tesb

tesb

Joined Member # 3123704
13 Posts 5,053 Replies 4,124 Reputation

i don't know how you arrived food/farm/basepop bonuses as there is little documentation of their effects. i am currently validating with ingame examples edit: according to this blogpost https://forums.galciv3.com/452497/page/1/ [quote] Each unit of population (a billion individuals -- ancient fanatics, semi-autonomous calculation nodes, bloodthirsty reavers, or something else d

94 Replies 3,090,492 Views

[quote]Still???? I thought the Stardock team at least addressed resource overflow. I.E. resource overflow is not lost but instead, gets applied to your next project. [/quote] no i am sorry they did fix it. however you can still only finish one item (building/ship/technology) at a time, which made me think that there is no overflow.

94 Replies 3,090,492 Views

[quote]2) The governance system: Yes it is confusing and makes my head hurt at times trying to maximize a planets set up. BUT If you dig into the GC3 ECO math it all follows predictable math, new form of Galactic accounting calculus [e digicons]:S[/e] . Should the avg player need a 10 dimensional spread sheet to maximize a planet >> Probably not IMO but the system has grown on me as i have learned more about how it works ... and isn't that part

7 Replies 32,770 Views

[quote]Firstly, it makes some degree of sense that you'd be unable to use the economic project when in debt.[/quote] i am a malevolent overlord, i doubt i even pay my workers :P anyways sense or nonsense, it is bad gameplay wise imho. the only reason why i got into debt in the first place is, that you can spend as much credits as you want when upgrading ships through the govern panel. <spa

94 Replies 3,090,492 Views

thank you for the information, seems like an ui issue then. edit: i think the overflow issue could be solved by making it possible to construct/research multiple things per turn as this is the norm in many other games. saving overflow or not, it makes little difference if everything trickles in 1 thing per turn.

7 Replies 32,770 Views

Preamble: Let me state some things first: I do enjoy playing this game. It has nice graphics, plays close to galciv 2 - which i really liked, so i don't mind little gameplay innovation - and runs very well considering the amount of players, ships and the system i am playing on. I also like that manufacturing/production is not as important as in many other games where units/buildings cost a lot and you have few of them (civ5, endless legend and many more). Th

7 Replies 32,770 Views

game pacing and balance it out of whack. i play slowest research pacing and normal game pacing: still the most time i had to spend on a technology was ~7 turns. i pump out large ships in 1 turn and the best ai on large map set to second most difficult option is at least on order of magnitude behind.

5 Replies 4,152 Views

i am currently midway through a large galaxy with a custom synthetic race and the micromanagement this game forces on you via it's economy and constructor/starbase system is just unacceptable. e.g. this world [img]http://i59.tinypic.com/nx9snr.png[/img] has it's research maximum at this point [img]http://i59.tinypic.com/2upemat.png[/img] what is even worse is, when you go

94 Replies 3,090,492 Views

you can only have one (synthetic + adaptable or synthetic + prolific)

13 Replies 39,952 Views

the population cap does nothing at the moment, as you can exceed it with assemblies. @ kestlstw: if you alter your playstyle you can expand very rapidly with synthetic races: -switch to full manufacturing on homeworld -only build factories (and buy out the first couple few) -buyout the first c

13 Replies 39,952 Views

12) idle shipyards should zoom and select the shipyard, not open the shipyard menu. it is really a hassle when it opens the shipyard menu, because i have to find the location of the shipyard, so i know what i should build.

10 Replies 9,883 Views

11) when i click on pass (idle ship), the game should cycle to the next idle ships (currently this works only with the shortcut: space). this would make it very fast cycling though your idle fleets (e.g. when i assemble fleets next to shipyards)

10 Replies 9,883 Views

imho it feels much better balanced now. also keep in mind that there are techs that give you better pop-projects. my only issue with the current yor population mechanic is the micromanagement intensity.

13 Replies 39,952 Views

more suggestions after toying around with 6.1: [quote]The reason we have you double click on planets, starbases, shipyards etc. is because they all have Context windows that come up on single click, this is so you can quickly give simple commands, without exiting the main map. [/quote] i would propose something like this: 8) planets, shipyards and starbases [img]http://i59.tinypic.com/xoh27q.jpg[/img]<

10 Replies 9,883 Views

while i agree that the game is not launch ready, i doubt my reasons for that judgment will have any impact on reviews. many outlets simply do not go that much in depth. as long as it is stable, has no obvious bugs and passable mechanics the game is a go. i seldom see reviews that go deeper into describing and criticizing game mechanics. the only exceptions are how much they differ from the most shallow 4x that everybody knows: civ 5.

23 Replies 96,539 Views

i have not played the latest updates (vers. 5.1+), but i concur with the general wariness expressed here. my biggest red alarm is the amount of new features added shortly before release leaves little room for polish. there are also certain gameplay designs that i feel are very inadequate in 2015, like constructor spam and the very microintensive economy.

63 Replies 331,390 Views

I just played a few turns with the new beta and wrote things down that came to my mind while playing: 1) When i double click a tech in tech tree, the game should chose that tech and close research screen. currently double clicking does nothing over single click. 2) When i double click on a planet it opens the planet screen. a single click does nothing. it seems that either a single click option is missing or y

10 Replies 9,883 Views

[quote]Anyways perhaps a polish point but I'd put it on the list as number 999999999999999999999999999999999999999999715 to adjust/add because it's that important.[/quote] if you want to play the game casually on a medium map then you are right; however, if you want to play optimally on a larger map the system is a needlessly complicated micromanagement hell.

94 Replies 3,090,492 Views

i would not be surprised if they devs simply never went try hard mode and going to manually min/max their empire on a larger map. devs are not playtesters and don't have the time to see how every design and mechanic plays out in vast amount of different settings. developers are also often not that good gamers even at their own games, e.g. i never saw them even with a calculator, let alone a more sophisticated and proper tool, and try to play at a very high level. (these are just generaliz

94 Replies 3,090,492 Views

[quote]Also, another oddity... Aren't races technically variations of the same species?[/quote] yes but biological definitions never had a place in games (especially fantasy). so yes the different factions should be species, not races. edit: technically even species would be the wrong term. the problem is that there is no biological term for organisms that don't share any biological ancestry.

6 Replies 2,363 Views

you don't need sliders to specialize planets. sliders provide flexibility (currently too much imho). For example in ciV there are not sliders yet you can specialize cities depending what improvements and buildings you construct. it could be argued that the citizen assignment is a form of sliders (in the later stages of the game), but in general the system is much easier to grasp and much less prone to constant readjustments. in galciv3 when i unlock a tech that gives an economic bonus i h

94 Replies 3,090,492 Views

1) I think it would be nice to differentiate races by varying their access to extreme planets in their tech trees. For example Yor could start out being able to colonize barren planets while colonizing aquatic planets would be an endgame tech; whereas for the Torians it would be the other way around. Maybe some races don't have techs for certain planets and they have to trade for the tech or gain it otherwise (espionage or conquerin

6 Replies 2,363 Views

@Empress_Fujiko that is mostly an issue with non-scaling tech costs regarding the map type. if you play on smaller maps or with less planets than the game is more strategic. as soon as you get 15+ planets the technology progression is just choosing a new tech every turn (sometimes two turns). needles to say this is not just an issue between large and small empires but also between map sizes and settings.

94 Replies 3,090,492 Views