DivineWrath

DivineWrath

Joined Last seen Member # 2500482
62 Posts 894 Replies 2,136 Reputation

Your assessment is forgetting something. Most population planet improvements are flat increases to population (the exception are supposed to be limited, from what I've seen). Factories, labs, and markets are percent increases. Percent increases are more powerful when you have a large base number to work with. If I recall correctly, the base farm is an increase of 2. If you had a population 10 world devoted to manufacturing, and you could build a factory with a 25% bonus to manufacturing,

32 Replies 305,654 Views

Just watch out for a bug when using constructors. At this time, a starbase may not have more construction points than modules that could be installed. If sending another constructor will push the stored number of construction points beyond this limit, the constructor will orbit the starbase instead of adding to the construction point pool. This is more likely to happen if you are using constructors with multiple constructor modules.

2 Replies 12,596 Views

Yes, you can extend the range with starbases. You can also colonize planets, research techs (some offer passive bonuses), and add life support modules to your ships. All the old trick still seem to work. However, my philosophy is that if you need things like starbases or life support modules to extend your range, then you are probably fighting a opponent too far away. Adding range modules to your ships will need you to sacrifice some other feature, maybe like firepower or speed. B

9 Replies 11,803 Views

I try to avoid Steam if possible. I don't like Steam. GalCiv 3 is one of the few things that have dragged me back (I really loved GalCiv 2). I would really like it if GalCiv 3 didn't need Steam, but that doesn't appear to be going to happen any time soon. Maybe it would be worth while to ask the question again, this time in the dev stream. I don't know much about the Steam culture, as I don't hang out. However, the times I've read threads on other sites (lik

19 Replies 65,224 Views

I recall creating a thread for both such bugs. 1 for rush buying ships for free, and another for creating fleets beyond logistics limits. Created a fleet with more ships than what logistics should allow - https://forums.galciv3.com/457070/page/1/ Free ships with rush buy - https://forums.galciv3.com/456977/page/1/ Neither has got many views.

3 Replies 5,290 Views

Useful tricks to do with credits is rush buying and upgrading ships. Some people might argue against upgrading ships, but I find it useful. It takes time to build new ships, it takes time to build enough to form a fleet, and it takes time to move them into position. With upgrading, you already have the ships, fleets, and positions, so it only cost credits to make the change. It is a bit pricy and may take a few turns to complete, but I know how to use it. Rush buying is

8 Replies 4,197 Views

Is there any possibility of a fortify command, or something like it? In GalCiv 2, it was one of my most wanted features (that I never got). With fortify, there would be no conditions that would cause the ship to wake up and ask for orders. There are times when what my enemy ships are doing has no relevance to what I want my ships to be doing. Without a fortify command, I had to leave my ships idle (which opened a risk of accidental orders). It also meant that I couldn't use com

37 Replies 51,906 Views

[quote who="thetraviler" reply="5" id="3488535"] I did think about this. I really like the idea but wasn't sure how it would be received. I almost expect that something similar to this may be in the game. After all in the trailer, the Terran Fleet comes out of a pocket universe... What is said pocket universe?! [/quote] *Spoiler Warnings* The pocket universe used to be prison for the Dread Lords, an ancient race that once tried to wipe out all the inferior rac

8 Replies 3,975 Views

I find that annoying too. What probably happens is a design change had removed a range module. What probably happened was the ship designer considers range modules a low value part. It might have a minimum amount to have, but anything beyond that is supposed to fill empty space. Once it has something better to fill the space, it'll replace the filler. It is a real pain. If you are fighting an enemy who you can barely reach, and then you lose more range on your latest ships, you

4 Replies 2,699 Views

[quote who="peregrine23" reply="3" id="3488419"] So I did a bunch of testing on this at least as it relates to Economic Stimulus and Research Project. The projects grant production to their area, which is then modified by any planetary bonuses in the target area. The amount of production transferred depends on your raw production, modified by your planetary manufacturing bonus. The break-even point where projects become as good as setting your production wheel is around +300%. If your ma

9 Replies 115,394 Views

Well, the problem I have is that I am not getting equivalent amounts of output when I use research or economic projects. I'm better off changing my spending rates than using those projects.

9 Replies 115,394 Views

I managed to create a fleet with more ships that what should be allowed. Early in the game, I was testing how many ships I could put in orbit around a planet. My logistics was 10, so I could have 5 tiny hulls in fleet. When I got 6 tiny hulls around a planet (12 logistics), I decided to launch them all at once. I got a fleet that required 12 logistics points when I had only 10 to give. Later, I did something similar when I was working with small hulls, getting a fleet with 15 logistics when I

0 Replies 1,223 Views

Well that is you. If you don't find a fortify command useful (or even dangerous), I'm not going to make you use it. Just don't tell me that I shouldn't have such a command. In GalCiv 2, I had the option to outright ignore ships that were idle. Not many ships slipped past my notice. I would agree that some people would miss enemy ships without commands like sentry. However, like everything else, you can learn the skill, and I have learned the skill. I also played zoo

7 Replies 5,032 Views

It was mentioned already. I posted it here: https://forums.galciv3.com/456977/page/1/

4 Replies 2,356 Views

[quote]3. In the tech tree, I can't see which tech will unlock what kind of ship. I don't know the icons of course, but I also think these icons I now see below the tech item, are a bit too small. The orange icon looks like a spaceship, but when I hover over it with the cursor, the additional information isn't really helping me. When I do the same with a tech that unlocks an improved structure, I can read it easily: The tech of the solar plant is followed by a hydrogen plant (I be

4 Replies 2,699 Views

I'm trying to understand how projects (for planets) work and how the numbers are generated. When I first worked with them, they seemed to be a way to stop the darn idle planet problem at the end of the turn. However, I recently decided I wanted to make sure that they worked the way that I thought they did. My assumption was, that they were like the spending wheel in the governor screen. I assumed that when the planet ran out of things to build, the percent of production that w

9 Replies 115,394 Views

[quote]13. Bug... When clicking quick build on your shipyards, it does not subtract anything from your treasury.[/quote] There are 2 ways to get free ships from rush buying. I've mentioned it in another thread.

18 Replies 35,764 Views

[quote]Idle colony - no way to pass[/quote] Like Rhonin said, selecting a project is a way to avoid idle planets. They're literally the last thing any planet does. If you add it to the que, and then add a few planet improvements, the project will be pushed to the bottom. If some of your improvements can be upgraded (because of recently researched tech) and the settings allow for it (which it does by default), then those upgrades will be added to the que and the proje

8 Replies 9,961 Views

I've been suspecting that maintenance has been a problem as well. Whenever I research a new generation of planet improvements (which have higher maintenance costs), my approval dropped. I noticed the opposite happen when I upgraded farming improvements. My population gradually grew and started producing more money. Morale improved as well. I now make a habit of adding money boosting modules to my starbases as a way to not only boost money, but approval as well. It se

6 Replies 8,377 Views

You can adjust the spending for a planet and set it differently from your global spending rates. There is a slider below the spending wheel which controls the balance between planet development (far left) and ship development (far right). I haven't tested it, but moving it to the far right should fix your problem. If not, add some special project (like research or birth subsidies), which should do nothing without points in planet development, to satisfy the idle colony problem.

1 Replies 10,919 Views

What percent of production that goes to ship building can be controlled. This can be controlled civ wide, or by a planet to planet basis.

5 Replies 1,891 Views

There is a way to get free ships with rush buy. There are currently 4 way (that I know of) to rush buy ships. 2 of them give you free ships. 1. Rush buy from "Quick Build" (main map). On the main map with a shipyard selected, there should be a quick build button. If you click it, you will be able select a ship to build. You could either click a button to add a ship to production, or you could rush buy it. The rush buy option will not only give you a ship next turn, but you would ha

0 Replies 1,284 Views