As said many times the recommended specs are for medium settings only in this case, medium, large or huge maps. The new norm for memory is 16 gigs. 8 gigs was the normal a few years back. I know many companies list their specs as low as possible so people will actually buy their games. I see many games on steam list their recommended specs for memory as 4 gigs of ram. What I like to see on steam (can it be done?) is min. specs, recommended specs, and a new "optimized specs" List it as 12
Seabrook
Stardock please update the minimum RAM to 8 gigs and recommended ram to 12 gigs of ram for this game. Similar people playing on insane maps with 6 or 8 gigs of ram perphaps on a laptop give the game bad reviews. Gray out excessive maps if less than 12 gigs of ram, gray out insane maps if less than 16 gigs of ram. Or give players a warning that they might get poor performance due to low ram. I never play on maps larger than huge because I have 8 gigs of ram.
1. Manual placement of Colony/Civilization Capitals and Shipyards-About 10-11 months ago in a stream manual placement of Colony Capitals got mentioned but never happen. Later it got mentioned that manual placement is not going to happen. I don't know how many times I got frustrated colony capitals get auto placed. I find a good planet and near the middle my capital gets auto placed. It was ok in GC2 since there was no adjacency bonus. Sometimes I tried to reload but it doesn't
In addition to what I said earlier. You're basically saying you bought a game and you can't play on the game's very high/ultra settings. Your computer parts are all 5 years old, so are all my computer parts. I don't expect to buy a game and run it on very high/ultra with my specs. I personally think the recommended specs for games are for medium settings only.
[quote who="samusco" reply="5" id="3562200"] Bahh very well. I'll play your little game... Look the performance and stability issues in general are a huge problem. Once the map gets populated, the gameplay slows to a crawl, navigating the map, saving, taking a turn (though hopefully 1.3 fixes THAT issue) going into a shipyard, doing ANYTHING, my memory usage is pretty much always at 97% it all feels like molasses is in the processor. Also, I shouldn't have to deal with crash
I can't believe this is not in GC3. In GC2 they let us select which direction to launch ships from planets. For some reason we can't pick what direction to launch ships from star bases, shipyards, planets in GC3. I saw the default direction in a xml, it seems to be northwest. I don't know how many turns I have wasted when ships took an extra turn to make it to the rally point, when my ships keep launching from the right instead of the left side of the shipyard.
When cycling through star bases, it can use the minimap also of where the star base currently is located. "Obsolete" available in shipyard. I hate going into the "Designer" to obsolete a ship I don't need in the shipyard.
The Thalans, Yor, and Drengin are always near last place in my games in terms of power ranking. The Thalans seemed to expand slower than others due to low population increase. The Yor have trouble after a while, they need to build population in their home world, I've seen their home world population reach 1-2. The Altarians and Kyrnn always seem to be on the top of rankings. I'm having the same problem with the AI not building military ships, on turn 15
I also remembered watching the Iconians in .95 patch at the start, first 20-30 turns. They built several colony ships but the colony ships aren't moving or something, they only had 1 colony while other AIs had 5 colonies. The Iconian colony ships finally started colonizing planets.
This happened to my old game version 6.1. The seven AIs I noticed in the trade screen had built 80 or more constructors by turn 150, but only 2-3 small military ships. A few of the AI began spamming the constructors in my ZOC. It seems the AI are spending their credits though.
I posted about this before. Krynn Prolific ability - I think this ability is too powerful, especially combine with the + 25% growth race trait the Krynn already gets. In most of my games on large maps, on turn 50-75 colony phase just ended. The Krynn have about 110 population, everyone else has around 25, second place in population is the Yor who have about 35. This ability reminds me of the "Super Breeder" super ability the Torians had in GC2 which always made the
I think they talked about this in the last dev stream. They're going to increase research the more colonies you have.
I knew there was something wrong, all my planets for my Yor tech custom race max population is X/122. This is too high of a max population. In the YorTechDefs.xml it saids "Global". PopulationCapYor Global  
The cost to build the "Yor Assembly" never went down. Cost should be 1/2 of what it is currently. Meanwhile other organic races are colonizing with high population on their colony ships. I have to spend ~ 15 turns building this "Yor Assembly" just to increase 2 population. Sometimes the AI for synthetic races doesn't build any "Assembly" till much later, it's home world population drops to 1 or 2. Synthetic races should be able to adjust how much production is spent on produci
It's in the lower left part of the screen, where you see ships/fleets. Example: 20/25 logistics in fleet being used.
Wish list: You wanted to know what we sought first in the initial DLC: ship experience? Perhaps not as extensive as in GC2, but for the moment there's no specific drive for me to engage an opportunistic enemy since my ship won't benefit. I was thinking also why ships don't have experience in GC3. It was mentioned in a dev stream last week I think. They're going to have admirals/heroes in fleets making them better.
That's something missing in GC3, been a long time but GC2 has something similar to that a page had all racial abilities? What galactic events are taking place and how long till it ends. Maybe I'm thinking of Endless Space.
It's like that in all tech trees. The buildings or techs have names of the race. Even when playing as a custom race with Altarian tech tree. The tech robot saids something about Altarians. When playing as a custom race the names of other races' techs/buildings should change to the name of your own custom race.
I have 8 gigs of ram and it's not enough, SD should update their min. requirements. Sometimes it's slow on medium maps. GalCiv3 uses around 3+ gigs of ram in the task manager. Windows and programs uses 2 gigs of my ram, galciv3 uses around 3 gigs, that's only 5 gigs of rams being used. The other 3 gigs of ram should say available in "Performance" in task manager, but it doesn't seem to use them. In "Performance" in "Memory" it shows my computer is using 7/8 gigs of r
I was mousing over ship maintenance many times in the ship designer and ships. I did not see any reduction in my ship maintenance. Finally found the reason. Below is the lines from the RaceTraitDefs.xml. The " ShipMaintenance " below should say " Maintenance " The ship maintenance reduction finally worked after changing "ShipMaintenance" to "Maintenance" <span style
Once you start a new game you need to go to select your free techs. If you don't and save, then reload the game you won't get the free techs.
1. The AI is bad at managing its income/economy - The games I have played on "Godlike" the AIs' are going broke, their planets' income are mostly in the negative. The AI doesn't seem to get any "Economical" bonus as you go up in difficulty. Maybe add a 100% "Economical" bonus for the AI in "GalCiv3AIdefs.xml" on "Godlike" difficulty. The AI is going broke because it doesn't seem to value and build any economical planets. Hope the 100% "Economical" b
They should just make it if any ship enters you borders (without an open borders treaty) the AI must declare war similar to how the Civilization games are.
In other space games, you can build a "Colony Base" on one of your planets in the same solar system. Say on Earth you can select to build "Colony Base". After completion, you can select population to load on the colony base, after that select which planet to colonize.
[quote who="Franco fx" reply="6" id="3540012"] Do those colony ships upgrade with a full load of colonists or do you have to park on a planet for a turn to pick up your people, then out for another turn then another to get moving? If so it becomes a less attractive strategy but still arguably good. That's what I used to do with asteroid miners. [/quote] I just tested it, it doesn't upgrade with any colonists. I sent a upgraded constructor ---> colony ship to a pla