peregrine23

peregrine23

Joined Member # 2688337
52 Posts 687 Replies 1,354 Reputation

I think this was a good and fair review, well written. There is so much good about this game it is a shame there are so many little annoyances. Stardock has an excellent track record for continued support though, and the release date on this game feels a little arbitrary as I don't think this is a "finished" game, if such a thing even exists anymore. It's going to continue to get better not just through DLC and Expansions, but through consistent patching as well.

4 Replies 17,035 Views

[quote who="Malabolg" reply="17" id="3547372"] I can't help but feel it's a bad sign that working out how to build up a planet is this complicated and counterintuitive. [/quote] I don't know, figuring it out is complicated, but the results seem pretty intuitive to me: If you want a research world, keep your people happy and build research buildings.

21 Replies 49,715 Views

There are a few consequences for war: 1) It takes population to invade planets. This means you have to weaken one of your planets to take another one. 2) Diplomacy. People will like you less. I have to admit, this matters less when you are killing them all anyway. 3) Approval penalty. You have skirted this, and it isn't that severe anyway, but too many planets can cause some trouble. 4) Oppertunity cost of military force: that production could have been use

21 Replies 108,675 Views

I had a very similar experience to OP and agree with most of his feedback. I was a little more active in the beta stages, especially in the short time after each patch was first released. I have found the experience of watching this game develop very interesting. I also liked the ability to "invest" in GCIII by paying a larger sum up front which I am confident will pay off as the DLC and expansions pile up. P.S. I've seen some badges for the new RTSs, but none were

17 Replies 943 Views

I was going to make a post about this a while ago, but forgot. I think that the first tech in the colonization tree should grant Assembly to any synthetic race. It will still be very hard to grow as a synthetic race using another tree, but it will not be impossible.

5 Replies 2,919 Views

You can see all the bonuses to trade routs on the trade routes screen. In general, you want all your trade to originate from the same wealth-producing world as close to the edge of the galaxy as possible.

2 Replies 12,290 Views

Yes, though the AI should make this more clear. Influence starbases have their own influence that they spread in the same way as planets. They also grant bonuses to the influence of planets in their range.

1 Replies 1,701 Views

Just curious, where exactly is all the micro you guys are complaining about. I tend to do very specialized worlds. I set my slider to some ratio of manufacturing and science/econ while I am building, then switch it to 100% econ/research. I do have to go back through my already optimized planets when I research an applicable tech, but I don't find that that daunting. What are the specific adjustments you are looking to get rid of?

27 Replies 9,557 Views

I think all buildings that give big adjacency bonuses but do not receive them need to be looked at. Most of them are very weak. Their outgoing bonuses encourage you to place them in a central location, but when you do, you miss out on a lot of incoming bonuses which makes them much weaker than they appear at first.

15 Replies 38,114 Views

So, I know it's probably way too late for this, but can't we get rid of food as a stat in this game? We have two different stats in the game that dictate max population, do we really need both? It seems to me that with Approval in a good place, food becomes redundant.

3 Replies 15,594 Views

It is a little hilarious that when projects were powerful, people complained that it was better to have diversified planets. Now that projects are weak, people complain that specialized planets are best. Obviously someone is going to be unhappy. That said, SD needs to figure out what they want projects to do and make them to that well. To me they should be a place to funnel excess manufacturing that would otherwise be wasted. With that in mind, I think the best may to do them would be

9 Replies 5,551 Views

Production is produced by your population and can be funneled into research, manufacturing, or economy. Your production is modified by buildings, traits, etc. to figure out how much research, manufacturing, and/or economy you get. Manufacturing is the actual points that go toward building buildings and ships and is the result of your production multiplied by your manufacturing bonus. In the over-all economy of this game, production is the most important number and any bonuses/multipli

4 Replies 3,064 Views

Ahhhh, this should be so simple. Don't do percentages and don't do raw production. Just have the research and economy projects convert manufacturing to research or credits at a loss. So, say, you get 3 research for each 5 manufacturing. This would not be amplified by any research or economy modifiers. This way, you'd be better off never running these on research or economy specialist worlds, but it gives you something to do with excess manufacturing if you don't want to build

94 Replies 3,090,415 Views

I like that GalCiv doesn't (or didn't) punish you hard for expanding. That's the point of the game! Please temper large empire penalties.

16 Replies 24,794 Views

I preferred it when starbases had no default defenses, especially now that there are pirates and you get a free module, I think this should be reverted. I think I am outnumbered on that though. The biggest reason for economy starbases is the 10% production bonus. After that, I do agree that manufacturing, research, and economy bonuses could use a boost. I think they should be equivalent to their on-planet counter-part without adjacency bonuses. Military starbases have always b

13 Replies 3,665 Views