Privateers are a great addition to the game. The ability to upgrade privateers would be realistic and immersing. Example - right now privateers have only armor for defense. Allowing for upgrades to include shields, point defense and up gunning them would be great. Also, at certain levels multiple commanders are essential - particularly on ludacris galaxies. Perhaps the Strategic Command or a structure for an every player equivalent could allow colonies to build commanders
courtneyme109
Actually, it is air dominance since all defending ships have been destroyed to begin the invasion, leaving the invader free to rain down destruction anywhere they desire. I get where you're going though.[e classic]:hot:[/e] Luceo Non Uro
Ah, you know how it is. A neighbor loses a planet to a common enemy and you swoop in and take it. Except the original owner (whom you have no wish to go to war with) still has a starbase and/or a shipyard in your new system. A chance to trade for or purchase the bases and shipyards would be great. A feature that may be cool in such an event as mentioned above is the concept of "Liberation", i.e., capturing a planet and having a choice for ideology points to either return it to the fou
[quote who="tetleytea" reply="10" id="3684892"] You don't think having ground superiority is a bigger advantage than having air superiority? [/quote] Air Dominance should be the key to victory. In real life anyway. One of the original 4 X games pre millennium, "Eminent Domain" offered a feature called "orbital bombardment" and it was pretty good. In GCIII, one might be able to target specific structures for annihilation if it were ginned up. Certain spots would have a
Does the new opt in handle games in progress or shall we fire up a new game to enjoy? Luceo Non Uro
[quote]There's bad press and hysteria over Mohamedists everywhere these days [/quote] Yeah and forgive me for laughing - it could easily be argued as self inflicted. After all, anything that is not mohammedist is often considered anti mohammedist by easily excited elements Luceo Non Uro
[quote quoting="post"] Is it just me, or did Crusades seriously make the game less fun to play? [/quote] Actually, just the opposite for moi. Being a decade long player of GC II and about 460 hours on GCIII, the Crusade Expansion really put the game in the strategy stratosphere. No more spamming and spawning - everything done requires some serious strategic thought. Crusade is improving on a great gaming experience
The build your civilization screen has issues - like being unable to change your factions logo. Screen size is fine everywhere else. Luceo Non Uro
So, do you need a 22" monitor to select your faction's logo? Seems impossible to select on 17" monitors Luceo Non Uro
Great read Frogboy! Luceo Non Uro
Their pragmatic ideology may have reached the point where anyone declaring war on them infuriates everyone else to the point of declaring war on you. Luceo Non Uro
Love it! Luceo Non Uro
Methinks it's already there in the planet list. After scrolling through your colonies, the uncolonized worlds discovered are listed. Luceo Non Uro
Oh, it's definitely from the Pragmatic Ideology Tree. In fact, there are travel restrictions in their space before that and significant diplomatic losses after what Publius of NV has discovered. Like every faction not allied with you declares war on you when you even attempt to invade their home world Luceo Non Uro
So far, I own and use them all - sans the Mega Events. Thanks very for the tips Larsenex. Luceo Non Uro
LantharIllumen makes the case that I've been considering in my decision to hold off purchasing the mega events DLC. In GCII, I've had a least 2 games where the Dread Lords appeared twice in one game, so I am totally aware of how Peacekeepers would attrit a player and not the AI's. Mercenaries kinda reinforces that fear - after all - ever see the AI using Mercenaries? Yes I want the ship parts and if the Mega Events is toggable - I may go for it.
Space is big. General Pants recently mentioned something something "sensor barges", essentially a cargo ship tricked out with tons of sensors. This is a concept utilized by many for eons - way back in the GCII era - and now into GCIII. I typically deploy dozens of 20 range sensor "Outposts" with 2 warp engines. Creating a belt of vision on the frontier that eventually crafts an old school "Eyes of the Universe" from GCII - yet better.
Hoping a Mercenary ship that boosts admin happens. Along with "citizens" that do the same Luceo Non Uro
Now that looks great^^^ I really liked the designer in GCII way more better than GCIII au courant Luceo Non Uro
Direct hit. Fire for effect!
Thank you!
So all those awesome Mercenary ships that increase production, research etc, deploy their bonuses whenever the ship is "on station." Does that mean in orbit of the planet or in range of the system? Luceo Non Uro
"Research certain Government Technologies to increase the number of Administrators" Anyway you can say out loud exactly which techs? About 20 hours on it now - so far so good. Hitting the limit does grant a breather to search out and research admin increasing techs while I upgrade especially critical starbases </s
[quote who="Island Dog" reply="35" id="3486486"] x64 is required for GalCiv 3. [/quote]Oh Snap. TY
Tried most of Steam's Tshooting to no avail