Have battles spawn anomalies that will either generate credits for parts sold or possibly a tech if you don't have one of the techs from the losing fleet. Of course the texh would be much more rare.
jhanglyn
Like the current production screen you can lock out a world to a certain tax level
Why can't we have both... tax at both a galaxy level and one at a world level. The amount of tax you collect is then the "pie" from what you currently use...
For those who don't like having to build endless numbers of constructors why not get Stardock to do the following... treat starbases as you treat trade routes. Initially a person would build one constructor to build the star base. Then they would have to build a subsequent constructor (the supply constructor) to supply the starbase. It would basically be a controllable sifon on production... the production would take time to make i
And on a side note for the longest time on beta 3 and 4 i wasn't building any surveyors just finding them.
I haven't upgraded it due to losing the 20 plus movement bonus. But if i remember correctly from gc2 a survey module has a defined sensor range and it could not be applicable because you can have a survey module with no sensor...it still seems odd. Also it's odd to start with technology that you haven't researched. I will test it out though.
Thanks... yes i am familiar with options similar to those but would spend another 20 on something truly supported.
Is there any chance that Stardock will create a gal civ 3 server edition so that you can access your gc3 that is running on your computer via an app on an Android or ipad?
I typically play on immense maps with abundant anomalies and use scouts to find planets and anomalies and use my surveyor to chase down anomalies
Yes and no... you're correct about the second... but the first... my experience is that even at turn 160 my initial surveyor will have a scanner range dwarfed by all other surveyors i have in my fleet despite having hit the most anomalies and hitting that bonus many more times.
This would definitely help. Or create a new class of anomaly that can either be a wormhole or a nice credit bonus. I think that they put the wormholes in there to provide a sense of gambling in anomaly farming. Another idea would be to possibly make the wormholes permanent so that you to check them out and guard against them... i.e. a 2 way gate...
I have noticed the following... -for my initial surveyor(sp?) if he finds an anomaly that gives him expanded sensor range he doesn't get it. All subsequent surveyors will. - if i find an anomaly that grants a movement bonus the text reads for all ships... only the surveyor is affected. has anyone else noticed this?
I have hit this issue as well. Found a survey ship that didn't survey. But it did have agreat range on it for sensors.
Both the class 16 and class 10 planet bonuses for benevolence are off. They both just give you a random planet.
In all seriousness this is a difference between serial processing and parallel processing. We are given options of multiple Ship Constructors why not give multiple technology developers... either they all work on the 1 or you divide it up.... Maybe if Ship constructors had less of a fee and it would be more simple to either have everyone point at one Ship Constructor or have them spread out it might make this issue easier to swallow.
I really think that this is 2 sides of the same coin.... given enough resources getting only 1 thing back from it is a bit crazy. Having a large 6 plus planet and not being able to get multiple technologies a turn is like playing Sim City online. It forces you to pay a certain way. ...
What is the definition of Abundance?? I created a game where it was an immense map followed by tight clusters and checked 4 clusters... The first one that I checked was the one I was in... - there were 14 planets and of them 5 were habitable. - Second cluster 27 Planets 12 habitable - Third cluster 16 Planets... 7 habitable - Fourth Cluster... 48 planets... 13 habitable The above was just spot checking but it see
I too have noticed the same thing as the director.. back out.. click off of that planet and somewhere else and you should be able to continue.
I submitted a ticket with 2 game files both of which have examples of culture not necessarily working to the optimum.
I would prefer that they go back to the GC2 way of being able to research multiple techs at once if you have that many tech points all at once.
As a Terran In a 3 "colonizeable" planet star system I had the following happen: The Planets: - Size 8: Aquatic Influence Output: 5 - Size 12: Earthlike Influence Output: 11 - Size 13: Lush Influence Output: 12 The Yor populated the Size 8 and somehow captured both of the other planets through influence. At the time I tried to put up 2 culture star bases in order to stop my planets from defecting but no luck.