For the record, I play the GOG version of GalCiv 3. I'm wondering if there is an easy way to disable DLC features? I don't see any way to do this when starting a new game. I might want to have the mercs DLC installed for the Torians and Arceans, but not want mercenary ships. Or maybe I want precursor worlds disabled for a game or two. The only thing I know that works is to uninstall specific DLC. So if I don't want precursor worlds or merc ships, I have to un
DivineWrath
I can't say I like all the changes. I find the "placement matters" for planet improvements to be game ruining for me. It added more work for a part of the game that I want to skip over quickly. Back in GalCiv 2, I cared about what a planet could do (starport for ships, counter espionage to block spies), and how well it did things (4 factories, 2 labs, 1 farm). Never how it looked or how it fit together. I could have played planet improvements GalCiv 1 style. I only cared about the numbers
Well, I didn't like doing all the micromanagement that you had to do. You couldn't leave ships idle, your planets had to be producing something or have 0 social production, where you placed your planet improvements mattered because of adjacency bonuses, terraforming was a pain because you could screw it up badly, etc. It made it hard to speed run through maps. I could finish even large GalCiv 2 maps in a few hours, but I find it difficult to do the same in this game. That is more or l
I played this game a little bit during early access and after release, but I wasn't that hugely impressed. I tried to enjoy it as the game it was, not as the sequel that I hopped it to be. It didn't work out. Many factors made it difficult for me to enjoy. That was some time ago and Stardock has a rep for improving their games. I'm wondering if things has been improved since then?
A question like that came up in a recent live stream. The staff don't know the answer yet. They are concerned that some people who already use their steam key will simply sell any GOG key they're given to other people. They have no means to enforce that people who use the GOG keys they give out will be the same people who used it on steam. This will be something they have to think about.
That question came up in a recent live stream. The staff don't know the answer yet. They are concerned that some people who already use their steam key will simply sell their GOG key to other people. They have no means to enforce that people who use the GOG key are the same people who used it on steam.
I recently checked the GOG front page and saw the big news for more GalCiv titles on GOG. That was great new for me. However, I have a question. Is there a redemption program going on? I kinda payed $100 for the founder elite version, which includes all DLC that is ever made. I would like my money's worth on GOG if possible. If yes, it would make my mood even better.
[quote who="twilight024" reply="73" id="3566989"] how did you get it to focus on only lasers? Mine have proportionately even damage for each weapon type depending on tech [/quote] Well, for starters, this thread was written nearly 5 months ago... back when the game was still in beta. This thread was written when carriers first showed up. Some details have changed since then. Some of those changes include having more types of fighters (instead of just the 1 type
Hmm... I wish I could have done more. It seems that I had trouble getting involved in this game. I felt like I was being ignored (we only got hotkeys recently), or maybe my idea of an ideal 4x space game was different than what the devs wanted. There many features like tile adjacency bonuses that were added (that I don't like because it increases micromanagement), while some features that I wanted haven't been implemented or implemented late (like hotkeys for the guard command). Becau
This has been seen before. Several bonuses unique for the Yor (or to synthetic races in general) used to work until the devs made a few changes to how things work. I don't know if the devs are aware of it since it has been around for several betas.
I've seen this before. I think what happens that each hex has a land quality value to it. It think this has something to do with how much of the tile looks like land, and how much looks like water. Different terraforming techs seem to require a minimum land quality in order to be applied. I think the problem you are dealing with on your world is that it has no tile that meets this minimum rating for soil enhancement, so you can't build it.
I tried to put more stuff down, but I couldn't remember all the stuff I had thought of. Plus I was busy, so I had to stop at some point. My main effort was to present stuff as dry facts when I could. The GalCiv 2 tutorial was a section where you could go watch videos. It was not interactive, but it had more content. Some of that more content included rally points. It was also content that you could consume as you pleased. You did not have to play half a map to learn how to do p
I'm not sure how many people have played this yet, but there is a tutorial out now that you can play. Here are my thoughts on it: -The story is nothing fancy, not that a tutorial requires one. Tutorials might be skipped by experienced players, or people who want to jump into the game. Good stories should be saved for something like the campaign. Anyways, the story involves a group of Terrans who after fleeing the Drengin for a time have found some place safe to settle down
I haven't been able to find where all the stats are shown. I've found the charts, but not the stats. I'm looking for something that will list all the stats that is currently affecting my empire. For instance, +50% manufacturing, +40% laser weapon range, and +20% ship capacity. I'm wondering, has anyone managed to find what I'm looking for?
[quote who="Frogboy" reply="23" id="3542091"] Not happening. I am very very much against the idea of being able to pick all 3 specializations. They're supposed to be a CHOICE you're making at the exclusion of the others. [/quote] I don't like it. In GalCiv 2 TA expansion, me wanting to nab other civs unique techs was a good reason for me to hold back on annihilating them. Made me focus on annihilating someone else that had less useful techs or civs that
I'm one of those people who like to try to get everything. Or die trying. Or ignore them if it is a bad time to try to get them. If I have the opportunity, I try to nab all the specializations. However, most of the time, you are better off pushing ahead nabbing better engines, weapons, or whatever it is that the specializations are supposed to improve. Or go nab a balance between weapons, defenses, engines, factories, and what have you. As for ideological points, I&#
I don't know what is synthetic growth bonuses and synthetic population cap is supposed to do anymore. They seemed to have stopped working after they replaced the assembly project (population growth per turn per x amount of manufacturing put into it) with the assembly improvement (which increases population by 5 when completed). It would be helpful if the devs stopped to tell us what they are supposed do has changed or not.
I've made the same observations many betas ago. It still doesn't work. The population cap doesn't work either. You can get large populations as the Yor. It hasn't worked ever since they tried to move away from using a project to grow population, and instead replaced it with a planet improvement.
The problem that I have with this is, I usually opt out of mining these resources. I don't consider them worth it. When these resources are so damn close to my planets, which I like using my economic starbases on, I have to choose if I want to use my economic starbases or mining starbases. Mining starbases usually lose, but the AI seems to think that these resources are the best thing ever. Hence why my space got spammed by starbases in my last game. A quick fix might be to ret
Like many, I got a knee jerk worry reaction when I heard that the game is going to released soon. But then I read that beta 6 is coming out soon. Hopefully that version would be good enough for release by then. Anyways, I'm hoping for changes that will reduce the amount of micro management this game needs. There have been times when it has been too much and I stop playing for a few days (or longer) because I don't want to deal with it. I find that there is plenty of that wi
This game doesn't carry a whole lot of premade ships. Either the player designs their own ships or the game designs the ships. I like leaving the ship designing to the game as then I don't need to worry about redesigning my ship for every time I research a new weapon tech. The ships the game designs for you is good enough for the most part (and made using currently available techs), but it could include a mechanism so that you could design your own blueprints, how the game
I do not like the current starbase system. The reality is, I build my starbases the same way every time (with rare exceptions). For economic starbases, I first max out manufacturing (so my nearby planets can build constructors faster, and maybe do some planet upgrades later), then upgrade morale, then add modules to take advantage of precursor artifacts, and then decide if I should max out research and/or economics. The end result is, for me, that this isn't much different than
Well, soil enhancement is the exception. It is a level 1 terraforming improvement, so you don't get anything for waiting. As a level 1 terraforming improvement, it can only compete with the unlimited level 1 terraforming improvement that the rest get to avoid. In fact, it cheaper to build the than its competitor, so you would want to build it anyways to get a discount. The rest are different because they can terraform tiles that the level 1s can't. That is why I gave them l
At this time, I really dislike how terraforming is done. The problem is, I find you get the best terraforming results if you hold off until you get all the terraforming techs. This means holding back until you get to the third age of the game, something that might not happen in a lot of games. There several reasons for holding back: First off, there is a terraforming improvement that can terraform all level 1 terraformable tiles. Because you can terraform less advanced t
@ Franco fx Don't worry about it. I was more confused by several people (you included) than anything else. ---- As for shipyards, I had something in mind, but I was having trouble articulating my thoughts on it at the time. Yes, which shipyards that get the build orders do matter. It could be for reasons such as one shipyard that already has many ships in queue while another does not, so being able to choose a different shipyard could be used to find one t