PogueMahone1973

PogueMahone1973

Joined Member # 2394820
2 Posts 49 Replies 928 Reputation

[quote who="Seafireliv" reply="19" id="3687855"] I think it`s about the life span of the average Human Being. Seems like months is a reasonable time frame. Weeks does seem way too short, even with the Tech. 5 years is way too long, at that rate you`d be changing generations in just a few turns which would make long term planning unrealistic since policy and politics would be constantly changing. People would be dropping dead after 17 turns. When we`re talking

31 Replies 127,857 Views

[quote who="admiralWillyWilber" reply="13" id="3687686"] You know if we went back a few hundred years things went a lot slower. If we move forward things are going to go a lot faster civilization takes this into by starting out with a lot longer than 1 year turns. It baffles me why you wouldnt want galactic civilizations to take this into account. I just hover over a counter i never use for anything else. I dont understand why that bothers you. [/quote] If we

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[quote who="mrblondini" reply="8" id="3684270"] Well, for me, if you're making it years then Stardock would have to make so many things 1 Turn events. It seems reasonable that building a ship when you've got to real manufacturing infrastructure would take 8 weeks (ie on your Home Planet you're building your first Colony Ship) given the population number you start with. [/quote] Perhaps. This is why some games of this scale just use turn numbers. The

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I hate the week long turn durations. They totally wreck the epic scope of the game for me. I'd like to mod it out and replace it with a generic turn count, or change a turn to a year instead of a week. Either would be fine. I was told this could be altered in the GalCiv3GlobalDefs.xml file but I have not found a way to do it. I can alter the starting game year but not increase the turn duration or replace the year with a turn count as far as I can see. Can anyone point me in the right di

31 Replies 127,857 Views

[quote who="Franco fx" reply="4" id="3528318"] As for the colonization and invasion numbers, they are ridiculous. You can explain anything with science fiction, but it is hard for me to envision any technology that would permit these numbers by 2400 AD. At the very least it should be tied to some super-tech to allow moving that many people. I seem to remember in some game and I thought it was GCI that the first X number of turns were more than 1 week. They started at X years p

17 Replies 95,470 Views

Perhaps the amount of points you gain could be scaled to match the map size and colonizable planet frequency? Each map could have the same amount of available points that are distributed according to the individual map settings.

4 Replies 3,482 Views

I don't see how it would be all that time consuming to have the player choose a colony capital location as their first act when they enter the colony screen after colonization. When you first colonize a planet, you are taken to the planet screen anyway so you can start placing your structures. The capital would just be the first structure you placed. This would allow for optimal capital placement both for players who prefer isolated capitals or who prefer capitals with maximum adjac

25 Replies 25,380 Views