Gaunathor

Gaunathor

Joined Member # 2472842
33 Posts 875 Replies 29,292 Reputation

[quote who="Schaefespeare" reply="13" id="3487558"] Sorry but that doesn't help me understand why it's going to take almost 5-Trillion turns to build, especially when the more mundane are probably averaging somewhere in the teens' and XMC is a few down the build Queue. [/quote] It's basically a divide-by-zero error. The cost to upgrade the Colonial Hospital to the Xeno Medical Center i

16 Replies 5,850 Views

[quote who="Schaefespeare" reply="2" id="3487555"]Stupid question #1 : you're sure you had completed the production of these Hyperion improvements with 1-turn before you built your new ships ?[/quote] Yes, I'm sure. I began constructing the ships after the Hyperion improvements were finished. I also built several ships more afterwards. Just to be sure. So, even if the first ship hadn't been affected by the bonus, the subsequent ones should have.

5 Replies 11,709 Views

[quote who="Schaefespeare" reply="11" id="3487541"]I recall that in GC2 the 'Hyperion' improvements were both 'Super Projects' and applied Empire wide. They were balanced by being fairly costly to build, but without any other limitations.[/quote] True, with the exception of the Hyperion Shipyard (+1 speed to ships build on the same planet) and the Hyperion Matrix (cheap, Thalan-only Galactic Achievement with +16 to manufacturing and research, +8 to food, and +2 t

16 Replies 5,850 Views

[quote who="Schaefespeare" reply="9" id="3487533"]I personally think that improvements like the Hyperion ones should be 'Galactic Wonders' and have their effects empire wide, otherwise they seem a waste of time when they really need building on your home-world when they have such limited effect, but, of course, your home-world is filled with early production and research stuff with no 'spare' tiles.[/quote] The Hyperion improvements are all Super Projects (not sure, if

16 Replies 5,850 Views

I had build the Fighting Pit improvement on some of my planets. However, they weren't upgrading to the Arena after I researched Tournaments. I took a look at the ImprovementDefs.xml and found out why. The UpgradesFrom-tag of the Arena was set to the XenoAmusement-tech instead of the FightingPit-improvement. Several of the other approval improvement had a similar error. Stadium: Entertainment Network</Upgrades

5 Replies 9,891 Views

I've tested the Hyperion Supply System improvement (increases the support-range of ships built on the same planet), and it doesn't seem to work either. I was again playing as the Drengin, researched up to LifeSupport (typo: needs a space between the two words), and build a scout. Afterwards, I began constructing the Hyperion Supply System and, once it was finished, build another scout. I then compared the range of the two scouts. It was 21.9 for both, even though the second on

5 Replies 11,709 Views

[quote who="joeball123" reply="20" id="3487401"]Personally, I feel that the current system whereby setting a planet to wealth production makes everyone happier is a silly penalization of high-production and high-research worlds and over-encourages high-wealth worlds.[/quote] Agreed. Still, if wealth absolutely has to have an effect on approval, then it should be the empire-wide one, not the planetary one. I mean, why should the people care where the money is coming from, as lo

35 Replies 108,197 Views

[quote who="joeball123" reply="6" id="3487411"]Are you sure that at least some of these bonuses are not empire bonuses rather than planetary bonuses?[/quote] Planetary defense is definitely planetary. So is the reduction to the logistics cost of ships from the Hyperion Logistics System (though it doesn't seem to work right now). I'm not sure how tourism and trade route income work, but several of those bonuses are unlocked via on

16 Replies 5,850 Views

[quote who="DivineWrath" reply="3" id="3487383"] At this time, if you hover your cursor over the numbers, you'll get that sort of information. For instance, if you have 5 planet factories (same type) and 3 starbases with factory modules (same type), it'll show those numbers (and the number used). If you had different types, they would get their own lines. Just a warning, some number don't display anything, and some don't always work right.[/quote] I&#39

16 Replies 5,850 Views

[quote who="JasonEB" reply="2" id="3487380"]1) originally we were also able to mine asteroids for more income...[/quote] In GalCiv 2 you mined them for more production, not income. This sort of mining isn't in GalCiv 3 yet, and the devs are still debating whether it will be. They talked about it in the last dev stream . [quote who="JasonEB" reply="2" id="3487380"] 2) What technology do you need to place these mo

21 Replies 19,394 Views

[quote who="Simplicity123" reply="6" id="3487315"]That might make sense if Planetary Invasion were in the Age of War... But it's not (at least for the Drengin)...[/quote] It is in the Age of War for the Drengin. It's the first tech right after the yellow/golden border dividing the Age of Expansion from the Age of War. At least in my game.[e digicons]:S[/e]

15 Replies 20,871 Views

It is currently hard to tell how high of some of your bonuses on a planet are. If they come from planetary improvements, you can look at the improvements, and calculate them that way. However, if the bonus is from an event, then you may not be able to look them up at all. Bonuses to planetary defense and tourism, for example, have that issue. Planets in GalCiv 2 had a summary screen which showed you the total bonuses you receive. Adding something like this to the planet screen in GalC

16 Replies 5,850 Views

[quote]1) Planets seem to be either habitable or unhabitable. I've come across Gas Giants, but what about Volcanic, Icy, etc. worlds? Will they be in the final build?[/quote] Extreme planets will be back . There are already some techs for them in the tech tree (just disabled). However, I don't know, if only the old ones will return (aquatic, barre

1 Replies 8,806 Views

[quote who="androshalforc" reply="8" id="3487291"]I thought all ships were built off planet does the HLS even work anymore?[/quote] Not as far as I can tell.

10 Replies 9,563 Views

The description of the Hyperion Logistics System states, that it reduces the logistics cost of ships build on the planet by -1. I've placed the HLS on Drengi and, once it was finished, began building several tiny ships. My current logistics value was 16, so I expected to be able to put 16 tiny ships in a fleet (regular logistics cost of 2 minus a reduction of 1 = new logistics cost of 1). However, I still could only put 8 in a fleet. I tested it again with small sized and cargo hu

5 Replies 11,709 Views

[quote who="Gaunathor" reply="6" id="3487251"]Also, if I read the ImprovementDefs.xml right, the HLS would further increase the logistics value for each level it got. It says 0.05 in the file, so would that mean 5 per level? I have to test that out.[/quote] I've just tested it, and the HLS apparently does only provide 0.05 logistics per level. At least, it only showed 0.1 for the first two levels, and went to 0.2 once it hit level 3. That's a bit low, if you ask me. [e di

10 Replies 9,563 Views

The devs have said in the last live stream , that resources will eventually be used for much more than just ship augments. We are basically just seeing the tip of the iceberg, so to speak. [quote who="Simplicity123" reply="1" id="3487164"]Also, do economic starbases actually work?[/quote] They do work. Their bonus is applied to the base value directly, instead of shown as a multiplier. No idea why that is the case.

15 Replies 20,871 Views

[quote who="androshalforc" reply="1" id="3487160"]you can see them all except for the lost episode[/quote] The first episode is not lost. You can still watch it on Stardock's Twitch.tv-profile .

3 Replies 13,401 Views

You can (finally!) decommission ships, but not starbases for some reason. The only way to get rid of them, at the moment, is to use the console. Select the starbase, open up the console, and type in "destroy" (without the quotation-marks).

2 Replies 2,162 Views

[quote who="DARCA1213" reply="5" id="3487246"]Logistics cost are higher than before[/quote] Only for cargo hulls. The rest are identical to the ones GalCiv 2. [quote who="DARCA1213" reply="5" id="3487246"]I thing its 32 now vs 50 something before.[/quote] I had a fleet with a logistics cost of 42 (!) at one point while playing the Drengin. However, I'm not sure, if that is the maximum. For one, all the ships in the fleet used the cargo hull (troop transports for my

10 Replies 9,563 Views

I originally believed that to be a bug too. However, that isn't actually the case. The manufacturing cost reductions are for two different kinds of improvements: one for manufacturing improvements and the other for research improvements. I had to look into the game-files to find that out. The problem is, that both bonuses use the same icon and name. They're not the only bonuses with that problem though. The bonuses to weapons-range and defence for ships and starbases have it too.

2 Replies 4,991 Views

Actually, that information is shown. Move your mouse-cursor over the colony ship. A tooltip will appear, with the stats of the ship. The population-count is at the very bottom of it. However, that is easy to miss. That information should be available in more places. Especially the details screen.

1 Replies 989 Views