Hey all, I have created a random generator for Minor Factions which generates the XML needed to be added to your own FactionsDefs. Simple enter the number of factions you want to generate (1-99) and it will randomly generate the follow: Random Name Unique InternalName (format minorFactionxxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx where x is random character) Random LeaderName R
Syrkres
It would be really nice if you could have a setting for Surveying. It should be fairly easily, you load the different types of anomalies at run time and build a checklist window. Then when ships survey the scout for the ones that are checked and ignore the others. Nothing is worse than having multiple surveyor's (one with weapons and ones without) and have them go up against Ship graveyard (without weapons)... Or maybe yet a better solution would b
It would be nice to be able to have fleet combine their scanning capabilities into an antenna array. I mean we can do it today, so why not in the future? Maybe not a 1-1, but at least a percentage of scanning from multiple ships in a fleet should combine into more powerful scanning. Because if I have a ship design, with 10 scanning, and I put 3 of them into a fleet, it's totally a waste, which means I have to design 1 scanning ship and then 2 non-scanning
@DE, For a race you have to define your home solar system. Normally you logically just pick one of the existing solar systems, but you can define your own. For example lets call your race Xenos and they live around the new star called Xeno on the planet Xeno I. Lets create a trait called "Xeno World". I have uploaded my mod to my website, where you can pull it down and then edit it as needed. <a href="http://miniworld.com/galacticCiv/GlobalSeditio
A cool feature would be for Benevolent powers to be able to capture and "convert" populations from Transports and Colony ships rather than kill them off. This could be a special power frmo the Benevolent tree, either Outreach, or Enlightenment. I just worked through a stack of 6 transports - each with 2.5 population, feel sorry for all those mercs...
What would be nice is a strip/remove all equipment. I know I can just go to the Design mode and "FIND" my hull again, but when I am on the first screen and the Hull is right there, it would be quicker to just select the hull, click strip, rather than new design, find the hull when you have literally hundreds of hulls to search from. This will only get worse as you add the ability for people to add their own ship styles to factions...
+1 Lyssaiclor - on the diplomacy screen you can put a little hex/square, which has the number of rounds a trade agreement will last..
That would be a good idea, though usually I just run everything on genius.
It would be great since you are redesigning the diplomacy screen to include some additional indicators. One that I really feel is missing is "active" trade agreement, not a trade route, but trade agreement. Otherwise you need to open up communication with the faction and see if the "Let's see if we can come to a trade agreement" is greyed out or not, too many $#*^& clicks....
Ok I think I used to complain about having to add to favorite list after creating a new design. But after playing more games I don't think I like it. My favorites list gets too long, especially after several games, which forces you then to clear most of it. I would like in the designer to be able to check a box that says "Add to favorites". Also saving a ship to a name should overwrite an existing ship with the same name
You can mod mod it so a planet gets production points, which may be better for you. For example I created a planetary system which is dying (some man made disaster and they have destroyed their planets), but their planets were once very rich in resources. So I created a planet type called "Dying World", which is a class 8 or under (usually its like a 5 down to a 2) but it gets a bonus to production because a few of the planets cities have survived. <p
Mostly Helios Ore. Though often if they don't have that, then the one which grants production bonus. Least is Tourism bonus.
I've uploaded a new Icon pack for minor factions (similar theme). http://www.nexusmods.com/galacticcivilizations3/mods/90/?
It would be nice if we can either create a list of markers (which jumps map to a specific location) or mark the map so when we zoom out we can see the marker. When you have large maps it starts to get hard to find planets.
What would be another cool feature for diplomacy is United Planets vote selling. That is you can make trade deals to vote for a specific individual. A second option would be to buy/trade for votes from others.
What would be cool under a mixture of diplomacy/trade you can barter with friends/allies to build one of their special buildings (not of your tech) on your planet? Basically you have to have special contract (from diplomacy tree) and then under the trade tree another tech which allows them to build on your planet. Just some thoughts.
Nothing is worse than when a ship is next to a starbase and you want to eject your ships only to have them launch to the furthest away point possible....
If you upgrade a ship which has acquired bonuses (from anomalies) does it keep the bonuses, or does it lose them?
-With the limit of Generals being the only unit that can invade a planet (defend a planet), this could be an issue.~ Have the invasion line grant you a project at the start of age of war when you research 'invasion' you get a project that takes X turns. Upon completion you get a legion for invading. Other options maybe that you get a fixed general that can only invade. I do not know what the relationship between 'legions' and Gene
@Lys - some very cool ideas. I very much like the direction. Special orders could give bonus Ideology points based on what you select. For example information warfare is more Benevolent, while Core destruction is clearly more Malevolent.
Convert general to invade. I really don't think that is a solution, on massive galaxy you have thousands of planets... not nearly enough Generals to take over. I like idea of having buildings on planet which boost (or stores) legions.
From the pod cast it really looks like "Approval" rating doesn't matter? Another question is since civs are changing, what is happening to existing civs on Steam? Also to the fact that one can switch between GC3-2.0 and Crusade, how are Civs handled there. Or do I need a whole new set of civs, and when I switch it properly loads the the ones that are compatible? For planetary invasion, another aspect besides legions you could add is planetary
Sounds like you just don't want trading... Unless they can properly balance techs, your either going to get a lot of money or smaller techs. Because just as you say, " Would you give the AI awesome technologies just to get a bunch of weak ones in return" your not going to give a more powerful tech for a weaker one, and the AI apparently won't give a more powerful tech for a weaker one, so who blinks first?
believe this is is proper. What you need to do is calculate your totals if you really want to know. For example a Constructor has manufacturing cost of 110. Your shipyard has a manufacturing capacity of 100. So your constructor (if building only 1) will always cost 2 rounds, This is what is showing when you select a ship to build. What would be nice if when you queue up a ship, you could see your current excess manufacturing total. An
Actually this update makes me not want to upgrade to crusade. It sounds like resources are now going to be the "gate keeper" to doing anything. You say: "As cool as the Citizen system and resource system is, it has the added benefit of drastically reducing micromanagement." Yet I think you need to define micromanagement, because now i have what seems to be even more "limited" resources I need to manage (where as before th