[quote who="Edladner" reply="359" id="3489240"] whew! 130m is a helluva fighter!!!!! In another thread I got beat down for thinking 173m was too small for GC3 largest ships. I tried to explain that was only 2/3 size of enterprise a and e was over 650m. [/quote] I never even noticed that they give the dimensions. My scale is way off on some of my ships, that second large ship is 2.5x the size of the huge ship I'm in the middle of designing.
peregrine23
2 more Drengin designs, both large fighters. <img src="ht
[quote who="Tohron" reply="4" id="3489192"] meaning that you'd only want the factory if you were focusing the planet VERY heavily on production. [/quote] I almost always have my planets focusing on only 1 area: wealth, manufacturing, or research.
I noticed a lack of Drengin ships on this thread, so here is my drengin sensor ship. Modeled after a hammerhead shark, it ended up looking very submarine-ish. <img src="http://i.imgur.com/hq9905T.jpg" alt="hammerhead 5" width="1
Life support currently stinks in GCIII, starbases are the easiest and cheapest way to attack an opponent who is too far away. The AI does like to attack starbases, so be sure to defend them.
[quote]This means it will always be better to increase the Population. [/quote] Blatantly wrong. The best approach is to balance population with manufacturing/wealth/research buildings. It's a cost-efficiency problem (with the price being the space on your planet). As you build more farms factories/labs/markets become more effective, and vice-versa. Also, farms' benefits are delayed, while factories/labs/markets give an immediate benefit. I have played a gam
That is a bad-ass design Admerial_Bob. Officially jealous.
[quote]Are we stuck with online only? Or can we play hot seat? [/quote] [quote]And if there's hot seat. . . [/quote] There are no plans for hot seat. [quote]Secondly, will there be the option for allied victories? Being able to ally with other players (and AI factions) and win as a team is definitely important. And when playing with another player, it tends to get around that inevitable stalemate that generally happens (once both h
[quote who="Seilore" reply="25" id="3488906"] So after watching the beginning of the stream today, I see that Beta .41.2 is a limited release for a select group of people. I understand that most of the fixes are for people using laptops or integrated graphics, however, there are some extras put in there as well. Why are not people the are Founders Elite selected or how were people selected for this Beta? If anyone can access it than what is the beta access code for it,
If your fleet can beat theirs, then defend your planet, attack the ships once they are in range, and then rebuild the shipyard. If your fleet can't beat theirs, but you have another planet reasonably near-by, then defend the shipyard, link it to another planet and beef up your fleet to take back your planet. If your fleet can't beat theirs and there is no planet near enough to contribute to your shipyard, you are boned. This problem is not unique to GS3 though, any time you ha
Yeah, the specializations will help you, but I'm comparing it to other tech trees that also get similar bonuses. Environmental support is a major upgrade over life support but the rest are very minor upgrades. I guess having different sizes does help you hit your max mass exactly, but as a matter of opportunity cost, I think it's very hard to justify researching support over other tech lines.
Tourism in GalCiv II was basically galactic population x your % if galactic influence. If it is the same in GalCiv III, then in addition the the tourism improvements, which are in Beta 1 and buildable, you can increase your tourism by increasing your influence.
Right now shipyards can only effectively service a single solar system, or 2 that are very close together. Is there any possibility of decreasing the range penalty so they can become centers of ship building for your entire civ or moved to the front lines?
[quote who="NorsemanViking" reply="6" id="3488757"] 1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. [/quote] Actually base movement is 2. Drengin and Terrans have the Fast +1 trait increasing it to 3, the Alterians have the fast+2 trait making it 4. 2 was also the base move in GalCiv2.
This is a bit off your topic, but it is related: Support barely gets better as you research it, and it gets bigger which makes it more inconvenient to fit with other components. By effect/mass ratio after environmental support, which is a sizable 50% increase over life support, the next 3 upgrades are 7%, 4%, and 3% better then their previous version. As a point of comparison, the first 3 sensor improvements are 33%, 20%, and 46% better then their predecessor and the first four beam upgrades
Can you discuss anything about what cultural victory will look like?
[quote]1) growth and food - so I seem to have noticed a planets population tops out at how much food you produce (8 food means you pop cap is 8). Does growth have a base rate? What affects it besides improvments? When I mouse over growth it doesn't give information like other traits. Population does seem to affect a planets ability to produce research, manufacturing, etc but no great tooltip to explain the ratio or % [/quote] I'm not sure, but I think that the diffe
Here are a few other designs I like but think need more work. The first is a sensor ship and the second is a tiny fighter. <img src="http://i.imgur.co
I finally researched huge hulls to find I had to design my own. The result was the first ship I've been really happy with: <img s
I have never moved the planetary wheel, because managing by planet has always been much better. That said. I am currently 300+ turns into a game where I am specializing all my planets in population and keeping a balanced economy. It is going well and I can see using the global wheel in this game, though I have chosen to keep it balanced the whole game so far.
The adjacency bonuses are pretty obvious, as they should be. The decision points come when space is limited and you need to choose weather to give up an adjacency bonus for a different kind of building that would help your planet, and also when to give up a tile bonus for an adjacency bonus and vice versa. The former will be more important if they make it more important to build approval buildings, but there are also influence buildings, military, and trade buildings that will likely make the
I know many have asked for this, but I don't want it. The zig-zag accurately displays the distance the ship travels and the space it is occupying at any given time. I prefer accurate to pretty.
[quote who="DivineWrath" reply="6" id="3488435"] By the way, did you get those numbers from planet improvements or some other source? I'm thinking that things become less efficient if a manufacturing bonus gained from a planet improvement wouldn't be better done by a research or economic improvement. [/quote] From the numbers I have seen, Economic Stimulus and Research Project are only useful in very limited situations. It is very hard to get a planet above the break
[quote]I'd love to be able to designate "production worlds" and the like via a governor system. [/quote] If you look to the right of your Govern Planet screen you'll notice a window that says "Planetary Governors" with new, delete, and use buttons below. These are "coming soon," and I'm pretty sure they'll be what you are after. [quote]4. Credits are worthless: [/quote] They will be more useful when you can trade them for st
[quote who="Chibiabos" reply="4" id="3488424"] And again, the problem with that is it will impact production on all of your colonies which is not always an appropriate cost when you may have only a few of your colonies that have nothing to build, but others that have a queue to complete. [/quote] I'm pretty sure DivineWrath is setting the wheel on the planetary level and