ManiiNames

ManiiNames

Joined Last seen Member # 2406907
41 Posts 296 Replies 3,012 Reputation

[quote who="COSIAN" reply="1" id="3632579"] Can't you just remove the ship yard on the new star base SPONSER SETTINGS screen when you place the star base? [/quote] Sure, but you have to manually do it for each and every Starbase. It's a PITA.

5 Replies 18,937 Views

Noticed a bunch of balance changes to + Diplomacy buildings and starbase modules. Not mentioned in the notes, but look like a good idea given how easy it was to make everyone really REALLY like you. Patch looks good overall. TY for your efforts.

74 Replies 198,872 Views

I prefer the Arcean technology tree myself, primarily for the amazing free movement. It's pretty easy, without min-maxing too much, to get +12-14 movement for all ships.

13 Replies 53,602 Views

Issue: The current implementation for the Precursor Satellite colonization event offers a choice for +2 Sensors. Unfortunately this is +2 Sensor Power, which is basically zero. Issue: This appears to only enhance sensor capability for ships and planets, I would assume it should work for starbases as well? @Mormegil Looking at the 1.7 stable release, looks like this fix didn't make it in. Still a flat +2 SensorPower. File: DLC/D

8 Replies 7,892 Views

Honestly, I rarely have that much money. The way I set up my economy precludes generating large amounts of cash, instead it gets funneled into manufacturing and research (44-44-12). Most of my actual cash turns into technology that I buy from other races. My general goal is for per-turn income to be as close to zero as possible, if I have gobs of cash accumulating then something is broken.

5 Replies 7,144 Views

I have played a lot of GalCiv3 and I hardly ever use this tab. I find it easy to believe that it was either a). Forgotten or b). Not prioritized.

5 Replies 7,144 Views

I tend to play in Large galaxies, so there aren't THAT many planets to colonize. Are you perhaps in something immense and we're running out the list of potential events?

9 Replies 17,995 Views

I normally build one power plant on every planet. If the planet isn't extremely tiny, I also build a factory. If the planet is of reasonable size and the layout works, I'll build more factories in a formation around the power plant. Q: Why a power planet? A: Long term the power plant has the best +% for a single hex of space, topping out at +100% while a factory is only +50%. Q: What do I do with my manufacturing capability? <

3 Replies 13,761 Views

The Drengin start with negative morale. Yes a building fixes the problem, at least while you continue to keep it upgraded in sync with the planet's population. I myself view morale buildings as a tax, and try to avoid them whenever possible. Harmony crystals, technology such as +4 to all morale, starbases with +morale modules etc are the way I deal with morale issues.

11 Replies 20,981 Views

Suggestion: Now that you have multiple constructors working properly, how about updating the definition of the "Basic Constructor"? Something like this: BasicConstructorBlueprint Cargo Support Constr

74 Replies 198,872 Views