Seabrook

Seabrook

Joined Member # 2465622
4 Posts 56 Replies 305 Reputation

It's been a few years since I played Galciv3. I posted something back in April 2015 after playing the beta. I'm not sure if things changed. After playing Galciv3 for a few months I made a list of 100+ improvements. 1. "A better tech tree interface/UI - Similar to Endless Space or Civilization: Beyond Earth. Their tech tree is a web going in four directions, left, right, up and down, that mea

142 Replies 908,717 Views

1. Military starbases-Race with ability similar to the vigilant ability- need to destroy nearby mil starbases before you can invade planets in the system with legions, their government is relocated to a nearby mil starbases. Maybe the mil starbase can be invaded by legions, ground combat inside the huge starbase. 2. New space bound race and ability-allows race to build starbases and live in them similiar to planets. They don't colonize planets but live in starbases, they can't su

299 Replies 1,808,833 Views

Here's my list. Mostly politics and government based. 1. Influence as a currency-influence generated by planets and structures are now used for diplomacy options such as tech trading and declaring war, etc. Civilizations can trade and conduct diplomacy with each other anytime instead of waiting X amount of turns. Players must now make the decision on what to use the influence points on. No more civilization A meeting B and C early game and immediately trading 25 te

299 Replies 1,808,833 Views

Also to add about trade routes. Races should be able to trade within their own empire. If players play on smaller galaxy sizes and few races they miss out on the extra potential income from trading. Move a freighter into one of your planets, special button "Create trade route" select destination planet.

11 Replies 23,901 Views

5. New Influence System Is new influence system going to be a currency? I posted something about one week ago. "Influence as a currency-influence generated by planets and starbases are now used for diplomacy options such as tech trading, treaties, and declaring war, etc. With some treaties requiring influence maintenance. Civilizations can trade and conduct diplomacy with each other anytime instead of wai

33 Replies 163,216 Views

Here's my list. 1. New intro loading screens, maybe several new ones. We've been looking at the same Altarian and Drengin one since April 2015. The Crusade expansion intro loading screen only had "Crusade" added to it. 2. Able to pick which side you can eject ships for planets and shipyards. Feature was in GC2. 3. Reduction in ship maintenance 4. More income from economic structures 5. Ideology screen- Icons showing stats of the structures. Similar

28 Replies 108,037 Views

I played Crusade for a bit, didn't notice. There should be diplomacy techs that can assimilate minor races into your empire with bonuses. Basically similar to Civ 5 city states. Minor races can only have one ally. After allying with major race for X amount of turns you can assimilate them.

8 Replies 1,301 Views

You can in increase the Amount of Habitable Planets Edit your MapSetupDef.xml. Under the Abundant map settings section increase the percentage: 0.95 0.95 MapSetupDef.xml is located in C:\xxx\Steam\steamapps\common\Galactic Civilizations III\data It's been a long time since I played, hope that helps. Edit: For Crusade it's located in C:\xxx\Steam\steam

6 Replies 13,710 Views

There needs to be more options to pick when starting a new game. Example "Empire Spawn" determines how far away each major race is from each other when starting a new game. Options available: Very far, Far, Average, Close, Very Close, Random for each major race. Faction start: Determines surrounding planets and maybe resources? Legendary start-All planets around each starting major race have a high chance for high quality planets and resources.

23 Replies 138,499 Views

I have version 1.86 on Steam, played a game on insane one week ago. I always thought I was on 1.87, but 1.87 is taking too long. I can confirmed enemies spawn high level Titans. After I kill the faction's Titan, I see another Titan at level 8 but not level 10. Not sure if it happens to capital ships also. I was thinking it was normal or should be normal for enemies to spawn higher level Titans and capital ships on higher difficulty.

47 Replies 303,357 Views

I bought Sins: Trinity on CDs back in 2010. Bought Rebellion in 2015 on Steam. Let's hope Ironclad announces or releases Sins 2 next year at GDC 2018 for the tenth anniversary of Sins. I would like to see a 4th race added. 5th race added for an expansion. 4th race being non organic race, robots and machines. Ships have high hull points ( 90% ) but low or no shield (10%). 5th race being an alien race, they breed their ships/units. Their units are all organics includin

303 Replies 2,332,231 Views

I too like the idea of two new ships sizes at least, one between medium and large, and one between large and huge. Each faction needs their own type of flagship/mothership maybe to start the game. Weak and slow at first but more weapons/armors/space etc can be unlocked with more research. Inside the ship you can build structures on tiles similar to planets, and build other ships. Basically a mobile planet and shipyard combined. A special ability/shield for the ship that makes the

8 Replies 14,001 Views

I posted about the no zoom almost 2 years ago back in April 2015. "A better tech tree interface/UI - Similar to Endless Space or Civilization: Beyond Earth. Their tech tree is a web going in four directions, left, right, up and down, that means you get to see all techs on the same screen at once, no more clicking/scrolling back and forth between screens in each tech category. Players can zoom out and zoom in, filter by tech, name, search, queue r

5 Replies 9,312 Views

I would rather the devs focus on their new upcoming fantasy 4x game with Ashes of the Singularity engine. 1. Keep the dynasty/family tree system from War of Magic 2. Crafting system from Sorceror King, but with improvements. Ex. Players buy items from shops but upgrade/enchant them with drops from enemies. 3. Hero System and unit design from Legendary Heroes. 4. World/Shard travel from Worlds of Magic. 5. Each faction with their own tech tree.

206 Replies 1,570,646 Views

[quote who="neilkaz" reply="8" id="3634192"] Quoting Seabrook, reply 4 I was going to pre order Stellaris, but I found out it's only 32 bit and still DirectX 9.0c. Big mistake by the devs. I will wait for a sale. One thing that annoys me is pre orders get exclusive races. Paradox seems to love DLC. I cert

9 Replies 51,497 Views

I was going to pre order Stellaris, but I found out it's only 32 bit and still DirectX 9.0c. Big mistake by the devs. I will wait for a sale. One thing that annoys me is pre orders get exclusive races. Paradox seems to love DLC. I certainly hope Stellaris isn't plague by $200 DLCs. I'm looking at Europa Universalis IV on Steam now for $39.99 and 41 of the DLC are $220.60! Total of $260.59 for a game. This must be the most expensive game with the mo

9 Replies 51,497 Views

That's something missing from Gal Civ3. I want to start a new game with half or all techs researched and a big fleet. Each starting player will start out with even amount of planets already colonied. I hate the rush colony phase.

2 Replies 6,025 Views

I went back and played Endless Space last week. In that game I've noticed multiple AIs declaring war on me, my score was too high or I'm too powerful. It doesn't matter if I have several times the amount of military ships, they still declare war on me. In Gal Civ 3 it doesn't happen if you're much stronger. The AIs in Gal Civ 3 worry too much about it's military strengh compare to the human player when declaring war.

14 Replies 12,650 Views

Not sure what the two new upcoming races are. 1. Torians - New ability "Aquatic"- race comes from a long history of being able to live in water - can colonize some water tiles near land increasing the quality of planets with water. Being an "Aquatic" race they can place Markets, Research and other buildings (except manufacturing?) on water tiles. One race cannot be "Synthetic" and "Aquatic" at the same time. Advantages: high population growth and high research.</p

1 Replies 4,808 Views

I noticed that also in the recent patches. AI always picks manufacturing specialization and supportive population. Every AI I talked to have these two specializations. In the old versions the AI seems to randomly pick specializations.

7 Replies 9,814 Views

I posted about starbases having too little HP several months ago. Below are some ideas I posted. 1. More HP to starbases, each module added to a starbase adds 5-25 HP, late tech modules add 25 more HP, early ones 5 HP. Extra modules for stabases to regen faster HP. New modules for military starbases that increase HP by 25 and 50%, requires resources such as Durantium. 2. Military starbases - Starting range on them is 11 instead of 5. With the 4 range extension,

6 Replies 10,439 Views

My wishlist: (I haven't played the game in 4 months) 1. Civilization/Colony capitals manual placement after colonization of planet- I heard this 15 months ago in a dev steam, they were going to do something about this and recently in the Oct 2, 2015 steam. Starting a new game or sending my colony ship to colonize a planet the capital gets randomly place on a planet tile, usually in a corner with no other adjacent tiles or capital

84 Replies 364,199 Views

I think military star bases should have 25% more HP and it's ZOC start at more than 5 hexes. Or maybe if a military star base is nearby and in a planet's ZOC, players must destroy the military star base first before they can attack the planet, invade with troops.

55 Replies 82,032 Views