thammondwis thammondwis

Newbie help

Newbie help

I recently purchased GC3 and looking for help/advice getting to learn it.  I purchased the GC3 Crusade and it came with a Mega Event and Crusade expansion pack DLC.

So I have a few general questions about learning and a few specific questions that came up while playing an initial game.

The general questions is, can anyone recommend a good guide to learning GC3?  I've searched and read/viewed some already, but finding a guide applicable to the version I have and a good quality guide is a bit daunting with all the guides out there.  I bought the GC3 package that includes the Crusade addition with Mega Events and Crusade Expansion Pack DLC.

After reading through a manual I found, I decided to start with the V2.33 beta sandbox.  Once I learn that I'm planning on playing the campaign in the 2.33 version.  If this is a bad way to start please suggest something different and why.

A couple of specific questions I have from my 1st game.  I can not find the color wheel where you can adjust the balance between research, wealth, and manufacturing.  The economy screen looks much different than the manual?  Am I missing something, or has that function changed in the version I'm using?  If it has changed is there any direct way to manipulate this balance?

Another question is regarding trade negotiations with opponents.  I have one opponent that keeps trying to propose me giving open borders as part of a trade.  What is the downside to giving open borders to your opponents?  I have tried counter offers, but it seems as they want WAY to much for any counter offer I suggest.  Any tip son trade negotiations with your opponents?

Finally in general, I 've sound the manual and the wiki lacking in relevant details.  Any suggestions on a better source for game information?

Thanks for any help.

 

 

81,991 views 36 replies
Reply #26 Top

Adjancency, and resources is what causes level increases. I would compare the improvements with what the game says. We get monthly updates that include balance changes. If there's a 3.0 manual you could probably trust it. I havent seen one.

Reply #27 Top

Sadly, there don't seem to be any up-to-date manuals or wikis.  Probably this forum is the best place to ask questions for current mechanics.  Feel free to ask away, responses may not be immediate, but usually someone chimes in when they can.

Reply #28 Top

Regarding transports:  As previously stated, you can scrap a transport ship and get back your legions.  I'll leave the strategy for how many to load up to others, but there is no way (other than scrapping the ship) to take legions off a transport ship.  However, if there is only 1 troop on a transport ship in orbit, when you eject said ship from orbit, you can fill it.  I find this to be a bug, IMO a transport should be more malleable with respect to the troops it carries.  So a transport with 2+ troops is stuck with those troops only, but a transport with 1 troop can be refilled upon leaving orbit (if you have the legions), with current rules.

Reply #29 Top

I agree that would be a bug.

Reply #30 Top

Nest question is about ship movement.  I have on occasion noticed ships not being able to move their full movement allowance.  I know asteroids, gas clouds, and nebula reduce movement, but I have experienced it when moving through empty space.  Is there any other reason a ship would not be able to use all its movement in a turn?

Reply #32 Top

Starbases built by Vigilant races will also slow down ships moving through their area of effect (though generally ships will pathfind around them)

Reply #33 Top

As of the most recent path the colony capital is also a grade A improvment gets +1 raw production per level. Gets adj from construction improvements.

Reply #34 Top

After culture flipping a planet, is there any way to get the opponents ships to leave the planet hex without going to war?  I have flipped 2 planets now and both cases the opponent's ships that were in defending the planet still remain in the same hex as the planet.  If I try to move my own ships onto the planet, I get a message if I want to go to war.

I tired the diplomacy option requesting my opponent leave my controlled space, but that request was ignored.

Reply #35 Top

Quoting thammondwis, reply 34

After culture flipping a planet, is there any way to get the opponents ships to leave the planet hex without going to war?  I have flipped 2 planets now and both cases the opponent's ships that were in defending the planet still remain in the same hex as the planet.  If I try to move my own ships onto the planet, I get a message if I want to go to war.

I tired the diplomacy option requesting my opponent leave my controlled space, but that request was ignored.
End of thammondwis's quote

Old bug, never been fixed. One of the many anoying issues. You can try using the destroy command in the console (might kill the planet though).

Reply #36 Top

Quoting Horemvore, reply 35


Quoting thammondwis,

After culture flipping a planet, is there any way to get the opponents ships to leave the planet hex without going to war?  I have flipped 2 planets now and both cases the opponent's ships that were in defending the planet still remain in the same hex as the planet.  If I try to move my own ships onto the planet, I get a message if I want to go to war.

I tired the diplomacy option requesting my opponent leave my controlled space, but that request was ignored.



Old bug, never been fixed. One of the many anoying issues. You can try using the destroy command in the console (might kill the planet though).

End of Horemvore's quote

The latest version of GCIII  does not have this bug.