Ok, so I am confused. Brad (or any other knowledgeable), please clarify! How do you get 10 base production from 11 population? I thought that base production was the square root of population: therefore about 3.3 from 11 pop. I haven't come across any way to increase base production other than population. Is there later tech or something I don't know about? I have achieved research >30 on two planets. One was similar to your example here except I had the comp.
nicknamealreadyinuse
The keyboard shortcuts on the main menu (WASD) for moving the map around do not work. (I have not fully tested the other shortcuts--though no problems with several ship and planet based shortcuts, like Rush improvement and Guard ship) In fact when I press "D" with no ship or planet selected, I see gameplay info including FPS. At first I thought maybe I had used command line parameters in the shortcut to get the console up--but I checked the Steam shortcut an
[quote who="Tooonz" reply="74" id="3676034"] Decommissioning a star-base doesn't give you back the administration point, as far as i can tell. [/quote] I second this finding. Also, the same basic issue exists with colony ships. You can choose decommission and the ship goes bye-bye, but you do not get the administration point back. In fact, the tooltip still shows that a point is being used for said colony ship (even after ending turn).
[quote who="jdan00" reply="4" id="3560131"] i wish you could just link it to planets production and build modules like ships at a shipyard, with the option to rapid 'buy' modules. on an insane map when you have 100+ starbases the tedium makes it unplayable. i'd keep the same system if you build advanced constructors to be able to build more than one module though. [/quote] this was my thought as well. The shipyard is set to "Build Starbase Module" instead of a co
With respect to a potential AI Governor for planets... I have also not heard any specific detail. However, I mocked up a change to the Colonies management screen, in conjunction with the creation of a Economic Governor (which remembers production wheel settings). Personally, I think something like this would go a long way towards making it easier to get an overview of your empire's settings, and make changes quickly. PS - this does not get rid of the production wheel, just
[quote who="Chris McMahon" reply="47" id="3554013"] Quoting Waervyn, reply 44 Did you know you can click on the starbase and 'request constructors'? Quoting Magnumaniac, <a href="/465070/get;3
Ah, I missed that post. I also like the idea of a logic to the settings that will auto switch back to a player-defined default after improvements are completed. That part may be a bit more difficult to implement, but at the very least I would love to have an overview that shows where each colony is currently set.
Certainly not a suggestion that will do much for people who don't like the production wheel, but I posted an idea about how better to manage colonies with different settings: https://forums.galciv3.com/466013
There has been a lot of talk about the Production Wheel and whether it causes too much micro, or is a great tool for players who want to make colony specific choices. Personally, I fall on the side of loving the ability to control the allocations per planet. (eg: just colonized a class 8 that needs a bunch of improvements before it can be useful, but I don't want to slow down ship manufacturing or research on my other colonies... so I set this planet to 100% Manufacturing, and the sp
The 100% that you start with [e digicons]:grin:[/e] In math terms, Manufacturing + 615% is really this (using "X" to represent base Manufacturing): X + (X•615%) Or (X•100%) + (X•615%) = (X•715%) The key is the "+". You're not getting 615% of base manufacturing, but rather you get your base manuf. plus another 615%. Hope that helps!
Ok, so I purged my files and re-verified the steam cache for beta 5.3 and still had the same issue. For today's beta 6 opt-in I went one step further: uninstalled via steam, then manually deleted some folders (my games\GalCiv3 and steamapps\common\galciv3). Then I downloaded, and then I selected opt-in which caused another download. Then I played. Start GalCiv3 Main Menu-->New Game-->Small Galaxy, Tight Clusters, 4 opponents, Stars Rare-->15
Is this (or similar other) bug(s) still an issue for anyone? Using the latest patch as of today (beta 5.3 I believe), with verified game cache in Steam, I saw this when changing frequency of Stars (not planets): Small Map, Tight Clusters, Abundant Stars: 26 total Small Map, Tight Clusters, Occasional Stars: 28 total Even with random numbers, this is a little wacky. OK, so I tried again just to get more exampl
Can you give us the scoop on Planetary Governors? How are they are intended to work? Where they stand in terms of implementation?
[quote]Combat Viewer Issues. Displayed several ships being destroyed, however, after battle they were still alive. By nicknamealreadyinuse Opt-in Beta 5.2 comments / bugs [/quote] Update: I reloaded the save game just before the battle and could not re-produce.
[quote]--Combat: 5 ships versus a single starbase. Despite what the combat viewer showed (including destruction of some of the ships), at the end I had all 5 ships left, at perfect health. I may have to go reload the savegame to really get the details of this one, but I know that something was goofy. [/quote] </sp
Playing today's Beta 5, opt-in patch 2 as the Iridium. I've played a few times in the beta, but not made too many comments. Here's a list of issues I encountered today, as well as a few quality of life suggestions. I know several of these have been noted before, but I wanted to chime in too. [e digicons]|-)[/e] </s
What are the plans for a colony overview / management screen? (you know, where all of your planets show up in a scrolling list a la GC2) Similar to GC2, I would love it if you could see Social & Military projects from this screen (even modify?)--though how it would work with Starports might be tricky. Finally, it would be awesome if you could use this screen to select the planet specific economic distribution for groups of planets a ti
Not sure what the plan might be for the colony overview / management screen (that lists all owned colonies), when it makes it in -- something similar to GalCiv2, I would guess. However, with the change in GC3 allowing per-colony economic/research/manufacturing adjustment, and anticipating maps with lots of colonies to manage, I don't think the old style management screen will be enough. In GC2, eventually, you could see and select a specific colony's focus on this scre