Illauna

Illauna

Joined Last seen Member # 2590371
75 Posts 645 Replies 3,766 Reputation

No, you can buy it from their store and you will get a steam key from SD. They get a bigger cut this way.

11 Replies 8,884 Views

It's been this way since GC2. Also, Frogboy showed off his own sensorship in his presentation for IGN. source: https://forums.galciv3.com/463970/page/1/#3541244

233 Replies 1,013,265 Views

For instance, Drengin have weaker manufacturing buildings...but they also have a big military production boost so they are better at churning out ships but weaker at building up their colonies. Iridium has better trade techs earlier.

2 Replies 12,698 Views

Generally take flat bonuses before percent bonuses. And have as many farms as the largest quantity of resource booster buildings. It's a very simple way of getting the ratios right. If you want to get better then you may want to have a calculator handy. The adj bonuses is what makes this more complex (and for me fun). I love this system. Every planet is a puzzle waiting to be solved.

14 Replies 4,086 Views

I'm sure Stardock would want feedback if their are any specializations that should not be. They should make you think. They should not have 1 must have and 2 no way in hell choices.

156 Replies 663,362 Views

[quote who="zingo77" reply="26" id="3542097"] Quoting Frogboy, reply 23 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. <span style="co

156 Replies 663,362 Views

[quote who="Ex Mudder" reply="7" id="3542090"] Quoting Illauna, reply 6 @Dumhed there really is no reason to pickup starbase sensors. They why are they in the game? [/quote] Because they are much harder to destroy.

233 Replies 1,013,265 Views

[quote who="TheBirthdayParty" reply="11" id="3542102"] Quoting BuckGodot, reply 10 You can absolutely trade for multiple specializations. I already "filled out" one just by doing that. And this is Working As Intended, as it is allowing players to still get things they might not otherwise be able to. Like,

18 Replies 7,833 Views

I'm not sure if it's bad for the game. You could do the same thing in GalCiv2 and the mapsizes were much smaller. I usually have scouts in the early game with engines sensors and range modules because they are cheaper. After mid game I have big Cargo ships loaded with sensors. I usually stick with tiny and cargo though. Although I might try a sensor battleship. @Dumhed there really is no reason to pickup starbase sensors.

233 Replies 1,013,265 Views

[quote who="Space Cadet Stimpy" reply="3" id="3542016"] They are specialization trees, not generalisation trees! You have to make choices! What's next, being able to be benevolent, pragmatic and malevolent at the same time with all the bonuses? [/quote] *Cough* you can do that

156 Replies 663,362 Views

I wouldn't dismiss the cheaper specializations to quickly. They can help you lower your global wealth allocation and increase your other allocations. This can have a HUGE benefit in your overall capability. They also allow you to create more ships and such.

11 Replies 40,134 Views

With all the different ways to get bonuses you actually might need to do some math to find your answer. The adjacency bonuses kinda throws out the idea of having a build order. It really depends on the layout of the planet in question if you are looking for optimal output. Generally build factories first, then research. Farms are only needed when you are about to max your pop. If your pop cap is 5 and currenly have 4.5 population and have growth rate of .1 you optimally

2 Replies 13,182 Views