Is there a way to add new Graphs? Per example a graph (ex: like for "Civilization Power") for "Soldiering Power". |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)
Unknown_Hero
Is there a way to limit the number of starbases (by types) in a particular area? Per example to make more powerful starbase (more bonuses), but limited to 1 starbase per planet. So, in other ways than by the distance limit in hexes between starbases. * Is there a way to add conditions to the construction of a starbase? The player needs 10 planets before he can build a starbase. The player needs to built this improvement before
Is there a way to add an "Abstention" option (no votes) for the propositions during U.P. meetings? |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)
Is there a way to make the "two ways" treaties work like 2 "one way" treaties? Ex: the X race trades his Exploration treaty to Y race, the Y race can see the discovered area from race X, but if the X race want to see the discovered area from race Y, it's a separate treaty. |-) :) ;) B) ***** If that is not possible, consider it as a request. ***** B) ;) :) |-)
Quote from this thread: https://forums.galciv3.com/463705 [quote]For the invasion tactics which remove tiles on the planet (reduces the class of the planet), which I will certainly never use because of this (I don't like to reduce planet quality), I should prefer a penalty related to the use of the tile for a specific duration for each tile. Ex: Possible penalty: 3 to 5 tiles damaged for
Quote from this thread: https://forums.galciv3.com/464186 [quote]20 turns before the next meeting is really too long. And only one trade allowed per turn is also too restrictive. I like making several small trades in a session, it's more fun and, it allows more possibilities for the treaties (per example, you can break them later one at a time, instead of all at the same time). Also, it
@Frogboy [quote]I can assure you that many someones go through the text with a fine tooth comb. There is a lot of text in this game.[/quote] Maybe the tooth was not fine enough. :) :cylon: B)
Ver 1.0.0.0 Crashes with total reboot of the PC. Ticket: #IXO-970-64611
Beta ver 0.97.7.0 Crash with total reboot of the PC and crashes to desktop. Ticket: #OYV-392-32693
Bug still present in Beta ver 0.97.7.0
Beta ver 0.97.7.0 3 crashes in less than 1 hour. 1 complete freeze of the PC, necessity to turn off the power. 1 crash to desktop. 1 crash with total reboot of the PC. It's enough for today. I'll wait for the next version of the game. I'll not send ticket.
@Dumhed Try to change the Scope to Global, Global and see if it work this way, if it work, then perhaps the problem come from the AreaEffect
@Thamior2311 [quote]Well, could anyone answer is my complaint legit?[/quote] Yes, you are right, your complaint is strongly legit. peregrine23 explained it well, but yes, this is not explained well enough in the game. This should be corrected, I am with you on this. :)
@Frogboy [quote]but they can do ideology Which can net a colony ship.[/quote] From where come the points to unlock the trait?
@JetJaguar72 [quote]I think I'm starting to come to the same conclusion. The question is: does the AI move it's governing wheels around (either globally or for individual planets)? I'm curious because, if I'm going to make it a 'house rule' to just leave the sliders/wheels at default (33%/33%/33%), I'd like to know if the AI is doing the same. Thanks in advance.[/quote] As stated <span class="hps
@kinsoa This will certainly not help you, but... [quote]Help : can someone explain me how research focus / economic stimulus / cultural festival work now ?[/quote] In one word, I would say: Badly. :) [quote]I'm probably stupid, so can someone explain me how it works now ?[/quote] Rest reassured, you are not, it's just that you need a calculator to "play" the game. ;-)
Frankly, I don't know why the game was designed this way, it just adds complications and more micromanagement to the game. The improvements built on the planet should be enough to decide what is the output of the planet, specialized world, mixed world, whatever. Is that it must be so complicated to play the game? Force the player "to do the math" for efficiency? "So, I have this, this and this... ...I must put the cursor wheel here... ...almost.
@joeball123 I understand your point of view, but as I said, this should be clearly explained in the tooltip (taking into account the player's setting for the "wheel" (100% manufacturing in the OP screen)). :) Something like this: [quote][quote] Manufacturing: XXX.X Civilization Bonuses Productive (+1): +15% Global Events Bonuses xxxx: +xx% Colonization Event
@admiralWillyWilber Glad you can play the game for real. :) To add a sponsor to a shipyard: Click and hold the left mouse button on top of the planet or on top of the shipyard. Move the mouse cursor on top of the shipyard or on top of the planet. Release the mouse button. To remove a sponsor: Same process. Do not t
@Surge72 You are right, this is not clear. Here is the curve for the Population to Production ratio: Quote from this post: https://forums.galciv3.com/462186/get;3528153 [quote]Yes, much simpler with the formula. ;-) 1B Pop gives 2 productions, 10B Pop gives 10 productions. You can play with the curve here: <a href="https://www.google.fr/webhp?hl=f
Bug still present in Beta ver 0.97.5.0
Bug still present in Beta ver 0.97.2.0
@Derek Paxton If you think it's good. :) @00zim00 It's all right everywhere in the game (and out of game), it's just that I find the textures are not visible because the light is too strong on certain parts. It seems it's right this way. :)
@Derek Paxton Even with the tooltip display delay? So, problem solved.
@Derek Paxton It seems a bit strange to let the player research a tech which does not give him immediate benefits, but if you say it's by design. Thank you for the answer. :) @Maiden666 No, it's not complicated, just different. :)