Ok, as someone else said, even in todays tech we can pretty much grow food anywhere. A planets base population should be based on it's class, this is a logical factor. Things like type of planet may alter this base. So... Every tile produces a base minimal amount of food, larger class planets will then generate more food. this gives a base population based on planet class. which makes sense a larger planet will naturally sup
Syrkres
My thoughts: Current system seems ok with some adjustments. Planet should have base food production, which supports a base population, for example we won't live on mars till we can produce food on mars. Planet Type should influence how much food can be grown on a planet. A desert planet will likely have much less food than a lush planet. i.e. fewer people live in a desert than in a lush environment. So a desert planet will have a lower base population than a lush planet.
I really like the idea of a Commander component. And yes cost should be high. It should likewise be unlocked at a certain tech.
I would like to see faster Command ships. When I get a command ship and my other ships move faster than it, it's fairly useless. I end up assigning it to one of my slow fleets which really isn't what I'm looking for in a commander. I would rather have the speed boost than armaments on the ship.
Ok, been playing a while an just got my first commander which I assigned to my "Survey Fleet" that has a speed of 24, problem is the COmmander ship (which doubles the speed of the fleet) only has a top speed of 21. Is there anyway to "upgrade" the commander ship?
Also, as long as your happiness is above 50% you are not losing anything.
Are you looking at shipyard or planet logistics (.vs. actual logistics). These are two different values as planets/shipyards have a "base" modifier.
If only GC3 was multi-monitor....
Yes, but remember each module requires at least one (1) legion. So if you put 3 on a transport, you have to have at least 3 legions to support it.
Basically a Mission for shipyards to convert Military Construction into Social Construction. And vice/versus. Should cost either gold (to convert factories over to other) or some material (not the common ones).
When you flip a planet any ships that were around it need to be removed/ejected from the planets space. Otherwise they seem to sit there and you can't move in and place any of your own ships.
Gimp is a free tool. Photoshop is another, but way more than what you need. You will also want to create a logo/emblem for your faction. Or you can find lots on Steam or Nexus https://rd.nexusmods.com/galacticcivilizations3/mods/
Since you are no longer going to do DLC [quote who="Frogboy" reply="265" id="3694526"] The next expansion will be next year which will focus on politics and empire building.[/quote] So what your saying is I have to buy the next expansion to fix issues with the current game? Yeah, that's going to happen...
Ok, since crusade introduced new aspects to the game, it missed adding other basic UI options based on those aspects. Colony Filtering Under Govern I can sort/view the colonies based on planet class, population, etc, but I cannot sort based on food production. Need to add column for food production. Same goes for under "Planet and Colonies" tab from main screen. Sort by Type of planet(Barren/Water/Frozen/toxic/Radioactive/Other), th
Ok for me (Crusade) on minimap (lower right corner of map screen) it has four(4) tabs above it(beehive, graph, hand, Rallypoint). Click on rally point tab Click "New" button which changes the cursor Click anywhere on main map and it will create a new rally point. Then select shipyard and click "Rally point" and select your new rally point from the list. Note: I believe this only works for new ships and does not seem to w
Wasting is probably a better word than losing. But yes if planet does not have a shipyard assigned to it, it is wasting/losing Ship construction points each round. Even a brand new planet (capital only) has Ship construction points once you build a shipyard. They are not expensive, but the question is why do we not get one to start? Since it seems like everyone would/should build/buy it first round.
I don't think I have ever played a game since you no longer get a shipyard first round that I haven't purchased a shipyard the first round? Does anyone actually not purchase this, or should this be set back to you always getting a shipyard to start with? If you don't I would like to understand why or what you think is better?
[quote who="Seilore" reply="99" id="3691531"] Regarding cities/food why not tie this back to moral as it was in Galactic Civilizations II? the more people you have the more entertainment buildings you need so no hard cap but, it limits itself by not having enough things to do to keep people happy? [/quote] I would like this option much better than hard cap.
Not sure why you need to cap cities? I would think you should solve the underlying problem rather than start adding hard caps. Might as well put in a max number of planets I can control as well.... Going on what another said about pirates (or even minor civs - give them a reason to be around) you could higher contracts to attack other civs? Should be simple: Talk with pirate Select harass contract select target faction (t
Features I feel are very lacking(still). Panel Searching - currently when viewing the universe you can list planets, ships, etc, and you can sort them which is ok, but it would be really nice to have some "Filtering" capabilities Planets, be able to search for specific types of planets (radioactive, toxic, etc). Ships, again be able to search for all my Colony ships, or transports. Or even better yet exclude certain ships from list <
Anyone fix/resolve the issue with Mod Planetary Diversity (nexus)? When I try to load it with Crusade I get errors, figured I check with anyone here first before I jump into the code.
[quote who="GrimmAG" reply="5" id="3687916"] I just found a planet with 35 legions on it, so you are wrong. [/quote] Ok, but how many planets had no legions at all? I assume that was likely their homeworld.
Issue with trying to place Colonial Bank and Financial Sector. If I try to place the Financial Sector first, and then the Colonial Bank disappears from the build menu. See Video below https://www.youtube.com/watch?v=4XJRtEwg4nw
Legions are for the most part useless. I have yet to come across an AI planet which has legions. I have destroyed a few transports, but no planets yet with legions. Old game seemed much harder to take planets, now it's fairly easy. AI needs some other way to defend planet.