Unknown_Hero

Unknown_Hero

Joined Member # 2876465
206 Posts 326 Replies 866 Reputation

@Franco fx [quote]First, I (and by now most here), know that the AI is a "place holder", "undeveloped", "stupid", whatever. I understand that whatever it is now is not what it will be. The shelf life of any comments I make on game behavior is only for it's current iteration :)[/quote] Yes, it was a "joke", enjoy the "stupid AI" for now... ;-) [quote]The AI will harvest mining resources in the late game, so it is in their code but with a low priority. In a game n

22 Replies 17,105 Views

@Bamdorf [quote]----> Ditto[/quote] Thanks. I made a few hours overtime. ;-) [quote]---> I would also like to see nebulas give a strongly penalty. I wouldn't object to 1 hex sight range into a nebula from outside, 1 hex sight inside, and none thru a nebula. Like Wrath of Khan, the Motar Nebula...the odds will be even... :D[/quote] Yes, only 1 hex visibility would be nice, this would add much more strategic possibilities for Nebu

22 Replies 17,105 Views

What do you think about the new "graphic style" for civilizations leaders. Personally, I find them too realistic. The "graphics" are great, but... ...look at Lord Kona per example, it looks like a plastic mask for Halloween. I find that it takes out a bit of charm from the leaders. It's not really important, because we do not see them often, but... I also miss the colored trade screens of GalCiv2, in GalCiv3 they seem flat and li

2 Replies 1,435 Views

@Franco fx [quote]Wow, you put a lot of work into that and you have some great suggestions.[/quote] Thanks. It was just like a full time job. ;-) @androshalforc [quote]3) technology tree ok here i disagree there needs to be something to hold the player back in many cases ( some of the civ games) this appears as a web of interconnected techs this is used to represent certain prerequisite techs the tech age system acts the same way but allow

22 Replies 17,105 Views

Beta ver 0.72.2.0 1) U.P. ** Much more propositions are needed, it quickly becomes always the same to vote for. ** Add a proposition for to not vote a law at all, to postpone the vote without a new law. ** Separate the chairman law proposal and the vote for the proposed law by a few weeks (ex: 4 or 5 weeks); the players are informed about

22 Replies 17,105 Views

[quote]Actually, I checked, and it is no longer possible at all. The best starbase module gives +20% manufacturing and multiple modules on a single starbase no longer stack. That means you need your planet to be in effected by 15 starbases to break even, and 16 to get an advantage. I'm pretty sure the max you can have is 12, and that requires maxing the +starbase range techs and very carefully setting up those bases.[/quote] It doesn't matter how the player arrives to the 300% ma

94 Replies 3,090,441 Views

Yes, much simpler with the formula. ;-) 1B Pop gives 2 productions, 10B Pop gives 10 productions. You can play with the curve here: https://www.google.fr/webhp?hl=fr#hl=fr&q=y%3D2*x^.7

20 Replies 22,475 Views

[quote]@ Unknown_Hero Thanks for finding those entries, but I don't know how they affect anything at the moment. In fact, if I start with Iridia and set research 100%, , I find that pop =10 (about the point that pop should equal production) and capital bonus production is 8. I also get an 11.6% boost from approval (a global multiplier) and 10% racial for "cleverness". 18 * (1 + .116 + .1) gives 21.9, which is very close to the dis

20 Replies 22,475 Views

In the "GalCiv3GlobalDefs.xml" file, you can find this: (near the top of the file) 0.70 2.0 For "PopulationToProductionMultiplier" set to "2.0": 1B Pop gives 2 to Raw Production. Easily verifiable, (ex: start a new game and set your planet production to 100% research, you get +2

20 Replies 22,475 Views

@peregrine23 [quote]Without any science or wealth buildings, this is very inefficient. In order to out perform pure research/wealth worlds, you need to build carefully balanced hybrid worlds.[/quote] It's much more flexible. As the research bonuses cannot be "transformed" in manufacturing or wealth bonuses, and the wealth bonuses cannot be "transformed" in manufacturing or research bonuses, unlike the manufacturing bonuses. [quote]The real counter-intuitive mome

94 Replies 3,090,441 Views

I happened the same with more than 60 planets. The bonus is great and scales with your technology level, nice. So, I have 180 "Idle Ship" waiting for and requiring orders. It was very fun. A great moment in the history of strategy in video games. Just kidding. :grin:

9 Replies 26,760 Views

I sympathize with the OP. Why bother with all the different improvements, build 1 or 2 farms so that your population can reach at least 50B Pop, fill the rest with factories, and then play with the Research Project, the Economic Stimulus and the Panet/Shipyard slider. This will become rapidly boring. The system is not very intuitive. The output of the planet should reflect what you build on the planet. More research improvements, more research output

94 Replies 3,090,441 Views

[quote]The All Powerful U.P. : One thing I hate more than anything else is the planet protection act that AI love to say Yes to. So now I can no longer populate planets great ... If this was just for planet's in the neutral zone than I would be fine with it but your telling me I cannot populate Mars which is well within my territory because you will do what? Basically Laws are meant to be broken. Certain Laws that come across just has me thinking really ... an

9 Replies 4,457 Views

It's basically the same, except that with "Starbase Models" and "Auto Upgrade Starbases Mode" the player need only to build 1 constructor, construct the starbase at the desired location, select the starbase model, and then there is no need to come back to the starbase. The ultimate solution would be to create a "rally point" to the desired location, select a predefined starbase type (sort of "blueprint for starbase") and then the starbase is automatically slowly built without t

3 Replies 8,771 Views

@androshalforc At this date your "screen" will be 3D... ...all around you... ...and you will do all the stuff mentally... ...no more clicks... ...no more selections... ...pure strategy! :sun:

7 Replies 4,183 Views

Yes, Xml files and Notepad++ are largely sufficient (and powerful) for modding. If I'm not mistaken, GalCiv3 life cycle is provided for at least 7 years (Expansions and DLCs). Give it, at least, another 3 more years just for it to "live" and you arrive to 10 years (at this time, it will be at least Windows 15). So, GalCiv4 in 2027? :grin: Hey, we have time. ;-)

7 Replies 4,183 Views

@Tetrasodium I am asking for a robust and fully functional system. Anyways, thanks for the link. ;-) @BuckGodot It would be for modding, so, nobody will be forced to use it. ;-)

7 Replies 4,183 Views

Some feature requests for modding. ***** ***** Improvements should also be able to give "flat" bonus (raw production) in addition to the percentage bonus (Manufacturing, Research, Wealth, Approval, etc.). Ex: Factory X: +10 Manufacturing points, +10% Planet Manufacturing. The same for: Planet Bonus (ex: Wobble, +10 Wealth points and +50% Wealth, +10 Research points and +25% Planet Research). Planet bonus from "c

7 Replies 4,183 Views

@trumpeter87 [quote]From what I can tell, he's just trying to point out a concern about how production and population relate and provide meaningful feedback. And I, for one, am glad he brought this up (even though I disagree with his main assertion) because it got people discussing something I hadn't given much thought to, which will inform my strategy going forward.[/quote] This exactly, thanks. @joeball123 [quote]Also, to Unknow

32 Replies 305,682 Views

@androshalforc [quote][quote]So with 1000% bonuses, 1 Xeno Farm is better than 10 Xeno Factories (132 / 125). It's because Improvements do not produce Production Points, they are just % Bonus.[/quote] only because you gave such a massive bonus to manufacturing so as to make any bonus's from manufacturing improvements insignificant[/quote] This was exactly the point to demonstrate that the bonuses profit entirely to the Population, not to the impro

32 Replies 305,682 Views

@Blaze of Glory [quote]LOL, nice reference to "All you need is love" if that was what you meant.[/quote] Yes it was. ;) [quote][quote]Production Wheel. All or Nothing. The current system for distribution of Production with the 3 interlinked "sliders" promotes the hyper specialization of planets. Aside from the Population problem. Choose the greater bonuses for a planet and totally specialize the planet (it does not really matte

32 Replies 305,682 Views

Beta ver 0.41.2 Economy/Production system. Currently, in GalCiv III, the Economy/Production system is entirely based on Population. Explanation here: GalCiv III Economy 101 . "The Economy/Production formula works like this: (Population * AllocationPercentage) * (1 + ImprovementMod + PlanetMod + StarbaseMod + RacialMod) = Output" In the c

32 Replies 305,682 Views