It has been this way for quite a while (Crusade or even earlier?), so I wouldn't really call it a nerf. Some time ago, the influence bonuses of Devout ability got a big boost. I guess they just overlooked Intuitive back then. But you are right, of course. Xeno Anthropology Center should grant +10 / +20 / +30 influence.
Croc411
[quote quoting="post"] the tech that gives no maintain and repair health is too powerful.[/quote] No, the tech (Living Ships) is fine. You can achieve practically the same repair capability by having a few (2-3) Nanite Projection Arrays (fleet support modules) in your fleet. And ship maintenance cost is not really relevant anyway. Defenses are what really is OP. Create attack ships that have 30 or more in all 3 defenses and then see if the AI can even make a dent in
I feel the same as you. Everything on very slow is still way too fast. Once you have neutralized the -50% modifiers to research and construction (very easy for a human player), the game feels like normal again. And the AI on Genius is not good at handling it. While it helps them a bit early game, they fall behind dramatically when you reach Age of War. My solution is to set pacing to normal but selectively increase the research costs in MasterTechDef.xml according to age:
In my last game on Incredible the Mowlings did very well at first, but then got wiped out by the Drath (who have Ancient ability). Mowlings have Prolific and Divine Guardian ablilities, which are rather mediocre. But they got +2 tourism as trait, which means they will earn extreme amounts of money per turn at mid-game and later (once they have a lot of influence). This might be the reason why they do so well in your games. @SchismNavigator: some racial abilities are indeed very OP, ev
Yeah, if you put only sensors on a ship, the large hull seems to come out on top now (biggest sensor range).
It is currently not buildable. Reason: QPP upgrades from Fusion Power Plant and they made FPP exclusive to Intuitive races (by assigning it to the Future Studies tech). But FPP also has the Unavailable flag set in the .xml. So no one can build neither FPP nor QPP. It's clearly bugged and I have no idea what was their original intention.
It gives you Zero Gravity Construction tech in addition to the constructor, enabling you to train Engineers (which is much better than just getting an engineer). Most probably the description of the ability is wrong. For a detailed description of all the racial abilities, see my thread on the steam forums: https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/ It is
I'm pretty sure they made an intentional design decision to limit the Aid x projects to 25 for 75 social prod, in order to not unbalance the game. My homeworld ends up with more than 1k social production most of the time, imagine if I could turn that fully into research points! There are some citizen projects which are repeatable (if you can get the resources) and very expensive: - Train Citizen (prereq: Star Federation tech) - Train Scientist, Entrepreneur, Diplomat a
[quote quoting="post"] I found that hyper gates are dangerous to my troop transports. I've had enemy ships pop in out of nowhere and kill my transports by using hyper gates. I can usually keep my transports a safe distance away, but hyper gates changes that. I'm finding that making my transports avoid hyper lanes is a good idea. [/quote] From my experience it is best to use tiny hulls for troop transports and incorporate them into my attack fleets (in addition to one tiny se
[quote quoting="post"] As the title implies; can I import Galciv2 ships to GalCiv3. If not, are the cosmetic parts from GalCiv2 available in Galciv3?[/quote] You cannot import them into GC3. And unfortunately, not all ship parts from GC2 are available in GC3. I have to fully agree with you here. Back when GC3 was released, I saw it as a big mistake by Stardock that they didn't include all the original GC2 parts (could have been the old models and textures, no problem) and
What Horemvore said. I highly recommend getting Interstellar Republic ASAP. Also, you should get your morale up: - You can set your tax rate to 0 in the beginning. It doesn't really matter, you will be at a deficit for the first 50 - 100 turns anyway. Get money from anomalies and treasure hunt missions to compensate. This works pretty much indefinitely. You can also sell tech and resources at the market or to the AI. - Build morale improvements and ideology buildings (
[quote who="AdamMG" reply="3" id="3721130"] there is also an ideology pick (using GRM, do not recall if it is also in standard) which makes a civ's planets immune to flipping. This could also be the case. [/quote] This is in vanilla but IIRC it is under Benevolent or Neutral so Yor (Malevolent) doesn't pick it.
[quote who="ctiberius" reply="27" id="3721142"] I'm more interested in understanding why I stick to 2-4 colonies and find out in turn 50 that every other player has a dozen or more and I'm dead last in every metric. AI still doesn't follow the rules, does it. [/quote] This could have several reasons: - you play at one of the higher difficulties (on Gifted and above the AI gets bonuses to production and ship speed, among others) - you got unlucky and ended up
[quote who="jabberjaws" reply="6" id="3721008"] STARFARING gave the free commander Yes I use GRM and Exterminator is an ability that gives +50% military +20% defenses and negative on diplomacy, it comes with the Dalek Race. But you can use it with any you make. I used it to counter the negative 50% from Xenophobic. However when I tried to remedy the negative to diplomacy (exterminator) by making myself likeable it did not seem to help. All races hated me pretty quic
[quote who="lycan371" reply="17" id="3720918"]Hi, I understand that you only need a couple of planets or even one really good one to get what you need but doesn't this depend on which race you play. With Terrans, Earth starts with 11 tiles and with the Krynn, Kryseth has just 8 (and the ones in the home system are even smaller). Of course you can terraform but this takes tech and time.[/quote] Earth and similar homeworlds work fine. Of course a single class 1
[quote who="altak" reply="12" id="3720853"] If the game is only playable with mods. Then this game is sadly broken. [/quote] Game is absolutely fine. I will say it over and over again: if you play it right, it doesn't really matter how many and what kind of planets you colonize. Just build up a tall homeworld and then start your conquering spree whenever you feel ready for it.
[quote who="jabberjaws" reply="2" id="3720867"]What are the best abilities for my race to have against hyper AI ? I chose Time Travel, Exterminator, Synthetic Race, Can't recall the rest except I got a free Commander which helps to accelerate my ships.[/quote] Are you sure that you got a free Commander? Did you get him at game start or at some later point? I maintain this thread on the steam forums ... <a href="https://steamcommunity.com/app/226860/discussions/1/169604
For the strongest fleet possible: - pick Vigilant and Starfaring, pick Dense, Fast and the +Logistics one as traits - play to endgame and research all the needed techs - build Hyperion Logistics System on a planet that sponsors your main shipyard (enables you to build small hulls that require only one logistics point) - make a fleet of 64 ships (IIRC you cannot field more than 64 ships in a battle) that consists of mostly small hulls and some larger hulls to hi
Xenophobic racial ability gives -95% to Influence (Iconians are Xenophobic). So, some additional negative Influence modifier in combination with the programmers forgetting to put in a lower boundary check could be the cause.
What Publius said. Contrary to what one might think, it is no problem at all to eventually have 100% morale at 100% tax rate on ANY planet. For instance, if you don't mind the micro-management and exploiting the game, you can have a planet with 500 pop and still be at 100%/100%. If you don't wanna build entertainment centers etc., you have to make heavy use of Celebrities/Leaders (requires Crusade expansion). What's the optimum amount of people? Optimum is pop-maxing a
[quote who="Nilfiry" reply="28" id="3718293"]Firstly, they tend to be too busy fighting with each other to develop many tech trees to begin with. One problem with the AI (at least in my opinion), is that they are STILL too quick to go to war.[/quote] Yes, they go to war too early currently. On the other hand, I remember when GC3 came out the AI's passivity made the game very boring. No wars were happening in the galaxy, aside from player actions. So I much prefer the current state of
[quote who="Nilfiry" reply="25" id="3718242"]You give the AI too much credit. Even on Godlike, all you need to decimate the AI's fleets is one ship with an average of 400-500 in every defense, at least two weapon types averaging around 400, and all the single-ship support modules relevant to your choice of weapons. No self-repair needed. The only real reason you need to make more than one is for map coverage. [/quote] I cannot really comment on that since I never play to that sta
[quote who="Nilfiry" reply="22" id="3718217"]Against the AI? One ship is all it takes. lol[/quote] Yes, early and mid-game one (self-healing) ship might be enough. But later, and especially on the higher difficulty levels, the AI can build some pretty nasty ships. So you have to create something even nastier. [quote who="Nilfiry" reply="22" id="3718217"]Or, you could be like me and build huge ships with nothing but sensors and a few engines to position them/run from enemi
[quote who="jabberjaws" reply="19" id="3718210"]Still wondering what the best ship is by design [/quote] There is no such thing as the "best ship by design". It heavily depends on what you want to achieve with that ship (its "mission"). One could only try to give some general guidelines: - Try to get along without using engines, they use up a lot of space. Instead research techs that give +1 to Moves and use support ships with speed-enhanc
[quote who="Nilfiry" reply="12" id="3717349"]But the question was for a ship, and not a fleet of ships. [e digicons]:rofl:[/e] [/quote] But that's trivial: The most powerful ship is a huge hull packed with nothing but Nightmare Torpedoes accompanied by 63 small hulls packed with nothing but Zalon Defense Systems.