Syrkres

Syrkres

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

Not sure about not being able to be moved (once they settle, they're not leaving) Early game you focus on one thing, while mid and late games your goals can be totally different. Why focus on Research in late game when I have 90% of tree already researched? I want to move that citizen to Military. People change jobs all the time in the real world...

72 Replies 471,595 Views

Never really noticed a difference with ships and leveling. Is there a way to tell what level/xp a ship has? Also what benefits does a ship get when leveling?

4 Replies 9,455 Views

Fairly easy. http://www.nexusmods.com/galacticcivilizations3/mods/searchresults/?src_cat=1 Also one thing I learned after adding several things, is you can combine elements into a single group/item. In my example I kept putting up icon groups, but found out after I could of created one and kept adding to it.

10 Replies 43,787 Views

yep, that makes Bureau better (which I never build anways - Antimatter is so much better). but this would make it more likely to build one. PS: can you put it on Nexus?

10 Replies 43,787 Views

Questions. Can we change the citizens purpose? So lets say I assign a citizen to increasing Production (can I do that?) can I then later assign him to espionage? Is there dedicated buildings increase citizens? i.e. is it taking away from other buildings? Does each planet have it's own citizens or are they empire based? If empire based how detailed assignments can there be? Assign to increase production on a single planet

39 Replies 347,673 Views

It would be nice to have a button in the shipyard panel which allows me to build the last ship built. When you have lots of shipyards with lots of production your always switching ships (on different shipyards), so it would be nice when I go back to a shipyard that just produced a ship I could "repeat"...

2 Replies 5,103 Views

I like the suggestion of Minor's alliance/grouping. It would be nice if they add to the faction XML a "default" group tag, so You can make allied factions (without having to set groups each time). This would make it more interesting with random factions and such. Lets say you have 20 factions, each grouped up in groups of five. And you start a map with 15 random factions. Some could be allied up to 5, while others may only be themselves. It would add a new dynamic rather than "man

5 Replies 10,893 Views

I always try to put on largest hull possible. Usually put one set of armor on them (usually missiles for longest range). Then add all remaining space for more carrier modules (unless I need it to go a certain speed), but I usually use these to protect assets rather than hunt down things. Late game I will use a Huge hull, with 1 transport module and build above as my "Colony Warship" with lots of movement (usually 50-100 if not

11 Replies 35,098 Views

Yes, that would be great. Again because I see a faction being ground to bits, and at the one time I may only have 1-2 ships, but over 50 turns (which I believe is the trade cycle) I can't offer any more help.

3 Replies 5,162 Views

I know there is trading, and in that I can gift items. But it would be nice to be able to have another one way trade as a "gift". Especially for factions in trouble.

3 Replies 5,162 Views

Game seems much quicker on turns, though still only on game turn 134. [quote who="Syrkres" reply="84" id="3661286"] Re-designed the way the AI determines which planets should get a shipyard to be more (way more) intelligent [/quote] A faction just gave me all it's planets and I feel they are still making too many shipyards as shown by this screenshot. <img src="http://miniwor

94 Replies 561,529 Views

One I assume MapSetupDefs.xml is proper file name? Also anyone know what the values were before update? Also - looking at the file, what are "Rifts"? Are these wormholes?

8 Replies 11,337 Views

[quote who="GhislainBlais" reply="5" id="3661076"] Hello, I have a question : how do you succed to see everything on the map? I would really like to do that to! PS. Sorry for my English, I am not a native speaker. Ghislain [/quote] G: it's a console code, I use to check things out. Here's how to enter console mode. http://www.en.magi

8 Replies 11,337 Views

So I turned both Nebulae and BlackHoles up to Common, don't even want to show that... think we need a definition of "common". Then turned both again up to Abundant... Here is the screenshot. Other resources (set to Orccasional) outnumber Elerium/Anti-matter 2/1 easily. Anti-matter is a bit better because you get more (on average) surrounding blackholes than you get elerium in nebulae, but this is still extremely low for "Abundant" for a required resource to build things(bu

8 Replies 11,337 Views

Ok, with the latest patch you reduced Nebulae waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too much. I have never adjusted nebulae and thought it was fine (if not a little scarce). Literally I do not have a Nebulae within 100 hexes, and the closest nebulae with Elerium is over 150hexes away... <img src="http://miniworld.com/galacticCiv/missing-Nebulae-1.9.png" alt="Where's the Nebu

8 Replies 11,337 Views

[quote]I fixed a pet peeve of mine. When I build something on a planet, I want to see the stats update right then. [/quote] What would be nice is "projected" stats update. When "placing" a building you can mouse over it to see IT's stats, but would also like to see planet stats before I build. Possibly next to existing stats (or in mouse/hover).

27 Replies 213,367 Views