Turkwise

Turkwise

Joined Member # 3007611
5 Posts 155 Replies 208 Reputation

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.

51 Replies 213,310 Views

[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.

212 Replies 858,332 Views

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

23 Replies 28,528 Views

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

8 Replies 24,196 Views

[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.

17 Replies 102,187 Views

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

17 Replies 102,187 Views

[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

14 Replies 46,242 Views

[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

14 Replies 46,242 Views

[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

20 Replies 11,309 Views

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.&nbsp

30 Replies 131,233 Views

[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

22 Replies 37,549 Views

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

22 Replies 37,549 Views

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

28 Replies 120,117 Views

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

17 Replies 95,454 Views

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.

1 Replies 3,599 Views

[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.

13 Replies 5,666 Views