[quote who="AdamMG" reply="8" id="3801055"] For that matter, just go with Devout as a trait. It gives the best happiness building (multiple per planet) in the game, and produces up to 40 influence/turn. Also gives access to extra tourism buildings. Tourism is the only income you'll need once they are built and upgraded. [/quote] But sometimes you have to use what the default races give you- gotta get those Steam accomplishments from completio
dlapine1
[quote who="JoeCorrado" reply="27" id="3792848"] The Hypergates can be activated and connected, or they can be inactive- not connected at any time. Good idea! I see that when NOT connected they are nothing more than an icon in the map. Only when connected to a destination gate would enemies be able to jump in unannounced through your gate. That would make sense too. Believing this- I do create a military star base at each end but that isn't totally effective since exiting
I've run gc III on every generation of and processors since it came out. The main reason I have a 12core ryzen 3900 is because gc will use it for game calculations.[e digicons]|-)[/e]
Check the games .xml files for specs on weapon fire rates and base damage. Be aware that several tech advances & precursor events can increase fire rates and/or base damages for normal weapons or add unique weapons. For an early game fleet try using a combination of undefended Capital ships with best weapons and a 2x set of escorts with appropriate defense and some attack. Enemy fleets will go after the escorts first while the capital ships get "free" shots on the other enemies. <
No war at all, or just nothing involving you? :)
There's a good thread discussing strategies- https://forums.galciv3.com/499120/page/1/#3773571
One advantage is that there are many approaches that can work, and with a multitude of available races different approaches are needed. You can and should try different methods to see what works and what works better. I wouldn't focus on cities at the start, but rather use your excess population to fill colony ships and claim new planets. That implies that you are making more colony ships and have some scouting/survey ships to find new real estate. Factories are nice,
This is a good place to start, we've had several discussions about what to do for beginners in the previous threads. Have you played any 4x style games previously?
[quote who="ForesterGC" reply="13" id="3778572"] If you want to be evil then you could send an empty colony ship to a planet, load it up to max, launch the ship, destroy the ship. [/quote] Hmm advice from the Borg cube. duly noted :)
[quote who="Horemvore" reply="15" id="3778385"] Why sorry at me? I missed a patch note for market center is all, and thought it was a bug, I prefered it the old way and have always had it the old way. Everyone misses information now and again. EDIT: Yeah really confused as to why that is directed at myself. [/quote] Not at you, but in sympathy for your advanced modding efforts. Simple modding changes are easy, harder ones are more painful
@Trims2u Not to pile on, but if only you had a way to change the game play to suit your ideas of it should be. Oh wait, you do. Just create a mod that overrides the behavior. It's so easy for simple improvement changes (Sorry @heromvore) that even I have done it. It's listed as an explicit change in the change logs, so yes, that's what they intended. It's about, oh, say #30 in importance of the policies and rules that have changed since GCIII 1.0 came out. As a player
[quote who="admiralWillyWilber" reply="8" id="3777985"] Kona and Iconia are not Altarian planets. [/quote] Well, they are now. :) but to his point, if you capture a planet during war, you should expect to have some portion of their population left, and depending on what techs & improvements they had that you now don't, could leave you a planet that has more pop than capacity. Be really interesting to see two save games where the population was inc
Raw production goes right to cash, that's helpful. Tourism goes to a separate pile, but you have to to increase your influence area, and your capital planet counts double, so build your tourism improvements there and keep conquering planets to expand your influence more. The major determinant is population happiness- the more buffer you have in happiness, the higher you can raise taxes, and the more money you can bring in.
[quote who="icedanno1802" reply="5" id="3773374"] Thanks for the tips. I've spent quite a bit of time looking at the advice on other sites, and I think I have a sorta ok handle on the game. Trouble is, EVERY game ends the same way. Someone declares war on me, and then sends in fleets to wipe me out. Takes me 6 or so turns to crank out one Medium ship, and they have several FLEETS of ships, all with better weapons, defences, etc. Fun ga
Welcome to the community Icedanno1802. Here's some suggestions. Start a new game with non-default conditions - try it with a large galaxy to give you some more room -set the number of opponents to be lower, maybe 3 or 4? - set the game level to easy - Play as the default humans Once you're in game, some things to try - be willing to redesign ships (the functional bits) to use that new tech and optimize for cost - you need to
Are we now looking at a delayed release date due to the current circumstances?
Humans have a tech that allows for the construction of a planetary improvement to add admins. There are also some nexus mods to add buildings for other races- These scale well with extreme sized galaxies, as you tend to have lots of planets
Are you playing the game with any modifications? Or just as downloaded?
Oh yeah, one other easy method to deal with morale issues - play as the Yor or one of the other synthetics- they have no morale issues as they have a base approval rate for their race at 100. :)
There may also be some pressure by population limits - as you get closer to the planetary limits, the amount of unrest increases. Simple fixes to address the issues reduce the tax rate (and watch the indicator for civilization morale% in the upper right corner for immediate feedback) reduce the population on any planet below the (dis)approval rate add morale improvements (entertainment center + market centers stack nicely) mine morale
I'd submit that it's cheaper and more effective to build cargo-hull scout ships with decent speed and radar ranges than to add radar modules to other ships that are eventually consumed. It was critical with "FoW enabled even in your own territory" to maintain radar surveillance to avoid surprise attacks, but it's still more efficient to have dedicated scout ships doing the explore part.
Wow, the Yor are fun. No morale to worry about, and population limit is simply equal the PC. Building pop is kinda painful but if you have access to durantium/promethium, it's not a big worry. What's weird is that playing as good ideology is really helpful to get "free" pop (a col with 5 and later a +2 per new) for expansion. If I had a suggestion, I'd add a tech later in the game to cut the population build cost by 50% to keep up a bit with all those pesky organics th
But yes, building all construction improvements around your capitals results a direct increase in the total raw production for a colony in retribution. to recap, to get more raw production on a colony, you have 3 base options: build construction improvements adjacent to the colony capitol add population (+1 per pop) mine asteroids within 10 hexes (+1 per then, benefits outside of 10 hexes taper off with range)
A side note- this clears up once a ship with sensors touches the affected area. Some issue with the FoW code that uses influence area?
Don't think that adding logic and verification to do 3D is anything trivial at all for the developers. For me, just adding a 3rd dimension isn't necessary. Would also worried be worried as Galcivius is about further performance hits due to the extra path-ing and AI considerations. It's not an easy option to ask for.