Galciv IV Dynasty II: The Navigators
Hello all! Let’s try this again, but this time with my backup choice of The Navigators!
The Navigators:
Progressive culture so they like tech and experimentation
Stats:
+2 Clever - +15% science
-1 Influential
+1 Fast – Ships +1 move
+1 Persuasive
So they are all about Science with progressive and stats
Abilities:
Archeologist – Whenever they discover an artifact, they get double charges
Starfaring – Ships get +25% range, grants two tech options
They start with 2k cash and no probes but two Colony Ships
I am trying something different with the game creation:
Last time I lost to a war with the Drengin and on normal AI. This time I am doing all weak, but I am making a few changes.
Starting Size – Small
Sectors – Single – not binary
# of Foes – 3 – four total in a smaller space – hopefully each foe will start out in a corner. Normally we have three in a sector not four.
You saw how rare habitable planets were in the last run. We only had one Core World in our starting with 5 star systems in our direction. We found one for free after finding a log in an explorer ship, and none unlocked after getting better techs.
Star Frequency, Habitable Planets, Extreme Planets and Resources are all Abundant
I am turning on Influence wins that were off.
All of my foes are random
Here is a screenshot of my starting area and rare on the left. You can see that our weakness is that we were nomadic and now are in a barren area.
Here’s my capital world, Arnor:
Here I am zoomed in and you can see that we only have three pop size, and 5 Navigators. I need to build up housing and take up needed spaces on my Homeworld.
Here’s Arnor zoomed in. You can see no extra food is being made, tons of Deserts. I am building our Colonial Council and then I placed my Captial City next to the Lightbulb Research. I also don’t have any areas good for food (leaf symbols) and many they cannot be build at all.