Syrkres

Syrkres

Joined Member # 2000952
127 Posts 292 Replies 7,200 Reputation

I believe this is because of Admins and AI changes. I will say I haven't seen any that haven't expanded beyond their own system, but their number of planets are greatly reduced and easily to surpass the AI in that regards.

3 Replies 14,713 Views

All Construction Improvements (I believe) count as Ship Construction and Social Construction, the improvements do gain bonuses from Ship Constructions, so thus should benefit from All Construction.

3 Replies 9,603 Views

It would be nice if we could get a basic game that works rather than posts about how awesome the game is or tutorials for a broken game. As you can see below by the image I have several "Ship Construction Improvements" yet the basic factor "All Construction Improvement" only applies to some. Many of the Ship Constructions Improvements act this way.

3 Replies 9,603 Views

Create (or Edit) a race and give them Colonization Trait (this gives you back Admins each time you colonize a planet). This is basically easy mode because you will have many more planets than any Civ that does not have it. Gives you a great production advantage. Another thing I do (as I like bigger ships) is (while not at war): I will colonize a planet in a star system that has more than one planet and assign/create a shipyard. (repeat five times, assigning it to the sa

15 Replies 61,409 Views

[quote who="Franco fx" reply="5" id="3687101"] need to know that if you request legion for your colony, the game will send 1 legion every turn until there are none to send. [/quote] This may be what is happening. I believe I did build Station legion, but i can't remember what planet. So again need a way to see where my legions are stationed and where they are going.

11 Replies 39,662 Views

How do you find out where/which planets have garrisoned legions. I don't recall garrisoning any legions, but it says I have -7, so trying to find where the heck they are.

11 Replies 39,662 Views

When you train a legion at a planet, does it get posted at that planet or put in the general pool, which then needs to be transfered back to the planet (where I created it).

11 Replies 39,662 Views

Ok, I am looking to override some buildings like "Strategic Command", which is a Ship construction improvement, but neither gives a bonus or receives a bonus from neighbor improvements. I did edit the "ImprovementDefs.xml" file in the game directory, but it seems to get overridden. Do I just create a mod and add my own "ImprovementDefs.xml" which overrides it? Thanks

2 Replies 10,264 Views

Ok, is there a way to easily change HULL size within crusade, or do I have to use the old method of creating a new ship style to change hull size? Creasting Custom Ship style (via XML): https://forums.galciv3.com/465834/page/1/#3561131

1 Replies 8,664 Views

Looks great. The equality seems a bit overpowered with citizens. quick feel seems like too many at each stage. Also compared to the other two, the citizens could start effecting the civ immediately, where as the others you need to send out to explore before they can become useful. So this doubles the usefulness of them. Possibly cut them down by one (per chain), also assume those to +5 moral should be -5 moral? (otherwise again they seem even more powerful)

113 Replies 136,518 Views

[quote who="Stohrm" reply="1" id="3681411"] I created one called "Displaced" that provides a Survey Ship, a Constructor and Colonizer. The concept is that the fleet (inadvertently) went through a wormhole and deiced to start fresh (as their own faction now). What ships were originally in that fleet are based on what a persons other choices are in the long run. They can choose to start with the 2

2 Replies 10,770 Views

Ok, Since we now have privateers (bandits which don't directly tie back to us) a galactic black market would be a nice feature. Civs offer up things they are willing to trade, and/or you can request resources and civs give you a price. It's really a pain going through 30+ civs to find which has the resource you are looking for then trading for it. Markets have been around since trading began, so it would only seem logical they exist in the space....

0 Replies 10,654 Views

What would be cool is if we could "upgrade" parts of a ship rather than a full ship. For example I have a colony ship, which has experimental life support (super long range) which would be cool if I could convert the colony module over to a transport module, etc.

0 Replies 3,357 Views

I have a random minor faction generator , which does not use those tags. I currently do not play Crusade (unloaded it - so I can't test it) but you may want to try those minors to see if they do trade.

18 Replies 67,530 Views

You could add different city "enhancements/upgrades" in different places in the tech tree. For example down the entertainment line, you could have cities that buff approval because of things like sports complexes or such. All would increase population, but also would provide adj bonuses: Blue collar(Buffalo) city +plus to manufacturing White collar(silcon valley) city +plus to research ???(new york) +plus to income

14 Replies 14,197 Views

Because like the old game the AI still builds a base per planet, but now because the production is split regardless of focus, each planet can now produce ships without taking a hit. (rather than fix the AI from building a shipyard per planet). So if they have 19 planets, they have 19 shipyards (probably only a few mining bases) and after x turns can produce 19 ships....

1 Replies 17,074 Views

My thoughts is because the AI always builds shipyards for every planet by forcing it into two values, those shipyards are now useful. If you do not build a shipyard or tie a planet to a shipyard that manufacturing is wasted. Where as before you could add the extra production to non-Military production. Now it's just lost...

25 Replies 194,954 Views

My biggest concern is I create a colony ship or a constructor, and then start the looooong move to get where it needs to get only to find it I can no longer claim it be a planet or resource. So then I can either drop it on nothing (starbase/constructor) or just lose it (colony ship). I would be fine if you lose a starbase in combat the admin is lost (died with the crew), but a ship that I haven't yet "transposed" either to a planet or starbase I should be able to recover the admin for

40 Replies 295,932 Views

Also - if the game is using a "Faction" as versus a CIV and you have not edited (giving it proper attributes) it looks like the game defaults giving it: Colonyship Scanner ship Constructor They can immediately populate 1 planet, create a shipyard and start scanning the anomalies. I started trying to convert my factions over to Civs (Ulons - which you are showing above), but when I save them they do not show up under Civs, so it'

10 Replies 29,931 Views