Influence starbases represent an interesting contradiction at the current time: The are an important tool toward the a non-military victory, but they almost always result in war. The idea of the influence victory is that it is for the players that want to play peaceful diplomatic games and win the the sheer awesomeness of their empire. However, there is a big difference in how the AI responds weather you try to spread influence from planets or from starbases. If you just let your plan
peregrine23
[quote who="wpkelley41" reply="25" id="3588789"] A little enlightenment please. I purchased it, but haven't played a game with it yet. As far as the sandbox goes, how is this the best DLC ever? What changes can I look forward to? Thanks all. [/quote] Not sure "best ever," but new race, new faction ability (and a very cool one to boot), and lots of new ship parts make this a very solid value. I'd still but a couple of the LH DLCs above it, but very solid. Oh, and I kn
Wheel is gone in 1.4, might as well keep using it, rather than trying to play how Stardock "wants" you to play since they haven't put in the planetary focus yet. If you want to try to get used to playing in the mode the game will be in 1.4, I'd just manually limit myself to setting the wheel, say, 20% further in any direction than the global wheel.
I'm not sure I have ever seen this, but if you mouse over their planet in the diplomacy screen it shows you all the modifiers to their attitude toward you. This doesn't have much flavor, if that is what you are looking for, but does give you the information.
I think in general the developers over-value buildings that grant multiple kinds of adjacency bonuses, especially the ones that don't receive bonuses back. This might be less true once/if 100% specialized worlds become less optimal, but for now, versatility just isn't that useful.
[quote who="MacsenLP" reply="46" id="3588064"] It's not a perfect system but I think it should be protected, I don't think that's dumb or ridiculous. [/quote] People who have played and enjoyed the game reviewing on Steam is not remotely gaming the system, it is participating in the system. I enjoyed the game, but had not thought to review it. I generally don't post steam reviews, but SD reminded me, so I did. My feedback is not dishonest, and the revi
[quote who="naselus" reply="4" id="3588303"] From a balance point of view it's actually better if you DO need more engines for big ships. It keeps smaller vessels relevant. [/quote] And if OP want to make that argument it would be more worthwhile. I personally am not so sure, I think that's what Stellar Accelerator and other support modules are for. Small ships also have the major advantage of wasting less firepower by being able to divide their firepower more effici
A couple of other options that might be good: Give it =10% research/level. This would make it a situational building, but good when you can create high levels of adjacency with it. Give it a flat research production bonus like the Durantium Refinery. That way it will scale with the other research buildings on the planet. Also to the OP, this would be really easy to mod, and might be a great place to start if you are interested in adjusting the game to your own tastes.<
[quote who="Larsenex" reply="1" id="3580478"] Xcom2 will be out in October...which I am definitely getting! [/quote] Unfortunately not till February . I think you are thinking of BE: Rising Tide which is coming out in October.
Also, it's a game and what feels good for game-play is more important than what is realistic. This is doubly true in a universe based on tech beyond our current understanding.
[quote who="naselus" reply="3" id="3588050"] You should always be better off changing the wheel rather than going through industry, other wise 100% factories is the only 'correct' strategy. [/quote] That's not really true, but I don't think this thread is the place to discuss it.
This sounds like an exploit rather then a bug. It would be nice if they would do something about it, but if you want to work that hard to get around the rules, more power to you.
https://forums.galciv3.com/471364/page/1/#3588044
A couple of things I noticed from 1.3 and wanted to ask about: 1) If you scavenge a transport you get the soldiers, is this intended? I assume the same happens with colony ships though I haven't tried yet. 2) It seems that the Economy and Research projects are now useless, as even on a pure manufacturing planet you do better by just switching the slider to research or wealth. Is that just in preparation for elimination of the planetary wheel, or a balance ov
[quote who="Frogboy" reply="17" id="3587845"] Re micro management. Most people play on small galaxies. We're not talking about finished games, we're talking that >50% of people who start a game of GalCiv play at small or smaller. The constructor spam stuff isn't an issue on maps below large. [/quote] Even if you have only 4 or 5 colonies, it isn't hard to end up with near 20 economy starbases, plus mining and others. That is enough to get
Just finished the Snathi campaign, and it was a lot of fun. I do wish it hadn't ended where it did though, and we had to wipe out all other life on the map. I also think that maybe something like this should be called a scenario or story map, as campaign implies to me that it happens over multiple maps. As for the game as a whole, there are certainly things that I would like to see improved, but most of them SD seems aware of and is working on. Yes, in some ways the constant patch
[quote who="naselus" reply="18" id="3587522"] Just generally improving stock blueprints would make the whole thing much less painful and micro-ey. [/quote] I said it over and over again in beta, but I'd love an in-game blueprint editor. Doesn't have to get into the nitty gritty, just let me select which weapon and defense types I want, what kind of support modules if any, and prioritize weapons, defense, speed, range, and modules. Then you would have a library of blu
It means that planet is working on an ongoing planetary project.
Okay, so I know this is like the 1,000,000th thread on this, but can we please reduce the economic starbase spam in this game? Building economy star bases falls in that magic zone of "too big an impact to neglect, but too tedious to be enjoyable" that defines bad micro. There are many ways this could be implemented, but the easiest would be to stop them from stacking with one another. Not only would this drastically cut the amount of game-time devoted to sending endless stream
I was posting on another thread talking about ZoI vs. ZoC in this game and had an idea that I think would be interesting for how the AI interacts with the player. You no longer need to declare war to to attack a ship or starbase. If you attack without declaring war you create a diplomatic incident and are contacted by the attacked player. They confront you and you can respond in a few ways: 1. That was the first salvo, it is time for war! 2. I'm sorry it must have
The thing is the AI actually treats the borders much as the player does. They can't enforce them and they don't declare war if you transgress them, but it sure pisses them off. Borders in this game represent the area in which your civilization holds the dominant influence, but they are not enforceable. Your political borders extend essentially to the orbits of your planets and that's it. However, civs (both AI and human) like to think of their ZoI as their political border
[quote who="Ashbery76" reply="8" id="3586522"] So commanders are no longer in the expansion? [/quote] I'm not sure what you are referring to, but you might be getting the Snathi DLC mixed up with the first expansion. I don't think they've officially said what will be in the first expansion yet.
[quote who="marigoldran" reply="7" id="3586616"] What's going to happen is every planet is going to built in the exact same way. If the goal is to prevent lock-step specialization, this is going to backfire pretty badly. [/quote] This will all depend on how good the governors/focus system is and how/if they adjust the research and economic planetary projects.
[quote]See the problem? [/quote] nope. Seems better to me. As population grows and tech improves, productivity should improve exponentially. [quote]Economy in Gal Civ III is based on ADJACENCY BONUSES AND STARBASES AND THE MASSIVE % BONUSES THEY PROVIDE. WHICH SCALE EXPONENTIALLY WITH GROWING POPULATION. [/quote] Actually, while over-all productivity does grow in something like an exponential fashion (as long as you are i
I under[quote who="Frogboy" reply="3" id="3586590"] My problem with the per planet wheel is that it is too gamey. I don't mean in terms of it being exploitive. It just totally rubs me the wrong way. [/quote] I understand, and though I've posted a lot in support of the planetary production wheel, that isn't what I'm talking about here. That just happens to be the context in which the comment was made. In the stream on Friday, Paul basically said that the