I recently got the game & went about trying to fix some weirdness I was seeing with a seeming lack of extreme planet distribution while playing yor. That led to noticing BUG1 some planets that should be extreme not being listed as true . This page lists six extreme planet types (Barren, Frozen, Radioactive, Toxic, Heavy, Unstable) with the las
Tetrasodium
[quote who="Nimrod13" reply="1" id="3686270"] Hi, you need to put your desired starting population in the FactionDef.xml of your synthetic race. For example; YorShipStyleSet 2500 100 0.8 &nb
[quote who="Tetrasodium" reply="51" id="3686010"] I know during beta, the ideology tree was a tree that could branch & converge early on. I don't know if the code still exists or if anyone still has a copy of the xml file used for the ideology tree then, but I know that I made a minor fix for it at one point & might have it around somewhere if the zip wasn't deleted along the way. [/quote] <a href="https://www.dropbox.com/s/ajaptgda5nk7q5x/B
I know during beta, the ideology tree was a tree that could branch & converge early on. I don't know if the code still exists or if anyone still has a copy of the xml file used for the ideology tree then, but I know that I made a minor fix for it at one point & might have it around somewhere if the zip wasn't deleted along the way.
StartingColonyPopulation is initially set in factiondefs.xml, but it makes little sense for it not to be affected with a clever +2 custom race that starts with synthetic & allow setting it via AbilityDefs.xml. Even if that synthetic race rush buys a planetary mainframe beside their colony capitol on turn 1/0. they won't be able to start building more pop for 7 rounds at which point their planetary extractor is 3 rounds away from being finished with +1 increase pop needing 2
[quote quoting="post"] I thought I would open a thread for balance issues. Hopefully if enough people say the same things, we should start seeing trends. I also added a section of things that I think are balanced right. I put Crusade 2.31 in the title, because I didn't want to mix balance issues with different patches. My list: - Square-rooting population. - Improvement upgrades like Xeno Factory and
[quote quoting="post"] Just wondering what you all think of curved monitors? I just got a 27" Samsung with the curve. So far I like it. At first I noticed the curve but It's getting to the point I don't notice it. They say you get a more immersive experience. I don't know about that but it's sure nice on the eyes and the extra real estate on the desktop is great! I'd give this monitor A+ [/quote] There is a really great article on curved TV screens <a href="https://arst
[quote who="mortili" reply="1" id="3685753"] Seems to me that your looking at the wrong files. try ../Galactic Civilizations III/DLC/EXP2_Crusade/Game [/quote] thanks
[quote who="admiralWillyWilber" reply="2" id="3685761"] They made increasing population for everyone else harder by making food global, and requireing food, duranthium to build cities. They removed the population cap on the yor. To balance this they took away the fast assembly. [/quote] problem there is that population does almost nothing and with propaganda/aid x projects there is a real opportunity cost to building pop verses just letting it breed, especially early on duri
I've been scratching my head on what happened to the improved assembly techs in the yor tech tree & the various things that go along with them. Tonight I finally broke down & tried using all stock xmls after steam verify integrity (something I thought I was already using) & just loading a straight default yor game to compare the tech tree to the xmls Take Fast Assembly for example, it's gated with SparkOfLife in improvementdefs.xml <Prereq
[quote who="Smithy6482" reply="6" id="3685374"] There's a tech you research that opens up build citizen. You can also get spy, scientist, and maybe one other as separate projects. Build citizen isn't cheap though - 5000 social. Only recommended for your home world or mega asteroid planet. [/quote] oooh... where is it?
[quote who="Smithy6482" reply="4" id="3685357"] In my current game (xeno/slaver synthetic), I actually get a LOT out of building pop. On planets that are fully upgraded, the pop build only costs 100 construction and the extra is banked. On my home world at minimum, this allows me to slowly increase pop and bank enough construction to build "free" citizens or spies. I'm usually building a bonus citizen every 8 turns of so on my home world alone. [/quote]
[quote who="admiralWillyWilber" reply="1" id="3685314"] Well your main production comes from asteroids. After you build up your buildings keep on building it doesn't stop. I think to balance this they removed ship building things. [/quote] yea, that's the problem. Population is practically a rounding error on top of +rawproduction & asteroids.. it's so much work to build population verses just letting it breed that it's silly to bother building 100pop on a
I found some threads about population being kinda useless, but they seemed to predate the 2.32 update by a good bit. I jumped back into galciv3 with the 2.32 crusade update & seem to be missing something terribly with synthetic races. The project to give +populationcapyor never seems to give more than +1 yor & the benefit of a large population seems to be almost nil. What am I missing here? It's great that there is more depth to some of the systems, & not
There was a post over in support where someone was reporting how you can sell a "useless" starbase out in your distant void of nowhere to the ai. While that might be silly on smaller maps, buying (or selling) a starbase far far away in someone else's void has the potential of being something of extreme strategic value. It would be nice if the AI also recognized that value & took advantage of it on both the buy
a starbase from someone else in the middle of nowhere void can be useful because now you have extended your range from that starbase you might have needed a starbase or two just to reach the one you built, but now you have a huge swarth inbetween your old range & the starbase as well as beyond the starbase.
[quote who="admiralWillyWilber" reply="6" id="3643427"] I would like some realistic examples of where well run big empires didn't do as good as small empires. My example is united states as big empires. I do think the end tier rerraforming should keep going until there is no more tiles if I want to. This kind of solves tall vs. wide delima. You could still trade for resources. If you count the Commonwealth British was very big. If you count Japan they buy up land that doesn't cou
[quote who="admiralWillyWilber" reply="1" id="3643425"] Who is this race. [/quote] any custom race can do it just like the yor outreach in the example. SyntheticLife AdaptableAbility Productive1 Clever1 Economical1 Fertile4</RaceTraits
made a quick update to improve compatibility with other mods & fix a bug caused by a bad last minute search & replace.
[quote who="Horemvore" reply="1" id="3643092"] Make your own Star System group? [/quote] Yea, it's one of the three places you need to put stuff (StarDefs.xml, PlanetArtDefs.xml, & StarSystemDefs.xml). The first two work fine for append with modFileName.xml, StarSystemDefs.xml only works if it has that name & uses replace. errors encountered trying to append noted in OP
It;s likely compatible with most mods & workshop content. unfortunately it went wayyyy beyond what the workshop is capable of doing now/likely any time soon. It might seem like a few things just sorta trail off halfway (at least to me), that's mainly because I was a b9t deflated when I discovered that my intended campaign creation plans hit a wall of discovery that there's no way to do that currently - Syntheticlife ability h
when adding a new starting system for a very custom faction, you are unable to append just your new stuff to StarSystemDefs.xml . Unless it's named StarSystemDefs.xml bad stuff happens, specifically: just having the new stuff in SyntheticStarSystemDefs.xml gives a duplicate entry starsystemgroupdef error with no linenum. ust having the new stuff and core stuff in SyntheticStarSystemDefs.xml fails with duplicate everything but the new stuff.
Galciv3MapDefs.xml has the DefaultPlanetClassSelect planet qualities & weight for poor/good/great/incredible planets, but I haven't found anywhere that affects the number of tiles on them, does anyone know where this is hidden away at?
My documents\my games\galcic3\saves\ is the directory(or a very similarly named one like saved games or something) they are in I believe.
[quote who="BuckGodot" reply="5" id="3642794"] The bit about being "Close" aside, one of the things to remember about the Altarians is that they're pretty damn militaristic. Their AI personality has "Military" as the third priority with "Fortification" and "Expansion" being fourth and fifth. Ironically, "Diplomacy" is next to last at eighth. Combine that with the "Xenophobic" character trait and I can see them being twitchy if something sets them off. What