[quote who="Tishers4U" reply="5" id="3513976"] Like it or not, the cutscenes and eye candy are what is going to appeal to the unwashed masses. Spending all of your time moving ships around, developing planets and playing politics can be as exciting as doing an Excel spreadsheet for work. [/quote] Um, then I think this isn't the game for you or your so-called "unwashed masses." This is never going to be a game for people who care more about presentation than content, and
peregrine23
[quote who="a0152570" reply="2" id="3513444"] I WOULD BE HAPPY (OR AT LEAST ok) WITH THE CURRENT SYSTEM IF YOU COULD AT LEAST SEE (LIKE THE OLD COLOR SYSTEM) WHAT TILES WERE GOING TO BE AVAILABLE AT EACH TECH LEVEL. [/quote] I agree. With the one tile/terraform level it becomes even more important to know where you'll potentially be able to terraform next.
[quote who="nomad459" reply="10" id="3513055"] I just purchased Galciv 3 on steam, and couldn't believe that mining asteroids fields wasn't in-game and was only being "considered". [/quote] Asteroid mining is in game, it has just changed since GCII. Now asteroid fields are where you find and mine Derantium.
[quote who="dragoaskani" reply="11" id="3513118"] I couldn't spot the problem when I went digging in the xml files. [/quote] IndustrialCollective That's the problem, it's set to upgrade form itself.
I don't think splitting production 3 ways will reduce micro. There are better ways, like simple alerts, to deal with helping players know when they need to switch between projects and construction.
For the campaign, I suspect the Drengin and Yor will start as the bad guys as the Terrans fight to re-establish themselves. That might be where the campaign ends for the base game. If not, I think you'll play as the Thalans or as splinter group of the Terrans allied with the Thalans against the Terran crusade.
We must also remember that the AI is still really bare-bones. I'd like to see the influence system be more interesting, sure, but it is hard to evaluate right now because the AI is incapable of countering it. By release hopefully the AI will be able to build cultural starbases, will build influence on border planets, and will get angry when you are pushing back on their borders. I think once the AI understands how to play this will be much less of a problem.
While I'll agree that the hex cultural borders don't look the best, the alternative would be confusion over exactly which tiles are within your borders. Personally, I'll take clarity over pretty 10 times out of 10.
They have also stated that the Yor will need to have the AI specially adapted for them, so at the moment the computer plays them very poorly.
[quote who="DivineWrath" reply="4" id="3512180"] Not according to my experience. Any enemy ship will wake up a ship on guard mode. Its been like that for a while now. [/quote] Sentry wakes the ship up if another ship is within sensor range, how close does a ship have to be to wake up a guarding ship? because I've never had it happen.
The point here isn't the numbers but the concepts. Of course the actual numbers would have to be playtested. That being said: [quote who="androshalforc" reply="1" id="3512210"] the +100% production is not that impressive particularly in mid to late game. [/quote] I think maybe you have production confused with manufacturing. Production is the number that comes from your population which feed into science, wealth, or manufacturing. Therefore it means that your pla
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I have really been enjoying the Yor. I think one of the best things that Stardock can do to make this an impressive game is strong delineation between races giving varying playstyles. With that in mind, I started thinking about the last two races and what kinds of things could really make them stand out. Reading through the forums, I also noticed that there are many players who want a “tall” option. I don’t like the idea of changing the base game to accommodate tall strategy
I disagree with OP for two main reasons: a ) it is important that shipyards not be starbases so they can remain mobile and can be built closer than 5 tiles away from starbases. b ) as to multiple function starbases, I think it is important from a strategic standpoint that the player have to make choices that have a downside. It more fun and more interesting that the player have to choose between the starbase types. That said, I think the ability to build starbases with two pur
[quote who="ClaytonHollowell" reply="9" id="3511956"] Again, refer to this document (the GalCiv backstory): https://www.galciv3.com/databanks/timeline At the start of the game, BEFORE anyone constructs a hyperdrive capable ship (IE prior to the start of the game), ALL the major civilizations not only know of each others' existence, but have a means of communicating with each other (subspace communication invented by the Yor a hundred thousand years ago). [/quote]
I have a couple of times built a ship I really liked, only to find I had built it facing backwards. Some indication within the designer of the orientation of your ship would be very helpful.
Guard never wakes your ship.
I actually think the Yor are at least equal if not overpowered. They do require more macro though and are a bit weak in the very early game. a ) The ability to control growth makes it simple to stay at 100% approval. b ) Not having to build farms means they have more room for other improvements and can make much better use of lower quality worlds. c ) You can't build while growing, but you don't have to be idle. Set your planet to 99% science, growth, or milita
I personally think that is is good that you need to use ships to defend a starbase. They are high-value targets and it should take a little effort to defend them against attack.
[quote]Shouldn't the fleet size be variable? maybe tied to +logistics level? That would make sense... if you have improved logistics then you should have more ability to move things around in swarms. (that is how war works). [/quote] That is exactly how the game works. So. . .problem solved?
Yeah, its a misprint in the description, it's for kinetic.
I feel like some are making the new system seem much more complicated than it is. The game clearly shows you what your goods and services are on each planet. It also shows your population. All you have to do in not let your population get too far above your goods and services. There really isn't any math involved. It is prefect one to one? no, but that's not a bad thing. As far as I know you will always have 100% approval as long as your G&S are higher than your population. Plus,
I don't mind the new sound, I just really liked the old one.
I really liked the table knock. The tiny bit of tabe-top flavor was really nice.
[quote who="androshalforc" reply="2" id="3511669"] the approval starbase still modifies the old morale system so its currently broken at least as far as approval relics go not sure about approval modules [/quote] Sorry, I thought he was talking about the bonuses from modules on economy starbases rather than from relics.