Come to think of it. I wonder if we really could have meaningful choices for every planet in a game like gal civ. And by meaningful, I'm going to steal Wraith367s definition which I think was really good. I.e. multiple options that are significantly different and can each be worthwhile. I'll try to explain what I mean. Take civ 5 for example. In ciV each time a city grew you would have a choice, more or less meaningful. And that worked fine in ciV where the number of citi
NemoStardust
[quote who="charon2112" reply="32" id="3502849"] Quoting Wraith367, reply 31 colony management lacks meaningful choice (eg multiple option that are significantly different and can each be worthwhile). Do you think GC2 had superior colony management? and how so? [/q
[quote who="charon2112" reply="13" id="3502672"] I'm sorry but adjacency bonuses add a great deal to colony management, and are one of those 'why didn't I think of this before' game improvements. But if you are smart about the layout, you reap a benefit. Big colony management improvement IMO. [/quote] What I have experienced so far is that planetary specialization is the way to go. I.e. one either goes full factory, full research o
[quote quoting="post"] Colony management, while I like the bonus tile/adjacency system in theory it doesn't really work well in practice. I tend to build the same things on every planet and most of the specialty buildings fall by the wayside with few exceptions that I build on large worlds. Why even bother with colony management beyond using the production wheel for optimization. The placement of tiles on most worlds aren't very good for optimization an
Agree. The movement indicator should update at the start of the next turn.
[quote who="Tony2488" reply="1" id="3495713"] My only thoughts are for the excessive sized maps where zooming right out, you may not be able to pick what you were looking for......... 100,000's of hexes! [/quote] Well, I guess that for the big maps it will be even harder to select on the minimap... :)
Hi all It just occurred to me that I rarely use the mini-map. I think the minimap made more sense in a time where the main screen was not zoomable, like for instance the older civilization games. But now I find myself navigating with the aid of the main screen. If I want to move to some place else I just zoom out and zoom in on the location I want to go too. To make this even faster there could be a shortcut key to zoom out maximally and then zoom back in to the same level of zoom pre
I have the same problem If 2 or more autopilot invasions occuring on the same round. Only one succeeds and the other does not conquer (although I get no popup window that the have failed.) The unconquered planets then remain unconquerable.
Hello Maybe this has been talked about before. I didn't see any resent discussion. I have given some thoughts into the information-window on the main screen. The one below the minimap. I don't now really, I think that the information provided there is not information that I use on a turn to turn basis and it therefore is just cluttering up the main screen. The information is either to scarce to be useful och simply not something that I need to know all the time. <
[quote who="Seilore" reply="1" id="3490456"] shhhhh..... I liked this [e digicons]:)[/e] [/quote] Yeah, your right. Hmm... We have to keep it secret. Maybe if I change the title to "No bugs of any sort to be found in this post, especially no bugs that demands any kind of intervention from Stardock" [e digicons]:P[/e]
Black holes can be seen in undiscovered territory as shimmering pixels around the location of the star as seen in this screenshot <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAABQAAAAQACAIAAAAx8WMUAAAgAElEQVR4nOy9d3Qb15mwTwDzDtgLxAICIAECYAUr2HsXey9g7713iRZt2ZYlx7bc7ViSKclWsR17U2TH2djc5Etx7E0+e2MnG9trWnLJl23J7ubb3bNnv985e/D744LD4WBQWCS2957n+FCDKXfueweeB++dOw5SmRJBEARBEARBkMMDXFmFvCZIr4Jv/zO89g8QnQnKcAgIAb9AkEjBzRMcnQALlv1ZKIpAURQlIrCKw65ffgiCIAiCIAiC3Enoy59AbiOk
[PLANETARY SCREEN UI] Icon for the natural resources "mineral rich" and "precious metals" does not show up on planetary screen. Text describing some of the natural resources does not fit in the upper right corner of the planetary screen This is a minor complaint, but I think it just looks bad. On the planetary screen, the list of the planetary characteristics (to the right of the wealth square) crosses into the blue fuzzy border (namely the maintenance line). The same
As of now the ships have three different "identifiers": Type: Support, Assault etc. Which I think will function in the battleviewer Class: Which is the name given to the ship during designing. I.e. scout, defender, etc Name: The name given to each ship individually I like this system. Although when an upgrade comes available the game autoredesigns ingame ships (eg scout becomes scout M1 and defender becomes defender M1) This is all good. Although I would like
Hi all! Just want to make a small contribution to this very interesting discussion. Ive found the formula for the optimal number of farms to be: X=L/2 + 5B + 3 Where X is the number of farms L is the planetary level (and number of factories is hence L-X B is other manufacturing bonuses This formula assumes: Only basic factories (+10 %) and xenofarms (+2 food) Does not take into account adjacency bonuses Does not take into accoun
Hi all After playing the game for a while I get the feeling that the adjacency bonus is more or less a no-brainer. Depending on what specialization I choose for the planet it is just about putting down all the structures (research, industrial or economy) with structures giving high adjacency-level-bonus i the middle and structures with less adjacency-bonus in the periphery. This is of course under the assumption that one chooses to specialize the planet in one the three lines. And I t
Hi all When I play I specialize my planets into economic, research and production planets. I don't know if this is the optimal way to play, but I have found it to be the best one so far. Since I specialize my planets I set the production wheel individually for every planet. 100 % wealth on economic planets, 100 % research on research planets and 100 % production on production planets. I have thus no need for the global production wheel. Also, on the planetary productionwhe
Hi all. Here are some issues ive seen and features I would like. UI PLANETARY SCREEN I cant seem to find the total growth for a planet anywhere on the planet screen. Raw production is missing Approval numbers does not add up correctly (Ive seen others having the same problem) In the window presenting the total production. I would love to see a breakdown into what goes into planetary production and what amount is sent away to the s
Yeah, I just saw that screenshot too. Looks nice. However, unfortunately the star systems does not look more realistic than in galciv2. I had hoped for circular orbits.
Hi all! I haven't played that many stardock games (only FE and gal civ 2) and I liked a lot of things of gal civ 2, among others the the sense of humor. Maybe it is a bit unnecessary to ask for this. Perhaps the humor was there in gal civ 1 as well and therefore probably will be there in gal civ 3. But I create this post, just as much to tell the SD-team how much I liked that part of the previous game, as I want to make a small wish to keep it in gal civ 3.