[quote who="WIllythemailboy" reply="2" id="3488905"]If your empire was so unbalance that shutting down didn't give you positive income, you just sat paralyzed until someone started taking planets from you.[/quote] You could still do things to get back on your feet. Like selling techs and other stuff to your less aggressive neighbours, or getting rid of some high-maintenance improvements. The AI, on the other hand, had often big troubles recovering from this. Especially whe
Gaunathor
The devs have already addressed this here : [quote]We have played with several options for building Starbases. In early builds the player would build a starbase from a planets production queue, this tended to slow the players ability to both build up their worlds, and build up their Starports. In short it was not fun and slowed down the game. We also consi
It's supposed to increase the level of your manufacturing improvements by +1. However, it actually increases the level of your research improvements instead. (You have to wait a turn before the bonus gets applied.) Environmental Research, on the other hand, is supposed to increase the level of your research improvements, while actually increasing the level of your manufacturing improvements. So basically, those two techs are switched up.
[quote who="Achronous" reply="1" id="3488210"]Speed of ships is also supposed to be tied to the mass around, so in an empty place the ships just wouldn't move much.[/quote] Not quite. The more mass in an area, the weaker the space-folding effect of the hyperdrive. So, the less mass in an area, the faster your ships are. With no mass in the area, like outside our galaxy, your ships would have infinite speed. However, as Frogboy <a href="https://forums.galciv3.com/449660/get;3451793
[quote]Windows Vista Home Premium, Service Pack 2.[/quote] That's is the most likely reason. Vista isn't officially supported. The game may run, but it's not guaranteed.
Both the Colonial Hospital and the Xeno Medical Center have the same manufacturing cost (39). My guess is, that this is causing a divide-by-zero error, because the upgrade-cost is 0, which results in that huge turn number to appear. The actual upgrade-time is still only 1 turn as expected.
I originally thought it was bugged too, but it is actually correct. The first cost-reduction is for manufacturing improvements, and the second one for research improvements. It's just confusing, because both use the same icon and name.
[quote] Has there been anything said about how combat works in GC3?[/quote] The devs talked about it a little in this dev stream .
[quote] So you make a constructor with NO hyperdrive?[/quote] The hull has a hyperdrive. The other engines are just in addition to it.
It's not a question of whether TC can be done. It's a question of whether the devs want it in their game. Last I checked, they don't (as exemplified by a post of Stardock's CEO himself). [quote who="Frogboy" reply="38" id="3485465"]I like tactical battles too but GalCiv isn't the place for them.[/quote]
Shipyards being able to build multiple ships at once was part of the plan . At least, it was when Frogboy made that post. [e digicons] [quote who="Frogboy" reply="3" id="3457705"] The idea is that a shipyard could pump out multiple ships per turn. So you build a shipyard on the other side of the galaxy and have your palnets point to it and then it cranks out tons of stuff rather than having
[quote] In GalCiv2 you can only move a unit one tile a turn if you don't give the unit extra engines[/quote] Only in DL and DA. In TotA, they increased the initial speed to 2 (1 base plus 1 from the ship-hull itself).
[quote]Iridium world is effecting the entire civ rather than just the plant on which it is built. All my planets currently have +750% wealth just from these improvements.[/quote] This is because the improvement has this tag Global for both the income and influence bonus.
Because it didn't happen during the Alpha (or at least, nobody noticed it). In any case, the devs said, that it will be fixed soon .
The maintenance for all those buildings is making a big dent into whatever money you're making, so I would look into that first.
Well, that's the question though. Did they just forgot to put the tags, or did they not put them intentionally?
In GalCiv 2, Super Projects, Galactic Achievements, and Trade Goods, were hardcoded to be indestructible. Normal improvements, on the other hand, required the Indestructable-tag for that. I'm wondering, if the devs just haven't gotten around to write the necessary code yet, or (if they're not going the hardcoding-route this time) if they just forgot to add the IsIndestructible-tag to all those improvements. It's also possible, that
When building the Missionary Center or Outreach Group, for example, you do get the one-time Ideology point bonus. The Per Turn bonus, however, doesn't get applied, even after several turns.
Currently, both Super Projects and Galactic Achievements (are we still using those terms?) can be destroyed. Is this a bug or intentional?
Unlike the Power Plants or the Slave Pits, the Social Matrix and Dark Energy Lab have no limitation as to how many can be build on a colony. Is this a bug or intentional?
It is currently impossible to build the Intimidation Center. It just won't appear in the build-list, despite being unlocked. I found out why. The IC has this attached to it: IntimidationCenter I believe that should have been: CitadelofRepression
We did have fog of war inside our ZOI in GalCiv 2. If the area isn't inside your sensor-range, you can't see it. No matter where the area is located.
There are several one-per-planet and Super Project improvements that, when you upgrade them, can be build again. For example, a second Colonial Hospital can be build, if you upgrade the first one to a Xeno Medical Center. Same for the Outreach Group, if you upgrade it to a Mediation Center. I believe this is because the Preclusions-tag for those improvements isn't correctly set to preclude the previous versions. I've went through the ImprovementDefs.xml, and made a list of all af
Peregrine23 said: "After Iridium Center is built, Iridium Store becomes available again. If this is not a feature, it should be, it’s cool. This also happens with Iridium world, so your Center upgrades to a World, the Store upgrades to a Center, and you can build another Store. Same effect with colonial bank to banking center." I believe, I know what causes this. The one-per-planet improvements have a Preclusions-tag, which prevents former and later versions (if ava
The Stadium is in the game, but there are currently some issues with approval improvements .