Many thanks! I have been eagerly awaiting getting all of these great improvements into my GC3 games. Please keep up the great work!
Casorian Emperor
My Class 16 planet was actually class 10, not 16. Very disappointing.
We need MORE MAP COLORS for Custom Races/Factions! Currently Beta 5 only has 15 color options under Map Theme. I am nearly done creating 25 custom factions to join the 8 standard factions for a total of 33, so I would love to have 33 different shades to help me discern which territories on the map below to which faction. For now, many colors will be used for two or even three factions. I hope this is an easy item that can be included in the next patch. We could also use more emb
Happy days are here again! Many thanks for getting Beta 5 out today!!!
Great ideas guys! The states/provinces/theatres concept looks like a rich gold mine of possible improvements to help those of us who like to play on huge maps and create really large empires. I especially love the patrol the borders of a state idea.
Sounds terrific! Can't wait to test drive Beta 5!!!
Thanks Franco! I suspect you are right, late March has slipped to April. Too bad, I am so eager to get B5, but when I saw the invasion screen was still under development, I thought they will not hand this build to QA just yet. Funny, we thought the invasion stuff would be in B4. It must be low on the priority list. No real complaints here, just very eager to get my hands on B5!
Did I miss it? When is Beta 5 being released? Next Thursday I hope!
Will we be able to select specific Minor Races or just indicate the number of them to be included?
If some day GCIII includes stable jump gates, which allow two way traffic to known destination(s), then a military starbase/ fortification might be the foundation of your defense if the other end of the jump gate was in enemy territory. Of course I am assuming some version of a much improved military SB as suggested above. I second the suggestion to have some super heavy weapons available to build on SB since size and energy consumption could be much greater than on a starship. If the game th
I would also like to be able to create my own Minor Factions along the lines of the plans for creating Major Factions. Thanks Rhonin for getting that one out there!
If you would like to continue to enjoy food that you can afford, then I suggest you take the problems related to Global Climate Change seriously. Most of the food crops we depend on do not do well in severe drought or floods. And while the recent winter has been especially cold in the eastern US, it was extremely mild (warmer) in the western US. Climate Change is messing with the usual patterns in the jet stream. It is not about whether your local area is getting warmer in a steady wa
Bamdorf: ditto for me. I like to stay ahead in the research race, and even the early levels (+10% and then +20%) of bonuses on the blue research relics can really add up if you are tapping into 2 or more of them. Often my early expansion focuses first on standard habitable planets, once most of those are claimed I shift to relics that I have located and try to get a starbase built by each of them as I am getting the techs for Extreme Colonization and then swing back into colonizing those plan
Of course you have to have the right tech to get the benefits of the relic or the mining, not just build a starbase. And the relic's benefit is empire wide.
Thanks Larsenex for that reply!
When setting up a new game, on the Opponent Setup screen, the choices for each race under Intelligence are: beginner, normal, gifted, genius, & godlike. Does anyone know what specific effects each of these levels of intelligence provide? With Custom Races coming in Beta 5, I am gearing up for a really big map with loads of factions, and I realized another way I can vary the races would be to vary their intelligence. But I want to know what that will actually
Larsenex I like your idea that different races would have easier/earlier and harder/later access to the techs to colonize different types of world. I think eventually every race should be able to colonize every type of world, at least at the 50% production level.
Many good points already posted. Perhaps if colony capitals were required to touch at least two tiles, AND that the player could change the capital location after viewing what was first offered , we could have our cake and eat it too. For those who don't want to have more work to do, they could just go with the location as given. With the must touch 2 tiles rule, at least the capital wouldn't be isolated. But for those of us like me who would probably see a better loca
In addition, lets make fighters and bombers a new hull class: sub-tiny. Adjust weapons range and damage. They do NOT have FTL drives--too small. Tiny ships are large enough for crews of several members that can go long and far--scouts! Fighters and Bombers would not be designed to leave the tile of their base or carrier module, as they do not have the drives or life support for such long missions. They are only large enough for crews of 1-4 members. I hope these ideas will get added into the
On an Immense map I had 82 colonies when I got the 3 ships per planet from the practical ideology bennie. Jumped my power rating way above the others and the maintenance was very large. Luckily I had enough income to cover it, but this unexpected cost will shock some players the first time they get it. So this is an "expensive" benefit, literally.
I am also very interested in seeing how fleets with varying compositions do against each other. Yeah, that may not be the focus now, but I am eager to see it. I hope the game really does have that aspect in it, so that a higher quality fleet (better combo of ships and components) could beat what appeared to be a larger fleet.
BuckGodot, you have a good point there, using wormholes to try to find other races early to better prep and to trade. Think I will try that next time. Thanks!
Last stream Paul talked a bit about interstellar drifts and they did not sound like wormholes at all. And he made it sound like they would not be in the base game. So I hope the developers will consider the idea of some kind of permanent, two-way wormholes to make things even more interesting!
I mostly go for practical and beneficent, so I can't comment on malevolent, but the Missionary building and Preparedness Centers only give you ideology points when you finish building them, not every turn as before. So they help some, but not as much as before. Or are there some other buildings deeper into the ideology trees that give you points every turn?