Sorry gang. My guide isn't happening. The more I analyze this game, the more I dislike it. I keep finding things I think is wrong with this game. Bugs, bad balance, etc. Hard to write a guide under those conditions.
DivineWrath
I'm curious to see what the next expansion holds. I want to like this game. It just hasn't been happening. I'll make sure to comment of what I think once we get to the big show and tell.
What would you guys like for a strategy guide? I started trying to write something up, but it seems a bit short. Would a short guide be good enough?
[quote who="Frogboy" reply="191" id="3692746"]Now, personally, I wish we had refined goods. That would solve a lot of problems and it is something the engine can do but it's too big a game change. IMO, that's what cities should require. I.e. resource A + B used by building C to create resource D and that, plus food, is what lets you construct cities. [/quote] I think resources are a problem of the game, not a feature. I think resources makes more sense for a
I heard a lot of talk here about tall vs wide empires. Why verses? Why not have both? I happen to like the colony rush. I like winning it and I like making the most of my spoils. Something that I don't like is all the work needed to manage everything. This game has more micromanagement than GC 2 had. Things were also more smooth.
In my experience, Promethion is incredibly rare. At least, that is my base game experience. I'd be lucky if I found more than 1 resource on the map. Many times there were none. Same with Thulium; also quite rare.
I don't like it either. I don't think every faction needs to have balanced abilities. If the Yor's synthetic population ability makes them unbalanced, I'll opt to keep it if it fits their theme.
[quote who="Frogboy" reply="20" id="3691180"] Sorry managed, that a bit. I'd be interested in what you guys would like to see in a more detailed ground invasion. [/quote] I don't like complex ground invasions. I liked how GalCiv 2 did invasions. It had minimal micromanagement. When invading planets, I aim to keep as much of the planet intact as possible. I don't like using invasion tactics that destroy planet improvements or lowers the Planet Quality.<br
I like the AI ship designer. It makes new ship designs for me, so I don't have to. However, there are a few things that I would like improved. 1. Player made ship design blueprints: I would like to be able to create and edit ship blueprints. I want to be able to do this in game. I want my ships designs that will update themselves automatically as my tech improves. For instance, I might want to design a sensor ship. I want to choose cargo hull and a sensor module as must
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[quote]Same issue with the Commander and Admiral ships... Early game these ships are crazy powerful. But by the time one gets to the end of the game the fleets with these leaders are actually the SLOWEST fleets, despite their ability to double movement. [/quote] Have you tried moving the Commander and Admiral ships out of the fleet and move them to a newer fleet? If you didn't already know, they are units in a fleet. In my experience, these ships are always the state of the ar
Sorry. Things haven't been as fun as I would have liked. I hate to sound like a kill joy, but you keep asking for feedback. I really liked GalCiv 2. I wanted a sequel to it, but you guys fumbled in my books. It feels too much like a different game. You added features that I did not like, such as planet tile adjacency and tech specializations. You did not expand (or expand enough) on features that I would have liked expanded on such the ship designer. I like the game desi
Starbases debuffed? Thats a shame. It was nice that they weren't such push overs.
Could you make a fix for managing ships in fleets? Right now, you have hold shift in order to select multiple ships. A normal mouse click deselects all ships then selects the ship you clicked on. I think changing this will make things a little bit more better. Plus, not every knows you have to press shift to select multiple ships (at least I think they don't know this).
Good luck on your work. GalCiv 3 has yet to surpass GalCiv 2 in my eyes.
I don't like the invasion minigame. I dump all my legions onto the same tile. Always. That is the most effective way to use them. Strength in numbers. Splitting them up and leaving them all over the place makes it easy for them to be picked off. In my experience, auto resolve invasions gets terrible results. It causes me to lose battles that I should have won. Legions themselves are OK I guess. It makes planet invasions harder because legions are much less abundant than
What you are looking for should be under sponsor settings. Look for sponsor settings at the bottom right side of the starbase screen. There you should have many options for managing starbase upgrades by constructors. Things are different in Crusade. You do upgrades by spending money and resources. The constructor is only needed to build the initial starbase.
I like GalCiv 2 much more than 3. I would recommend 2 over 3. GalCiv 3 is more of... an acquired taste.
In Crusade, you upgrade your starbases using money and resources. Constructors are only required to build the initial starbase structure.
I find that stacking legions into one army and placing them next to the capital gets the best results. Numbers plays a major factor in ground battles. A moderately sized army can survive a dozen legions if they show up one legion at a time, but will fall if the legions show up as one army.
I try to specialize a manufacturing planet by building around the space elevator. It adds +1 to both social construction and ship production. Adjacency bonuses increase this by 1 per level. A deep core mine or starport will only add social production or ship production (even when they level up). As such, I consider space elevator more valuable than a deep core mine or starport. I should note that there are other projects besides aid economy or research. There is also train legion,
I'm going to list some suggestions. Could managing fleets get a look over. GalCiv 2 was much better at creating/splitting fleets and moving ships around. It was also easy to determine which ships were damaged and what their names were (helpful in knowing which damaged/obsolete ships to remove and replace). For instance, the Frigate M4's might be obsolete when I start building Frigate M9's. Make it possible to decommission fleets of ships with either the delete or backspa
I have a problem with the game getting stuck on me. It won't finish the end turn phase of the game. I found that the game will randomly get stuck if the conditions are correct. For instance, if I move a ship 1 parsec and then press 'q' to guard, the game will likely get stuck at end turn. I'm wondering if anyone else has encountered this problem?
??? Can't you save your ships as templates? That way you can reuse your favorite custom ship designs without needing to get the right techs again. I went to go double check but it seems that making a ship and making a template are 2 mutually exclusive options. When you choose to make it a template, it will not make it as a ship design. Everything will be striped out for this template. *It seems that nothing prevents you from making a ship design first, then lo
Yeah. At first I was mystified as to why invasions worked so well. I used to play GalCiv 2 lots so I assumed that the whole population would fight the enemy. After learning how it really worked, things made a lot more sense.