The AI still gives you specialization techs as gifts, that you can't refuse. This extreme annoyance has been around for a very long time. I don't want a reduced cost for building ship components forced onto me, when I was planning on taking the reduced mass specialization instead. Is it game breaking? No probably not. Is it annoying as f***? Yes, yes it is. Several options are available to "fix" this: 1) Let us refuse
aerez4546
Agreed. There are lots of tooltips that are sorely lacking in information.
Yep I get this bug often also, and I also play on insane sized maps.
Well really we already CAN do what you are talking about. I routinely advance ideology lines from 2 different sets. Either a couple branches from Benevolent and Pragmatic, or Malevolent and Pragmatic. You can even select some choices from Malevolent and some from Benevolent if you want. You are not forced to use only Benevolent, or only Pragmatic, or only Malevolent. I do agree that it would be nice if the diplomacy results from your ideology cho
You need to have ships with the roles of Guardian (primary purpose to protect Support ships) or Escort (primary purpose to protect Capital ships). When you select a ship look at the description in the lower half of the ship information window. If you don't have any ships with the role of Gaurdian or Escort in your fleet, then yes the enemy ships will more than likely get a free shot right to your carriers and other capital ships. From what you are describing it sounds li
Last I knew, you can't move a starbase once it is built.
The game is hardly blown by an AI opponent getting 3 good planets in it's territory. It might make that AI opponent a little more powerful if they actually utilize those planets well, but it certainly won't make them invincible. And odds are, it won't even make very good use of those planets for a long time anyways. Your actions of leaving the UP just to attempt colonizing one of those worlds actually damaged yourself far far far worse than the AI getting those p
Yeah I agree. Myself and others brought it up several times way back in beta that we want to be able to place the colony capital. The best the devs ever gave us was a "maybe we will think about it". It seems silly we can place every building where we want it, except the first building. I suppose we can dream that someday we will be able to do what seems like a basic thing.
I play with no mods. I just use some custom made factions created with the in-game tools, other than that, everything else is pure base game.
The 3rd tier of missile defenses for starbases is broken. The tooltip says you should be able to add a module called "Droid Sentries" for starbases, but upon researching the tech no further upgrades become available for missile defense.
Yeah it was brought up back in beta that you should be able to refuse "gift techs", especially if they are a specialization tech. I didn't even know this hadn't been fixed yet. Very disappointing that such a horrible mechanic is still happening.
Yeah the AI needs a lot of improvement when it comes to diplomacy type stuff, including declaring war. It is especially annoying when one of the AIs declare war on you, then the very next turn they ask for peace. For starters it is annoying that the AI can do things with diplomacy that the player can't; such as declaring war and then being allowed to attempt further diplomatic actions one turn later (ie: begging for peace). As the player I am locked out of any diplomacy
I haven't maxed out a single tree yet; but I do split my points between 2 trees usually. I think it might be difficult to max out 1 tree, let alone max out a 2nd tree, and probably borderline impossible to max out all 3 trees in one game. Also, I'm not even certain the AI will select options from an ideology tree that is not it's primary designated ideology. But your first sentence said all that really needed to be said... "I have not played the game yet" Don
Yeah I noticed this one also when 1.1 was still in "opt-in" status. This change annoys me. I don't like waiting until I unlock the last tier of terraforming before I can start utilizing terraforming without "wasting" tiles. As somebody else suggested, it would be nice if there was a tooltip that tells what "level" a tile is, so we can make use of terraforming before we hit the "endgame" level of techs.
You have to reach the correct "age" to research techs. You have to research a certain number of techs in each age to advance to the next age. This is indicated by the highlighted bar at the bottom of the tech tree.
Beams are medium rate of fire, medium damage, high accuracy, medium range. Missiles are low rate of fire, high damage, medium accuracy, high range. Kinetics are high rate of fire, low damage, low accuracy, low range. All of those are just the "normal" states for the weapons. With various techs you can substantially alter the characteristics of each weapon type. I would say all of them are viable, it is just a matter of your personal preference. Of course re
I have an AMD FX-9590 and I have also noticed that GalCiv3 only seems to fully utilize 4 cores out of 8. I'm not a computer whiz by any stretch of the imagination though, so it could be something set up wrong on my end. Or it might be a problem with GalCiv3 not making optimal use of AMD 8 cores. I still enjoy the game regardless.
Ya in Gal Civ 2 one of the biggest slowdowns at the start of the game was your economy. When you first colonized a world it was a huge money sink until you got it built up some. So if you expanded too fast at the start of the game you would find yourself bankrupt in a hurry. So I can see how changing the LEP to a money hit would work better. A money penalty seems to make more sense to me than a morale penalty also. I have been struggling to figure out how being p
Go to the GalCiv 3 support forum. There is a pinned post in the top section titled something like 1.1 opt in.
The only tech trees I have really played extensively is the Thalan and Yor tech trees. I have checked out other tech trees and dabbled with them a little bit. I came to the conclusion that Altarian tech tree sucks horribly; I prefer to play insane maps for long games, so crap terraforming = crap tech tree imo. Krynn is ok, Iridium is ok, Iconian seems ok, the others look about the same. Yor is pretty good for something you are basically forced to be stuck with if you w
Top 6 in influence I believe.
Yep I noticed that also in my game, just always forget to say something about it on the boards. It is indeed from the malevolent ideology trait that gives you a permanent boost to morale for every planet you invade. This trait also makes it so that malevolent civs never really have to worry about the Large Empire Penalty to morale. You get +1 to morale for every planet you conquer, and the LEP is only -.2 for every planet you own. The longer you go con
This is working as intended according to the devs. Only the top 6 civilizations are eligible to be elected. The AI being able to vote for anybody not in the top 6 is a bug, that was supposed to have been fixed.
#2 is not an exploit, working as intended. The devs have stated before that you can trade for the other specializations, this is intentional. #5 Yep the tight clusters is supposed to leave large sections of empty space. You can make the clusters have more stuff in them by adjusting settings (abundant stars, abundant planets), but you will still have some open space between the clusters. Working as intended. You can use the other galaxy types if y
[quote who="Azunai_" reply="8" id="3563871"] i guess color coding would help. i think they had color coding in GC2. doesn't make a huge difference to me anyway. the way i see it, NOT using a terraforming option mid game just so you can have an extra tile you'd otherwise lose in the late game isn't worth the tradeoff. i use the techs as i unlock them to create/improve adjacency hubs. delaying them until you get ultra terraformer or picking up other tiles that