Everyone gets a citizen every 10 turns, so while it would be interesting to set the priority for civilizations citizen choices, all races should have the same amount with he exception of spies and generals etc dying. I like the idea of being able to train an assassin citizens, but there would have to be a way to balance it.
Tooonz
[quote who="TheChucklesStart" reply="135" id="3676571"] 1) Doom Ray costs 1 Elerium, Nightmare Torpedo costs 8 Anti-matter and Singularity Drivers cost 4 Thulium.... why are they different? (the rest of those lines have the same issue). 2) The ideology that expands starbase mining range gives the visual appearance of working, but doesn't actually expand starbase range. 3) Decommissioning a constructor does not free up the administrators it took. 4)
[quote who="FreedomFighterEx" reply="17" id="3676191"] Quoting Tooonz, reply 15 I'm loving the changes. I really like a resource based economy and still getting the hang of the citizens. I will say that it needs a lot of polish and balance though. The map resources are very unbalanced right now. Not sure about the AI
I'm loving the changes. I really like a resource based economy and still getting the hang of the citizens. I will say that it needs a lot of polish and balance though. The map resources are very unbalanced right now. Not sure about the AI yet but I am NOT happy with the massive cash infusions the AI seems to be getting.
I think this is a bug. The same thing happens when you disband a star base.
The Basic rail-gun given from the militarization tech, and the Superior Rail gun given from the Kinetic Weapons Tech, are EXACTLY the same. The other weapons get a mass reduction, this one doesn't.
I like the idea. It makes the game a lot more interesting from what I have played so far. It does however need a lot of balancing tweaks and polish. Right now there seems to be a lot of some resources but not nearly enough of others.. I think it will be a lot of fun in the end though.
Yeah, my guess would be the ai getting cash infusions, and apparently desperately needing them. Currently playing as the Iridium on an insane map with all the current stock races, gifted difficulty, tech brokering enabled but normal tech trading off.. I ran in to the Krynn around turn 70. They had 14 planets to my 10, and about 40 ships to my 15, mostly scout and cheep military ships, so I was thinking I was still somewhat competitive with them. I was short on cash so I tried to trade with th
Decommissioning a star-base doesn't give you back the administration point, as far as i can tell. Update:Just decommissioned most of my star-bases, they do NOT give you administration points back after they are decommissioned. The resource income from mining starbases seems to go down appropriately however.
The Acquisitions tech for the Iridium which is supposed to give a star-base range of plus 3 does nothing. It's not just a visual bug either, I tested it and resources that are supposed to be in range after I get the tech aren't, even on newly built star-bases. Stardock, I'm loving the direction of the game, especially what you are doing with resource requirements, but this really needed a good polish pass or two before it was released.
[quote who="Frogboy" reply="18" id="3620681"] Thanks guys. @Toonz, since you consider the updates since release to be essentially trivial or bug fixes at best, then you should have no issue if all updates post 1.7 are only bug fixes. So it would appear there's a consensus on that. We'll do the new constructor system because we promised it and after that only bug fixes will be provided as free updates. The DLC we plan to do for 2016 lar
Brad, First I want to say I love the galciv series and have probably played it more than any other series of games. That being said I think this game needs a lot of work, and I trust you guys will do it, but lets go over this list for a minute. Share your ships and races on Steam and download the ships and races from other players! - wasn't this supposed to be part of the base game but didn't make it in on time? New, much bett
Yeah, I like the addition of mercenaries and the two races etc, but it really is rather underwhelming as far as an expansion goes. It does improve the game, but it doesn't really seem like a big step in a positive direction. It's kind just, meh. The precursor world DLC seems to have had more of a dramatic change to the game then this expansion. With so many things that need to go into this game, and that players would like to see put into the game, the addition of mercenaries, while n
I have to agree with the OP, this just doesn't really seem like an expansion. If I wasn't a founder, and was looking at what this adds to the game on steam, I wouldn't pay 20$ either. The things that I like most with the 1.6 update are things that really just needed patched anyways, like the changes to the resources on the map, and I do like the new abilities for the races as well as the return of the Arceans and Torians That being said, there are a lot of things that this
Holy Elirium Batman!
hmmm, is there a change log for 1.6 anywhere? If we don't have Mercenaries it would at least be nice to have a list of things we could be looking for in the update.
hey my badge showed up now too!
testing
Playing a game on the new incredible difficulty, gigantic map size with my own custom faction and all of the 8 major races, I was quickly attacked by the Krynn(surprise surprise). After fighting them for quite a while, barely holding against them for some time I finally began to get the upper hand when I encountered the Yor, who, along with the Drengin are the obvious powerhouses in the galaxy. Luckily for me, and the rest of the galaxy, they are keeping pretty busy fighting each other and no
Playing a game on the new incredible difficulty, gigantic map size with my own custom faction and all of the 8 major races, I was quickly attacked by the Krynn(surprise surprise). After fighting them for quite a while, barely holding against them for some time I finally began to get the upper hand when I encountered the Yor, who, along with the Drengin are the obvious powerhouses in the galaxy. Luckily for me, and the rest of the galaxy, they are keeping pretty busy fighting each other and no
This is more than a rounding issue. I just had a fleet fight between several of my ships, 4 tiny and 2 small hulls, vs a Krynn fleet with one medium hull and 4 small hulls. the battle viewer showed it as a close fight, with only one enemy ship surviving. When I got back to the main map, it showed the Krynn fleet with 4 ships surviving. They had more than 1 hp left as well.
I believe the point is, that rather than having econ worlds and influence worlds, you can have worlds that do both. Also, what do you mean theres no adjaceny bonuses, they all get adjacency bonuses to both econ and influence. Well, except for the market.
Just another reminder kids, please don't drink and fly.
I agree with throwing the star base spam out. They should only augment planets, not become the primary source of bonuses(which they will if you stack enough of them). Stop them from stacking, but let different types still be built near each other, mining near military near economy. Just doing that with the current mechanics will be great.
Apparently i just need to learn to read, total fail on my part, i thought you were complaining about it. You can sometimes do the same when building structures on planets though. Just keep clicking on the tile and sometimes it will add more structures to the building queue, not sure if they actually count if they are built though.