A game with lots of opponents results in a close-quarters, cutthroat, highly competitive start. Why is that a bad thing? I'm well aware that many people like a peaceful, empire-buildings start to the game, but you have know that cramming tons of AI into any map size is going to result in some potentially unfriendly neighbors near your starting system.
Turkwise
This has bothered me. I've never seen any compelling reason to use anything higher than Environmental Support - that one seems to be the best, overall.
Not everybody wants to play on Insane maps with planets few-and-far-between. Why should the game be balanced around what the game itself defines as insanity?
To answer #2, mining starbases mine nearby special resources. Nothing currently mines asteroids.
[quote who="putty101" reply="9" id="3555983"] If I only need 1 more point to complete a project and spend those precious benevolent ideology points for 600 points the project is completed and 599 vanish! [/quote] This is incorrect. Research points carry over to the next tech in line.
I think the +5 population is a bit much, and +3 would make a lot more sense, especially with the changes to base food and colony ship modules. I think the developers want ideology to be "overpowered" in the traditional sense. I mean, what they really intend is for ideology choices to be game-changing, and they are. Ridiculous traits exist in all 3 trees, so how OP can one tree be, when they are all, in the usual sense of game abilities, OP? I agree that pragmatic can
() Ugh, I just do NOT do well with the edit and quote buttons on this forum, sorry! [e digicons]:([/e]
Sticking to a narrow interpretation of "ideology" is not realistic. Realistically, cultures have many traits that are admirable to some and repulsive to others. Realistically, we can't expect every alien civilization to follow our ideas of right and wrong. This is exactly why ideology is labeled in this manner: it isn't about right and wrong. It's not "cheesy" it's good game design. I don't want to be forced to stick with one tree every time I
You want ideology to be boring and stale, no thank you.
[quote who="DCvsMarvel" reply="8" id="3551949"] So your saying that you build a new constructor, and move it to the base.. and then you cna build a new thing on the base and the ship gets destroyed... is that right? [/quote] That's exactly right! Or you can click "request constructor" to have the game build it and move it for you.
1. If you request constructor, the starbase will find an idle constructor and tell it to move to the starbase. If there is no idle constructor, it will then ask a nearby starbase to build one and send it over. This is a handy button that takes a few steps out of upgrading starbases. 2. You must build the appropriate building for the bonus type if you wish to get any benefit. Tourism building for a tourism bonus, etc. 3. As you research more techs you'll g
[quote who="Kevijn" reply="7" id="3551699"] Quick question in a similar vein for anyone helpful with a moment to spare [e digicons]:)[/e] If an enemy civ has rushed a starbase to minable resources next to my starting area, how can I get my own starbases to assume control of these resources? Must I destroy their starbase as it was there first (aka war)? Or is there a way to do it through border expansion? Currently I have them completely engulfed and even the
[quote who="One-Eye" reply="2" id="3551526"] 3. I, too, like Damarow, do not see the effect of "bonuses" -- the little icons in the hexes -- when building planet projects. The scroll over identifies the special effect of the tile but not in detail, e.g., +1 morale, etc. Again, is this the new mechanic; is this a T.B.Added; am I missing something as a newbie to GC3? [/quote] What the bonus tiles do is increase the le
[quote who="twilight024" reply="8" id="3550649"] Joeball, Thanks for your reply. That is a lot of numbers, what is it telling me? From the original question: what happens when I go over the "cap" for population? Does it lower my moral resulting in lowered production? Does the extra population help in any way, or does it start to hurt me? [/quote] 1) Those numbers show that production is affected by approval to the same extent
Yeah, playing with Kinetics I can't help but feel I would be much better off with Missiles.
I have to say, Kinetic weapons, especially Durantium-based ones, can be a whole lot of fun. Use the cooldown reduction component and they'll tear through anything. Two 0/0/24 ships firing once every 2 seconds will take down a starbase in a hilariously short time. That requires 4 Durantium, (using non-prototype Durantium drivers) but it's the easy one to find. As for the regular Kinetic weapons, I usually avoid them for a military campaign. 
[quote who="whatevs6969" reply="12" id="3549960"] Lets see here, no, no and...... no. At no point in their history did their militia or terrain play a factor in deterring invasion. [/quote] Seriously? You think their terrain and military had NOTHING to do with not being invaded? You don't believe the logistical challenge of invasion was a major deterrent? Your irritating sarcastic arrogance and complete ignorance go quite well to
You do have to build some military. If you don't, the AI will know that you're weak and, depending on their personality, will take advantage of it. When the AI plays militarily, they actually play militarily. They will take your worlds if you give them the opportunity. You can't be friends with everybody, this game just is really made so that some sort of conflict is inevitable. That doesn't mean you have go invading everyone, but you do need some
xml: KineticRange Ship Flat 0.5 </
The attitude presented in the OP results in a similar attitude in responses. Lines like "wow, did you screw this up" don't exactly get people on your side. Here let me answer your questions the right way(except no.4 with which i have little experience): 1)lolwut 2)Bro, do you even colonize? 3)If you can't afford to build a shipyard, you can't afford to build anything with a shipyard. 5)balance. 6)these oranges taste oddl
Well it's a question that get asked and discussed a lot, so people are probably tired of answering it. I can say that some of the big differences are ship roles (capital, escort, interceptor, assault, etc.) playing a big role in combat, weapons have been differentiated a little bit more, special resources are pretty cool now, and planet-building is fun now! The ship designer isn't changed drastically in terms of useability, but it's much more flexible and powerful
Upgrades are added to the queue like anything else. If you queue up multiple factories, the game will build them one at a time before moving onto the upgrades.
This was talked about in today's dev stream. While a cap is unlikely, diminishing returns on stacking sensor parts is likely. But why is Multiplayer an argument? Anyone can build them - it's not hard to build - thus nobody gets an unfair advantage.
[quote quoting="post"] I found a class 16 Planet that wont let me place any of my soil upgrade anywhere as apparently there are no spots for them. Even know it appears to have land available for it, albeit small. Is this a normal possibility or is it a bug? [/quote] It's quite normal for high-class planets to not have extra space for low-tier soil enhancements. You'll probably get a few as you unlock higher technology.