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I remember liking Space Empires III a lot, but they went in a very different direction for IV and V. Don't know much about it, I'm afraid.
Rohan on
...and I thought of how all those people died, and what a good death that is. That nobody can blame you for it, because everyone else died along with you, and it is the fault of none, save those who did the killing.
Production is determined by three things- what you build, the rating of the planet, and the planet's population.
What you build is obvious. Mineral miners for minerals, research for research, etc.
The rating is only for organics, minerals, and radioactives. Its a number from 1-300, and it multiplies your production of that resource by that amount. So you want to put your miners on the planets with good values.
Population is a set bonus that applies to everything. The larger the population, the bigger the bonus.
Is this the one where you can only travel through "Worm Holes".
Yeah, it is super complicated compared to GalCiv II.
Yeah, each system is seperated from the other. I actually kind of like it.
Production is determined by three things- what you build, the rating of the planet, and the planet's population.
What you build is obvious. Mineral miners for minerals, research for research, etc.
The rating is only for organics, minerals, and radioactives. Its a number from 1-300, and it multiplies your production of that resource by that amount. So you want to put your miners on the planets with good values.
Population is a set bonus that applies to everything. The larger the population, the bigger the bonus.
Coolness. Is there any point to me building up storage for more materials? I don't think I've ever come down from the 50,000 cap that you start at.
Also, is it bad if I have some planets where it shows them to have negative production of a material? They'll just take what they need from the overall empire storage right?
Finally, is there a point to colonizing tiny planets with a different atmosphere? You can only build one facility on them, and it just seems to be useful to keep other empires from taking it.
Coolness. Is there any point to me building up storage for more materials? I don't think I've ever come down from the 50,000 cap that you start at.
Probably. When you start to get later into the game, your resource drain can get crazy, plus you'll want to do fleet overhauls every few years which'll suck your wallet right dry if you're not careful. 100-200K usually works out for me.
Finally, is there a point to colonizing tiny planets with a different atmosphere? You can only build one facility on them, and it just seems to be useful to keep other empires from taking it.
Not really, except if you've got a few extra colony ships lying around or you've got a cheap-o model designed specifically for those. Terraforming and the like got nerfed something awful (something like 50-100 turns now as opposed to 20-30 in IV) so there's almost no way to utilize them in a regular game. Depending on the scale of the game, you're probably better off building a repair-capable ship with a few gravity spheres and tetonic bombs and just blowing the little bastards to hell and back until they reform with an atmosphere you can use. Also fun for pissing off enemy players in games with high tech from the get-go.
Coolness. Is there any point to me building up storage for more materials? I don't think I've ever come down from the 50,000 cap that you start at.
Probably. When you start to get later into the game, your resource drain can get crazy, plus you'll want to do fleet overhauls every few years which'll suck your wallet right dry if you're not careful. 100-200K usually works out for me.
Finally, is there a point to colonizing tiny planets with a different atmosphere? You can only build one facility on them, and it just seems to be useful to keep other empires from taking it.
Not really, except if you've got a few extra colony ships lying around or you've got a cheap-o model designed specifically for those. Terraforming and the like got nerfed something awful (something like 50-100 turns now as opposed to 20-30 in IV) so there's almost no way to utilize them in a regular game. Depending on the scale of the game, you're probably better off building a repair-capable ship with a few gravity spheres and tetonic bombs and just blowing the little bastards to hell and back until they reform with an atmosphere you can use. Also fun for pissing off enemy players in games with high tech from the get-go.
I haven't gotten terribly far into the game so forgive me for asking so many questions:
What is the point of satellites?
How do I build/deploy starbases? I want to put some in those starless systems to keep an eye on enemy movement.
Are there certain weapons that are better suited for different kinds of enemy types? Currenly I've just researched the crap out of depleted uranium guns.
Finally, how do I keep my ships from auto attacking another ship when it comes out of a wormhole? It's really annoying to get in a fight with a new race from the get go.
Thanks for the info. I'm loving the game so far, just wish I knew what I was doing.
I could not get into Space Empires IV at all. I was bored after playing five minutes of it, and then I went straight back to Galactic Civilizations 2. Galactic Civilizations 2 Gold Edition is out, so maybe you'd want to consider that.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
I could not get into Space Empires IV at all. I was bored after playing five minutes of it, and then I went straight back to Galactic Civilizations 2. Galactic Civilizations 2 Gold Edition is out, so maybe you'd want to consider that.
Already own it. Granted it's a fun game, but after playing a bunch of civilization games and alpha centari, it just seemed a bit shallow.
I could not get into Space Empires IV at all. I was bored after playing five minutes of it, and then I went straight back to Galactic Civilizations 2. Galactic Civilizations 2 Gold Edition is out, so maybe you'd want to consider that.
Already own it. Granted it's a fun game, but after playing a bunch of civilization games and alpha centari, it just seemed a bit shallow.
It isn't as complex, but the complexity of Space Empires IV was a bit overwhelming for me. It also made by eyes bleed. I'm really looking forward to the 4X game Sins of a Solar Empire in August, though. It's made by the team that developed Homeworld: Cataclysm.
To whore it off a little bit, an entire fully 3D galaxy is your playing field with orbiting planets, clustering asteroids, rare comets, and more. And there's a wide range of diplomatic options, too, such as forging and breaking alliances, trading resources, placing bounties on backstabbing ex-allies and over-powered tyrants, blockading enemy planets, establishing trade routes, and manipulating the commodities market. Ten players can go online for control of the galaxy, so I'm really looking forward to that aspect.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
Mainly for Eye in the Sky and weapon platform roles, IIRC. Weapon platforms, satellites, and stations get bonus weapon mountings unavailable on regular ships that let them put out a crapload of firepower at obscene ranges, and they're cheap enough (I think) where you can produce them in large numbers, give 'em cloaks, and drop 'em in a system to keep an eye on what's going on.
How do I build/deploy starbases? I want to put some in those starless systems to keep an eye on enemy movement.
You'll need to build a ship equipped with a shipyard/construction module thing, then move it to where you want to build it and then select the design after opening the ship's construction option.
Are there certain weapons that are better suited for different kinds of enemy types? Currenly I've just researched the crap out of depleted uranium guns.
Not particularly, though weapons tend to come in tiers of power and efficiency - DUCs are good for the beginning, but anti-proton beams tend to be the standard fare of weaponry due to their good range and power and that you don't need seperate ammo for them, though you've also got the options of various missile and torpedo types and specialty weapons like phased poleron cannons (skips normal shields) point-defense cannons that target missiles and fighters, a whole bunch of different cannons that target specific component types but leave others untouched, and a few racial-tech weapons which usually have some advantages to them like armor-piercing, low energy cost, and so on.
In the end, it's not really so much what advantages there are against enemy types as what advantages there are for the roles you use the equipment in - a good combination of different ship types (plus technological parity or superiority) combined with a sound game plan are what tend to matter the most.
Finally, how do I keep my ships from auto attacking another ship when it comes out of a wormhole? It's really annoying to get in a fight with a new race from the get go.
Hmm. To be honest, I'm not sure - I haven't touched the game in a few months, but I THINK it always does it unless the other ship is in some kind of an alliange with you - you can just order your ship to fly off in a different direction and then fast-forward it, and you'll eventually flee from the battle and usually wind up in a random sector around the one with the enemy ship.
Thanks for the info. I'm loving the game so far, just wish I knew what I was doing.
No problem. The only thing to remember is that most folks rarely play the vanilla game multiplayer - the real fun is in the various mods people have (and will) cook up for it, which take care of balancing issues and give the game a new flavor. It's also terribly easy to mod it yourself provided you've no aversion to codemonkeying for a few dozen hours, so if you've got any ideas you can try and impliment them yourself.
Coolness. Is there any point to me building up storage for more materials? I don't think I've ever come down from the 50,000 cap that you start at.
Probably. When you start to get later into the game, your resource drain can get crazy, plus you'll want to do fleet overhauls every few years which'll suck your wallet right dry if you're not careful. 100-200K usually works out for me.
Finally, is there a point to colonizing tiny planets with a different atmosphere? You can only build one facility on them, and it just seems to be useful to keep other empires from taking it.
Not really, except if you've got a few extra colony ships lying around or you've got a cheap-o model designed specifically for those. Terraforming and the like got nerfed something awful (something like 50-100 turns now as opposed to 20-30 in IV) so there's almost no way to utilize them in a regular game. Depending on the scale of the game, you're probably better off building a repair-capable ship with a few gravity spheres and tetonic bombs and just blowing the little bastards to hell and back until they reform with an atmosphere you can use. Also fun for pissing off enemy players in games with high tech from the get-go.
I haven't gotten terribly far into the game so forgive me for asking so many questions:
What is the point of satellites?
How do I build/deploy starbases? I want to put some in those starless systems to keep an eye on enemy movement.
Are there certain weapons that are better suited for different kinds of enemy types? Currenly I've just researched the crap out of depleted uranium guns.
Finally, how do I keep my ships from auto attacking another ship when it comes out of a wormhole? It's really annoying to get in a fight with a new race from the get go.
Thanks for the info. I'm loving the game so far, just wish I knew what I was doing.
It's been a while since I empired space, so forgive me if I fuck up.
Satellites can be used as nifty little base defenses. Just toss the biggest weapon you can find on them, and toss them into orbit.
This will hold off any enemy for a bit while he tries to find a way through them.
The real beauty of them is that if the front moves, or you find a nice chokepoint, you can just load them into your boot and fly them over there for added pew pew.
Also, don't underestimate them for remote mining. If you don't want to clutter your bases with all kinds of mining building, you can load up some sats with mining equipment and drop them in a belt somewhere. Doesn't need a Spaceport either.
Edit: TL;DR
Sats are versatile, and retardedly cheap. Use them in the beginning, and move or reassign them as needed.
Strangely enough, their primary function is moving shit around.
If you want a huge amount of stuff moved somewhere qu...err slowly, toss it in a transport and send your population/drones/satellites/hamsters to a better place.
I also like to put a shitload of fighters in them and use them as a carrier-lite. >_>
Just realized this thread is about SE5, which I've never played, so everything I say might be bullshit, in which case I apologize. >_>
Hauling stuff, honestly. I'd use them to scoop up the populations of several of my fully-developed back-burner worlds and relocate them to newly-settled colonies to give production a boost - you could also use them to move weapon platforms from your factory worlds to those working on their infrastructure, and it wouldn't be too bad a tactic if you could only upgrade platforms like everything else (speaking from 1.08, of course, so I don't know if it's been fixed yet. Also quite nice for removing unruly colonists you've conquored for ejection into space provided they've no redeeming qualities.
I could not get into Space Empires IV at all. I was bored after playing five minutes of it, and then I went straight back to Galactic Civilizations 2. Galactic Civilizations 2 Gold Edition is out, so maybe you'd want to consider that.
Already own it. Granted it's a fun game, but after playing a bunch of civilization games and Alpha Centauri, it just seemed a bit shallow.
While GalCiv is a lot shallower, I really preferred it because it has character. That's the other thing that put me off Space Empires - though the complexity can be cool, it's also a little bland. However, I remember seeing lots and lots of mods for it somewhere.
I liked GalCiv2... for the 2-3 hours it took me to grow bored of it. Very few games manage to combine the complexity to keep strategy gamers interested for long with style, a nice interface, and all the other things that are important but useless if there's nothing inside.
Hauling stuff, honestly. I'd use them to scoop up the populations of several of my fully-developed back-burner worlds and relocate them to newly-settled colonies to give production a boost - you could also use them to move weapon platforms from your factory worlds to those working on their infrastructure, and it wouldn't be too bad a tactic if you could only upgrade platforms like everything else (speaking from 1.08, of course, so I don't know if it's been fixed yet. Also quite nice for removing unruly colonists you've conquored for ejection into space provided they've no redeeming qualities.
Public management Warhammer 40K style!
Silpheed on
0
kaliyamaLeft to find less-moderated foraRegistered Userregular
edited February 2007
what really killed it for me was the clunky grid-based exploration/movement model. it's way too much of a PITA when you have lots of things going on to be worth bothering with.
what really killed it for me was the clunky grid-based exploration/movement model. it's way too much of a PITA when you have lots of things going on to be worth bothering with.
You can start a game wherein all systems start out explored as soon as you enter them. Virtually everything in the game can be customised, actually.
You don't need transports to get rid of unruly colonists. Just scrap them! (solyent green, ahoy! )
As long as you're running positive resources, storage only helps with retrofits (and then only if you're doing 50,000 or more worth in a turn). OTOH, it'll save your bacon if someone manages to nuke your best resource planet and you start pulling a deficit!
All the sat advice is good. In SE5, I've found them really helpful as sesnor platforms, since you can't see the entire system you're in by default.
You can't not auto-fight a race you've just met, sadly. Weapon types is personal preference (lots of bang really quick or more bang that takes longer) plus target type. You can't use heavy missiles on fighters, for example.
Phoenix-D on
0
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
I could not get into Space Empires IV at all. I was bored after playing five minutes of it, and then I went straight back to Galactic Civilizations 2. Galactic Civilizations 2 Gold Edition is out, so maybe you'd want to consider that.
Already own it. Granted it's a fun game, but after playing a bunch of civilization games and Alpha Centauri, it just seemed a bit shallow.
While GalCiv is a lot shallower, I really preferred it because it has character. That's the other thing that put me off Space Empires - though the complexity can be cool, it's also a little bland. However, I remember seeing lots and lots of mods for it somewhere.
Galciv was a massive disappointment for me. After hearing all these amazing things about it, I found out it was basically Civilization with spaceships. Which, mind you, isn't necessarily a bad thing, but completely unlike what I expected and wanted.
I mean, I like MoO3 better as a 4x game than Galciv, and I don't even think MoO3 was technically a 4x game.
Edit: Galciv 2, however, has little options that intrigue me.
So, I own GalCiv 4 on Steam, but haven't played it. It's pretty intimidating.
Good game?
I'm assuming you mean SE IV, and a definate yes with the right mods and players. Some of the play-by-plays I've seen on other boards using stuff like the Babylon 5 and Star Trek mods are epuc.
Only major downside is that (I think) it's play-by-mail only, though V gives you serial, modem, TCP/IP, and IPX directplay.
IRT original questions: What would you guys recommend for research? Should I focus on one thing at a time, or spread it out some?
I usually prefer to do incrimental burst upgrades as opposed to spreading the budget around several projects at once - better to have two of seven projects than none of all, but overall you'll definetily want to spread yourself around a bit. At the very least you'll want to get yourself to AP beams and PD cannons ASAP, plus some research into shields, a bit in construction, and as much as you see fit into improving ship class designs. Setting aside a bit to accumulate over the turns to allow colonization of other planet types would also be a good idea if you can't steal the technology directly.
Oh yeah...what do I need to attack/takeover a planet?
A fleet to knock out defending ships and weapon platforms (three or so ships filled to the gills with missile launchers and ammo stores guarded by a few gunships work wonders for this) and then a transport or two loaded with ground units to do the fighting. Once the fire's died down in orbit, move on in and drop your load - you then switch to ground combat mode, and provided you can take out any defending units and the local civilian resistance, the planet is yours.
If my copy wasn't being such a dick and refusing to update, I'd consider setting up a game-on thread for this.
Sorenson on
0
augustwhere you come from is goneRegistered Userregular
IRT original questions: What would you guys recommend for research? Should I focus on one thing at a time, or spread it out some?
I usually prefer to do incrimental burst upgrades as opposed to spreading the budget around several projects at once - better to have two of seven projects than none of all, but overall you'll definetily want to spread yourself around a bit. At the very least you'll want to get yourself to AP beams and PD cannons ASAP, plus some research into shields, a bit in construction, and as much as you see fit into improving ship class designs. Setting aside a bit to accumulate over the turns to allow colonization of other planet types would also be a good idea if you can't steal the technology directly.
Oh yeah...what do I need to attack/takeover a planet?
A fleet to knock out defending ships and weapon platforms (three or so ships filled to the gills with missile launchers and ammo stores guarded by a few gunships work wonders for this) and then a transport or two loaded with ground units to do the fighting. Once the fire's died down in orbit, move on in and drop your load - you then switch to ground combat mode, and provided you can take out any defending units and the local civilian resistance, the planet is yours.
If my copy wasn't being such a dick and refusing to update, I'd consider setting up a game-on thread for this.
Coolness. I've got one empire cornered off in a small part of the galaxy. I've got a couple of fleets camping the warp points out of there, and I've been destroying his research every turn, so he's primed for a nice attack.
What's the advantage of landing troops and taking over the planet and just attacking the planet with ships?
Well, several.
A) Obviously, you get to keep any swag that was on the planet at the time of its capture, saving you a good many turns of construction and resources and giving you possible reverse-engineering material.
Depending upon the characteristics of the colony's population, you can breed them for the purpose of colonizing planets with atmospheres your own people can't stand. Or alternatively, you can use them for displays of horriffic cruelty like I mentioned before.
C) Planet captures hit the other empire's morale a good bit harder than simple carpet-bombing, something like twofold.
D) Glassing a planet reduces its resource values by about 10% each time - this doesn't apply if you do something sneaky like using massed neutron bombs to vaporize the population while leaving the infrastructure intact.
What's the advantage of landing troops and taking over the planet and just attacking the planet with ships?
Well, several.
A) Obviously, you get to keep any swag that was on the planet at the time of its capture, saving you a good many turns of construction and resources and giving you possible reverse-engineering material.
Depending upon the characteristics of the colony's population, you can breed them for the purpose of colonizing planets with atmospheres your own people can't stand. Or alternatively, you can use them for displays of horriffic cruelty like I mentioned before.
C) Planet captures hit the other empire's morale a good bit harder than simple carpet-bombing, something like twofold.
D) Glassing a planet reduces its resource values by about 10% each time - this doesn't apply if you do something sneaky like using massed neutron bombs to vaporize the population while leaving the infrastructure intact.
If this is the one I'm thinking of, I remember it being pretty damn boring. Terrible AI and flavourless races. And tech trees that were almost wholly composed of "same as the previous level, +1%. Maybe we'll give you another tech once you buy enough of it."
If it's not the one I'm thinking of, then, uh... ninja vanish?
If this is the one I'm thinking of, I remember it being pretty damn boring. Terrible AI and flavourless races. And tech trees that were almost wholly composed of "same as the previous level, +1%. Maybe we'll give you another tech once you buy enough of it."
If it's not the one I'm thinking of, then, uh... ninja vanish?
It is and it isn't honestly.
I agree the tech tree, along with other parts of the game, lack..."flavor."
But what I do like about the game is how you can style your empire around your playtype.
A B5 mod would be nice. I remember playing SE4 with a combination of the B5 mod and the Carriers mod, and still being completely lost in all the drill down menus.
If this is the one I'm thinking of, I remember it being pretty damn boring. Terrible AI and flavourless races. And tech trees that were almost wholly composed of "same as the previous level, +1%. Maybe we'll give you another tech once you buy enough of it."
If it's not the one I'm thinking of, then, uh... ninja vanish?
It is and it isn't honestly.
I agree the tech tree, along with other parts of the game, lack..."flavor."
But what I do like about the game is how you can style your empire around your playtype.
And there's a ton of mods out for it.
Well, SEV is at least the one I remember playing. Mostly, the thing that annoyed me the most was how unintuitive it was. I realized I was gonna have to sit down and play a dozen or so of these long-ass games before I'd actually "get" what I was supposed to be doing.
Posts
Nothing's forgotten, nothing is ever forgotten
What you build is obvious. Mineral miners for minerals, research for research, etc.
The rating is only for organics, minerals, and radioactives. Its a number from 1-300, and it multiplies your production of that resource by that amount. So you want to put your miners on the planets with good values.
Population is a set bonus that applies to everything. The larger the population, the bigger the bonus.
Yeah, each system is seperated from the other. I actually kind of like it.
Coolness. Is there any point to me building up storage for more materials? I don't think I've ever come down from the 50,000 cap that you start at.
Also, is it bad if I have some planets where it shows them to have negative production of a material? They'll just take what they need from the overall empire storage right?
Finally, is there a point to colonizing tiny planets with a different atmosphere? You can only build one facility on them, and it just seems to be useful to keep other empires from taking it.
Not really, except if you've got a few extra colony ships lying around or you've got a cheap-o model designed specifically for those. Terraforming and the like got nerfed something awful (something like 50-100 turns now as opposed to 20-30 in IV) so there's almost no way to utilize them in a regular game. Depending on the scale of the game, you're probably better off building a repair-capable ship with a few gravity spheres and tetonic bombs and just blowing the little bastards to hell and back until they reform with an atmosphere you can use. Also fun for pissing off enemy players in games with high tech from the get-go.
I haven't gotten terribly far into the game so forgive me for asking so many questions:
What is the point of satellites?
How do I build/deploy starbases? I want to put some in those starless systems to keep an eye on enemy movement.
Are there certain weapons that are better suited for different kinds of enemy types? Currenly I've just researched the crap out of depleted uranium guns.
Finally, how do I keep my ships from auto attacking another ship when it comes out of a wormhole? It's really annoying to get in a fight with a new race from the get go.
Thanks for the info. I'm loving the game so far, just wish I knew what I was doing.
Already own it. Granted it's a fun game, but after playing a bunch of civilization games and alpha centari, it just seemed a bit shallow.
It isn't as complex, but the complexity of Space Empires IV was a bit overwhelming for me. It also made by eyes bleed. I'm really looking forward to the 4X game Sins of a Solar Empire in August, though. It's made by the team that developed Homeworld: Cataclysm.
To whore it off a little bit, an entire fully 3D galaxy is your playing field with orbiting planets, clustering asteroids, rare comets, and more. And there's a wide range of diplomatic options, too, such as forging and breaking alliances, trading resources, placing bounties on backstabbing ex-allies and over-powered tyrants, blockading enemy planets, establishing trade routes, and manipulating the commodities market. Ten players can go online for control of the galaxy, so I'm really looking forward to that aspect.
You'll need to build a ship equipped with a shipyard/construction module thing, then move it to where you want to build it and then select the design after opening the ship's construction option.
Not particularly, though weapons tend to come in tiers of power and efficiency - DUCs are good for the beginning, but anti-proton beams tend to be the standard fare of weaponry due to their good range and power and that you don't need seperate ammo for them, though you've also got the options of various missile and torpedo types and specialty weapons like phased poleron cannons (skips normal shields) point-defense cannons that target missiles and fighters, a whole bunch of different cannons that target specific component types but leave others untouched, and a few racial-tech weapons which usually have some advantages to them like armor-piercing, low energy cost, and so on.
In the end, it's not really so much what advantages there are against enemy types as what advantages there are for the roles you use the equipment in - a good combination of different ship types (plus technological parity or superiority) combined with a sound game plan are what tend to matter the most.
Hmm. To be honest, I'm not sure - I haven't touched the game in a few months, but I THINK it always does it unless the other ship is in some kind of an alliange with you - you can just order your ship to fly off in a different direction and then fast-forward it, and you'll eventually flee from the battle and usually wind up in a random sector around the one with the enemy ship.
No problem. The only thing to remember is that most folks rarely play the vanilla game multiplayer - the real fun is in the various mods people have (and will) cook up for it, which take care of balancing issues and give the game a new flavor. It's also terribly easy to mod it yourself provided you've no aversion to codemonkeying for a few dozen hours, so if you've got any ideas you can try and impliment them yourself.
It's been a while since I empired space, so forgive me if I fuck up.
Satellites can be used as nifty little base defenses. Just toss the biggest weapon you can find on them, and toss them into orbit.
This will hold off any enemy for a bit while he tries to find a way through them.
The real beauty of them is that if the front moves, or you find a nice chokepoint, you can just load them into your boot and fly them over there for added pew pew.
Also, don't underestimate them for remote mining. If you don't want to clutter your bases with all kinds of mining building, you can load up some sats with mining equipment and drop them in a belt somewhere. Doesn't need a Spaceport either.
Edit: TL;DR
Sats are versatile, and retardedly cheap. Use them in the beginning, and move or reassign them as needed.
Edit #2:
This might help you out a bit:
http://wiki.spaceempires.net/index.php/Main_Page
I remember one other question. What is the point of freighters? When would I use them?
If you want a huge amount of stuff moved somewhere qu...err slowly, toss it in a transport and send your population/drones/satellites/hamsters to a better place.
I also like to put a shitload of fighters in them and use them as a carrier-lite. >_>
Just realized this thread is about SE5, which I've never played, so everything I say might be bullshit, in which case I apologize. >_>
I liked GalCiv2... for the 2-3 hours it took me to grow bored of it. Very few games manage to combine the complexity to keep strategy gamers interested for long with style, a nice interface, and all the other things that are important but useless if there's nothing inside.
You can start a game wherein all systems start out explored as soon as you enter them. Virtually everything in the game can be customised, actually.
As long as you're running positive resources, storage only helps with retrofits (and then only if you're doing 50,000 or more worth in a turn). OTOH, it'll save your bacon if someone manages to nuke your best resource planet and you start pulling a deficit!
All the sat advice is good. In SE5, I've found them really helpful as sesnor platforms, since you can't see the entire system you're in by default.
You can't not auto-fight a race you've just met, sadly. Weapon types is personal preference (lots of bang really quick or more bang that takes longer) plus target type. You can't use heavy missiles on fighters, for example.
Galciv was a massive disappointment for me. After hearing all these amazing things about it, I found out it was basically Civilization with spaceships. Which, mind you, isn't necessarily a bad thing, but completely unlike what I expected and wanted.
I mean, I like MoO3 better as a 4x game than Galciv, and I don't even think MoO3 was technically a 4x game.
Edit: Galciv 2, however, has little options that intrigue me.
Good game?
Only major downside is that (I think) it's play-by-mail only, though V gives you serial, modem, TCP/IP, and IPX directplay.
Gal Civ 4 eh? I didn't realize it was 2012.
I liked galciv2, but like someone else said, it was just civ4 in space....except not nearly as in depth imo.
In SEV, you pretty much have control over any and every thing imaginable. It's a bit overwhelming.
IRT original questions: What would you guys recommend for research? Should I focus on one thing at a time, or spread it out some?
Also...I love sabotaging my enemy's research. I'm pretty much keeping him in the dark ages while I build up for a nice attack.
Oh yeah...what do I need to attack/takeover a planet?
A fleet to knock out defending ships and weapon platforms (three or so ships filled to the gills with missile launchers and ammo stores guarded by a few gunships work wonders for this) and then a transport or two loaded with ground units to do the fighting. Once the fire's died down in orbit, move on in and drop your load - you then switch to ground combat mode, and provided you can take out any defending units and the local civilian resistance, the planet is yours.
If my copy wasn't being such a dick and refusing to update, I'd consider setting up a game-on thread for this.
Coolness. I've got one empire cornered off in a small part of the galaxy. I've got a couple of fleets camping the warp points out of there, and I've been destroying his research every turn, so he's primed for a nice attack.
Research: I ussually go for a level or two of sensors first, then engines, then ship size. From there it depends how fast I run into another empire.
Soreson: there's a new 1.25 patch out that should help with downloaded version issues, if that's the problem.
What's the advantage of landing troops and taking over the planet and just attacking the planet with ships?
A) Obviously, you get to keep any swag that was on the planet at the time of its capture, saving you a good many turns of construction and resources and giving you possible reverse-engineering material.
Depending upon the characteristics of the colony's population, you can breed them for the purpose of colonizing planets with atmospheres your own people can't stand. Or alternatively, you can use them for displays of horriffic cruelty like I mentioned before.
C) Planet captures hit the other empire's morale a good bit harder than simple carpet-bombing, something like twofold.
D) Glassing a planet reduces its resource values by about 10% each time - this doesn't apply if you do something sneaky like using massed neutron bombs to vaporize the population while leaving the infrastructure intact.
E) In MP games, it's good gloating material.
Delicious, I shall commence with the landings.
If it's not the one I'm thinking of, then, uh... ninja vanish?
It is and it isn't honestly.
I agree the tech tree, along with other parts of the game, lack..."flavor."
But what I do like about the game is how you can style your empire around your playtype.
And there's a ton of mods out for it.
Well, SEV is at least the one I remember playing. Mostly, the thing that annoyed me the most was how unintuitive it was. I realized I was gonna have to sit down and play a dozen or so of these long-ass games before I'd actually "get" what I was supposed to be doing.