Good luck with your military playthrough :) It will quite a challenge and quite a change compared to the altarian playthrough. Question: Do you use military starbases in enemy territory to boost your fleets? It seems to work well, though I think it's better if you have the vigilant traits. Mass amount of tiny ships costing little logistics boosted by starbases make them fight like demons. Then add a bigger ship or two for variety seems to work.
I do use offensive star bases if I can get them close enough. If the enemy's influence is to far away to help in system they can still be used as a fall back position, a rally point for reinforcements or a staging point for an op. For anyone who doesn't know you can build em in enemy influence but you don't lose them if enemy influence spreads past them. I actually think they should flip or become rebel bases or something if influence does grab em. Why would whole planets flip and not comparatively tiny star bases? In pop culture those are usually first to rebel
@@100stratman In GalCiv 3, I had one of my mining starbases flip to the AI in the early game, before I could catch up (playing on the highest difficultly level). I won by better planet management and spamming culture starbases. The AI was much more hostile to my culture push than I am seeing in your GalCiv 4 playthroughs.
In your last playthrough with your high diplomacy, the AI was willing to trade advanced weapons to you allowing you to quickly build up your military. So clearly you benefited more from tech trading than the AI. You also benefited from the AI surrendering to you. In this playthrough you disabled both of those so I am curious as to how this will play out. At least you won't have to worry about the AI cruising to a Prestige victory.
I noticed the only tech I had to trade was culture tech, which I mostly focused on. But none of the AI seemed to research it as everyone wanted it from me. I wonder if it's possible to create a race that would focus exclusively on influence and culture or if it's just not a thing the AI ever does. Let me know if you ever notice a run away influence AI.
@@100stratman I rarely see the A.I. do an influence runaway victory. The main reason is that strategy requires optimization that the A.I. does not seem to be programmed with -> proper influence planet building with districts and specialized pop but, most of all, a ring of influence stations around the main influence generator. The same thing can be said about previous entries in the galactic civilization series.
@@100stratman The AI does not stack starbases (more than one of the same type) especially not culture/influence starbases. That is why I don't think humans should be allowed to stack starbases just like by default we don't allow tech brokering because it is exploited by human players. In GalCiv 2/3 you had military, mining, culture, or economic starbases. In GalCiv 4 you only select military or communications as type, does that mean a communications starbase can be both a culture and economic starbase? I have not yet played GalCiv 4.
Hypno Frogs have Defensive Trance. Love this game. Much better starting world than some of your other playthroughs.
You made an interesting win condition for this playthrough. Will be following along to see how it pans out.
nice start - Go Alliance! 🙂
Good luck with your military playthrough :) It will quite a challenge and quite a change compared to the altarian playthrough.
Question: Do you use military starbases in enemy territory to boost your fleets?
It seems to work well, though I think it's better if you have the vigilant traits.
Mass amount of tiny ships costing little logistics boosted by starbases make them fight like demons. Then add a bigger ship or two for variety seems to work.
I do use offensive star bases if I can get them close enough. If the enemy's influence is to far away to help in system they can still be used as a fall back position, a rally point for reinforcements or a staging point for an op. For anyone who doesn't know you can build em in enemy influence but you don't lose them if enemy influence spreads past them.
I actually think they should flip or become rebel bases or something if influence does grab em. Why would whole planets flip and not comparatively tiny star bases? In pop culture those are usually first to rebel
@@100stratman In GalCiv 3, I had one of my mining starbases flip to the AI in the early game, before I could catch up (playing on the highest difficultly level). I won by better planet management and spamming culture starbases. The AI was much more hostile to my culture push than I am seeing in your GalCiv 4 playthroughs.
In your last playthrough with your high diplomacy, the AI was willing to trade advanced weapons to you allowing you to quickly build up your military. So clearly you benefited more from tech trading than the AI. You also benefited from the AI surrendering to you. In this playthrough you disabled both of those so I am curious as to how this will play out. At least you won't have to worry about the AI cruising to a Prestige victory.
I noticed the only tech I had to trade was culture tech, which I mostly focused on. But none of the AI seemed to research it as everyone wanted it from me. I wonder if it's possible to create a race that would focus exclusively on influence and culture or if it's just not a thing the AI ever does. Let me know if you ever notice a run away influence AI.
@@100stratman I rarely see the A.I. do an influence runaway victory. The main reason is that strategy requires optimization that the A.I. does not seem to be programmed with -> proper influence planet building with districts and specialized pop but, most of all, a ring of influence stations around the main influence generator.
The same thing can be said about previous entries in the galactic civilization series.
@@100stratman The AI does not stack starbases (more than one of the same type) especially not culture/influence starbases. That is why I don't think humans should be allowed to stack starbases just like by default we don't allow tech brokering because it is exploited by human players. In GalCiv 2/3 you had military, mining, culture, or economic starbases. In GalCiv 4 you only select military or communications as type, does that mean a communications starbase can be both a culture and economic starbase? I have not yet played GalCiv 4.