Bug still present in Beta ver 0.95.5.0 Ticket: #JTD-638-63743
Unknown_Hero
Ticket: #MHH-985-38563
Ticket: #CMQ-359-81150
Ticket: #JLT-480-55575
Ticket: #NVN-252-41101
Ticket: #MVL-388-29471
Ticket: #BHB-623-58313
Ticket: #XUR-424-35359
Ticket: #XHJ-536-39457
Ticket: #DXJ-337-18416
Ticket: #ERV-549-41429
Ticket: #NYZ-135-91466
Ticket: #AUT-905-85973
Bug still present in Beta ver 0.95.5.0 Ticket: #BET-173-21977
Ticket: #ATA-332-62783
Ticket: #DDH-739-96278
Ticket: #BXL-225-46936
I would like to have information on how the score is calculated. A greater score can be obtained by winning in 60 turns a suicidal game on a tiny map, than winning in 24 turns a suicidal game on a tiny map. Also, the difficulty do not seems to modify the score in a large gap, the same score seems to be obtained in a beginner game in 100 turns, and in a suicidal game in 150 turns. Is the formula for the score calculation in his final state, or will there be twe
Quote from this post: https://forums.galciv3.com/464227/get;3542824 [quote]What will you do for all the players who do not like the latest modifications on the unique specialization choice for technologies? Modify the game (by modding) is not a solution, because they can not do it / do not want (and it will be difficult due to frequent changes to the game), and wait for a hypothetical mod is not very
Quote from this post: https://forums.galciv3.com/464227/get;3542824 [quote]A lot of useful tools, present in GalCiv2, are missing in GalCiv3. Per example: the Civilization Manager window, with all info about your civilization, and comparison tools, the Foreign Policy window, with all info about the other civilizations, the Planet/Ship list window, with advanced selection criteria,
Quote from this post: https://forums.galciv3.com/464227/get;3542824 [quote]In the tech tree, percentage bonuses are used for Ship Move, Ship Range and Sensor Range systems. However, these systems are all based on hexes. "Move 1" = 1 hex displacement. "Ship Range 20" = 20 hexes max range displacement. "Sensor Range 4" = 4 hexes range visibility. Per example,
Quote from this post: https://forums.galciv3.com/464227/get;3542824 [quote]The approval system is not very clear to understand yet. Per example, for population, it's clear and easy to understand. 10 foods are needed to have 10B population. 100 foods are needed to have 100B population. So why not a similar system for approval? 10B population need 10 approval po
Quote from this post: https://forums.galciv3.com/464227/get;3542824 [quote]The terraforming system seems a bit broken currently. Sometimes, it's impossible to build terraforming improvements on a planet. The random "land generator" should take into account all the possibilities for all the terraforming techs (in game and modding) before the land tiles are generated, so that there is alw
Quote from this post: https://forums.galciv3.com/464227/get;3542824 [quote]The starbases are built instantly, but the starbase modules are built next turn, it seems weird and it's confusing. Why this design? Post Scriptum: If you say it's related to multiplayer, I hate you all. :) [/quote]
Quote from this post: https://forums.galciv3.com/464227/get;3542824 [quote]Major and minor races build starbases near my planets to harvest resources, I am fine with this. But with the current system for the limitation of starbase construction, based on a hexes distance between starbase, I cannot build economic starbases near my planets due to this limitation. It would be more conveni