mrblondini

mrblondini

Joined Last seen Member # 2936842
6 Posts 354 Replies 6,924 Reputation

[quote who="Mithrid" reply="282" id="3695173"] Perhaps limit pop cap based on planet class? Terraforming raises the class, so that would be a natural way to also raise the pop cap. Farms mostly can focus on growth (maybe be treated as markets once max pop is reached?), while cities could be a generalist tile (vs factories and research labs as specialty tiles). Cities could grant a smaller % boost to all (like leaders), where the factories/labs/markets can give a higher boost, but to just

299 Replies 1,808,900 Views

I'm guessing starhunter83 has multiple Steam names and he's part of the talking down of Galactic Civilizations 3: "Waaahhhhhh!!! The game doesn't let me win the way I want!!! Waaaahhhhhh!!!" Whether the thing about the AI not building farms is true or not - and it does sound as if it's a bit random, to be fair - I don't think that justifies the viciousness of his response... And I note he's not showing any screenshots of the AI worlds he looked at... </p

139 Replies 613,533 Views

[quote who="tungchiawah" reply="85" id="3694771"] If I told you that there was this great strategy game, but it was horribly balanced, so you need to mod it yourself and that you could forget about playing multiplayer as a result, would you still buy that game? [/quote] The answer depends two things: What exactly is it you see as being unbalanced and whether I would also see it as being significantly unbalanced (ie bad enough to seriously undermine enjoyment in the game). If

139 Replies 613,533 Views

I've said this before, but I think it needs saying again: I paid $100USD or thereabouts to become one of the Founders - the idea of the "pay once, have an impact on the way the game is made and get all the DLC and Expansions" had me sold. I never for one second thought my purchase was bigger than 0.0001% of the money Stardock have allocated to GalCiv 3. Heck, you can maybe add an extra zero after the decimal point, who knows? GalCiv3 is not and will never be the kind of game I

299 Replies 1,808,900 Views

Maybe it shouldn't go to 0, but I really think a planet should go to a lower level than it was before you destroyed it. That seems logical, after all, you have effectively blown a lot of things up - buildings, mines etc.

11 Replies 39,431 Views

frogboy, you've got to get over this "living is my favourite form of existance" thing... It's holding you back. We, your faithful forummers, can see it plain as day. Feel the fear and do it anyway. I'm hoping it's something to do with politics and negotiotions - nice ones and "Oh, that 20bc on the desk in front of you. It was there when we walked in the door. No, I insist, you have it!" ones (one Politician Citizen from your party to a Politicia

299 Replies 1,808,900 Views

[quote who="zuPloed" reply="41" id="3693248"] Every option has its place (at least in theory). When you have a Manufacturing bonus and not enough food, use Factories. Talking about current Crusade: Would you say there is a point to building factories? Is there anything that factories do better than food+pop? Because I don't. It can be calculated. I did so in the 'Beyond 2.6'-thread (page 5 or so). There is objectively no

50 Replies 201,829 Views

[quote who="lyssailcor" reply="207" id="3692865"] Quoting starhunter83, reply 206 I like a complex resource system as well, but the problem is that in order for it to work you need to trade, or you need to be the biggest civ and have everything. Right now, the AI often won't trade, which means your only choice is to be the

299 Replies 1,808,900 Views

I'm in the camp that would prefer to see Improvements as the main driver of production, not Population. It feels wrong that you're better off building farms and cities than factories/laboratories/banks etc for production purposes. Why would an "untrained" population be better at research than population at a Research Laboratory? How can your 9.5b population on a colony with only Farms and Cities give more research than your 3.5 population on a colony with a Research Laboratory? <

299 Replies 1,808,900 Views

I've just used four standard citizen portraits - two male, two female - and as of 2.6 the game only gives me two male portraits and Citizens all called Bob Smith. Stardock need to do something about this or the SJWs will be a'comin with their torches a'burnin... Sounds like there's something broken in the "randomly pick citizen" routine that it really should be doing.

7 Replies 15,116 Views

I'd like to see a few new Citizen types - such as Doctor or a Bishop. Tied in with this, insert some random events such as a plague/virus that either your civilization needs one to combat the illness or have to barter/buy/steal medicine from another civilization. And the Bishop could be used to help morale on your planets (although the Celebrity is already there for that, right? So maybe scratch that idea.) More promotion options for Spies - being able to spread propaganda amo

299 Replies 1,808,900 Views

[quote who="Publius of NV" reply="1" id="3690913"] IMHO, nothing should auto-repeat without there being an option to turn it off (and preferably have it off by default). [/quote]... Agree with this. If Stardock choose to make something repeatable with one mouseclick, it should default as nonrepeatable until that mouseclick is made. Maybe this could be a game setup option - making Missions, as you get them through Research, autorepeat or n

8 Replies 26,611 Views

One small bug I've been meaning to mention but it's not serious enough to have an effect on gameplay so I've left it: When you colonize a planet and go to Govern Planet/Rename Planet, the option to Rename only seems to pop up when you Close that screen. Once you've done it once, though, it seems to pop up immediately you press Rename Planet.

95 Replies 265,223 Views

PlanetBobPleasure, Binary Toast, Wishupona (my Star), DodgingRain, sharknado etc.... See all the crap names in one place... Hurricane Irma just doesn't have the same awe-inspiring terror that Hurricane PurpleBirkyJCMJ PurSang does.

9 Replies 38,464 Views

Maybe a system where, when you invade and win the planet Binary Toast from the Snathi, you get an Incoming Trade Request from Binary Toast's original owner, the Alterians, saying "Hey, that was mine! Can I have it back?" and from there you make the decision..

9 Replies 14,016 Views

Mercenaries: 1 Should need a payment every certain number of turns (ie 10) to stay with you - it feels weird to me that you can pay once for a mercenary and he/she is yours for the entire game. 2 Their fee increases as their level does. 3 They can go back on the market if you don't cough up the bcs/resources requested. And you'd better note where their ship is when they sign up with the Drengin because you didn't pay. 4 Alternatively, if you don't pay

45 Replies 210,171 Views

[quote who="jirkaesch" reply="20" id="3684936"]Eeach minor should have some unique technology or resource that is accessible only by assimilating them peacefully. And of course, their juicy planet, which represents the prize for the other, conquest option.[/quote] I've advocated for a similar kind of mechanic - that when you meet a Minor Civilization that they offer something that, depending on how you're playing the game, you need and so you become A: Their friend because you want wh

45 Replies 210,171 Views

[quote who="aerez4546" reply="13" id="3684571"] I think this is beginning to tread upon the dangerous grounds where gaming companies end up tanking and going out of business. Just take a long hard thought about the sentence "To pay for fixes, you need DLCs or a Subscription model so that there is financial incentive to continue to work on the project." When enough of your customer base begins to realize you are selling them broken f****** s***, and you expect them to buy more broken f***

28 Replies 329,849 Views

os2wiz, they don't have to consult you. I mean, nobody consulted me about the planetary production wheel and I thank God frogboy was of the same view as mine - that it was gamey and unrealistic and therefore the AI wasn't programmed to use it so eventually it got thrown out. As frogboy's said on several occasions this is his game. I agree that it should be an option. If you want to trade with/talk to a minor civ, a simple "Engage With Minor Civilizations" option would d

16 Replies 80,122 Views

What's the point in Minor Civilizations, really, now you have Mercenaries that can actually work for you? Since Galactic Civilizations II, they've only existed so you can get a few bucks out of them and then when you're tired of that, to invade and kill to get their ONE CLASS 16 PLANET because that's all they ever did. Sit in their home world. Okay, in GalCiv 2 you could chat, but what did that actually mean ie accomplish? It's like Trinidad & To

16 Replies 80,122 Views

[quote who="Seabrook" reply="8" id="3682356"] Also to add about trade routes. Races should be able to trade within their own empire. If players play on smaller galaxy sizes and few races they miss out on the extra potential income from trading. Move a freighter into one of your planets, special button "Create trade route" select destination planet. [/quote] I don't see the point of this at all. You're just moving money from Planet A to Planet B - you know overall how much mo

11 Replies 23,909 Views

[quote who="Go4Celerity" reply="4" id="3682263"] I also would like to see Ideology become more integrated, possibly with the next big expansion. I dislike that one can, with enough grinding and all the ideology point-production buildings, gather ALL of the ideology perks.[e digicons]:rofl:[/e] [/quote] I don't like the ideology point buildings, myself. It automatically lets you get points for free even if you're not that ideology/don't go any f

24 Replies 153,745 Views