#46  by Senator Drengin - 11/23/2003 5:46:25 PM

oh if you want to change the default name for transports too then follow the steps in #43 but change the name of 'colony ship' to whatever you want.

personaly i changed it because 'colony ship' sounds really evil. ha
now mine are called Plague Spreaders.



                         Posted via Stardock Central
#47  by Veteran Primipilus Alexus - 11/23/2003 6:00:52 PM

option of increasing pq by +11(huge


Note that if PQ bonus gets too large, your games will go anomolous!!!

Alex


                          
#48  by Senator Drengin - 11/23/2003 6:15:39 PM

yeah i know. thanks anyway. pq+6 was chosen to free more choice points. most evil players (i believe) like +pq traits. so this is intentioned to assist them.

oh alex do you know the pq threshold? ive had one planet go pq60 before without losing score


[Message Edited]
                         Posted via Stardock Central
#49  by Citizen Bakka - 11/24/2003 12:05:21 AM

Hey LM.. do you want other mod ideas here or should i throw it in the mods forum?



                      
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