If I recall correctly, Coercive uses PatrioticAbility.
joeball123
[quote who="SirCabbage" reply="3" id="3619468"] I didn't read anything about an NDA for this beta? [/quote] I'm not aware of one myself, but Stardock does seem to have restricted access to a lot of the threads about the Mercenaries beta; at any rate, I get an 'access denied' message if I'm not logged in, which is a change from earlier in the week. [quote who="The Sisko" reply="2" id="3619289"] Wait, we're not meant to tell non-Found
[quote who="Go4Celerity" reply="1" id="3619451"] Also... scrapping an improvement and adding a farm once your pop is maxed is ultimately more productive than most basic improvements. [/quote] No, it's not. It depends on what the multipliers and base production are and can be, which depends on empire bonuses, local starbase bonuses, planet bonuses, planet tile count, planet tile configuration, the improvements you have, which improvements you use, how you cluster them, et
[quote]Go to the ship designer and create a new design with cargo hull type, place 12 interstellar sensors on the hull and save as “Sensorium Mk 1”, the sensor range should be 27. [/quote] For exploration designs, I would suggest striking a balance between sensor and hyperdrive components rather than going entirely for one or the other, except on the smaller map sizes (e.g. Tiny, which has a diagonal of merely 61 tiles; a ship with a sensor range of 27 can obser
[quote who="Achronous" reply="6" id="3619021"] Although there should be a way to research improvements for it instead of having a separate life support tree for it.. Hmm.. [/quote] I've not tried modding in anything like this, but you'd think that you'd be able to make the aquatic life support components have both the standard life support techs and the Aquatic empire trait as prerequisites while the standard life support components have the standard life support
[quote who="Seilore" reply="8" id="3618670"]And is it any foreign ship/fleet/planet/starbase or only enemies? [/quote] Any foreign vessel, hostile or not. I'd have to check to see if it cares about planets and starbases; I don't recall whether or not those count off the top of my head.
[quote who="Seilore" reply="6" id="3618665"]Is this just within range of the fleet in question or within sensor range of anything? [/quote] Should be just the sensor range of the fleet in question. Perhaps you could post a picture showing the fleet and the entire area covered by its sensor range?
Are any foreign ships within the sensor range of the ship which you're trying to put into sentry mode? Because last I checked, ships will go into sentry mode, but only if no foreign ships are within sensor range (which I agree is an irritating restriction; you'd think it'd at least act as though I passed the ship's turn if I tell it to go into sentry mode when I can see that there's a foreign ship nearby), and a ship set to sentry mode will wake up if any foreign ships are
[quote who="Goudeau42" reply="17" id="3618379"] Do keep in mind though that 64 years isn't implausible because biomolecular nanotechnology was invented, preventing natural aging or death [/quote] Do bear in mind that the Databanks don't say that the nanotechnology prevents either natural aging or death, it merely states that the nanotechnology has extended the natural human lifespan by unknown amount, and that this nanotechnology was introduced in the late 21st centu
[quote who="Goudeau42" reply="14" id="3618203"] Hisethius, or the Iconian leader (I think) [/quote] According to the Databanks, the Thalan don't appear on the scenes until 2216 and the Iconians weren't encountered until the 23rd century, which is a little late to be among the leaders of the civilizations taking part in the 2178 space race. [quote who="Goudeau42" reply="14" id="3618203"] .what about Bradey [/quote] Not the same Bradly. It'
[quote who="ManiiNames" reply="1" id="3618144"] The scout has no drives, the colony ship does. It does get a speed boost by virtue of being tiny, +2 I think? [/quote] No. All ship hulls have a base strategic movement of 1 action per turn, unless you're playing with a mod that changes that. The starting scout should have a hyperdrive component, which gets you to 2 actions per turn, and the third action per turn comes from the empire bonus Fast 1. [quote who=
[quote]Despite being over 120 light years from the Drengin home world [/quote] Any particular reason why Toria is now 120 lightyears from Drengi when the Databanks says it's 20 lightyears? Also, 120 lightyears in 'less than a month' by means of a stargate seems somewhat fast given that start-of-game hyperdrives are known to at least halve the travel time relative to sending the same ship through a stargate (from <a href="https://www.galciv3.com/databanks
[quote who="Larsenex" reply="81" id="3617008"] If the Drengin had range boosts to the lasers and YOU had range boosts to your missiles it is entirely like that the Drengin DID fire first since laser are much faster and with range boosts can in fact get in about the same range as missiles. [/quote] The components which boost range are: The Bane, very late-game, boosts the range of all three weapon types by 50%, one per ship and affects every ship in the fleet in whic
[quote who="Director" reply="30" id="3617116"] But given the weapons, the ship types like carriers and the general look and feel we can assume players are comfortable with a parallel to wet-navy ships that they can relate to. [/quote] Firstly, the parallels between GCIII ships and real-world ships are extremely superficial. Under most circumstances, real-world capital ships are not going to waste time blasting away 'escorts' when they could be shooting at the capita
[quote who="Sallmann1974" reply="20" id="3616777"] It is simply ridiculous that engines do stack. This is simply wrong. Using two or three engines will not allow you to be two or three times as fast as before (as is proven by simple physics). [/quote] [quote who="Director" reply="25" id="3617016"] Adding a percentage increase per unit sounds OK. In 'wet-navy' terms you can get a ship to almost all of its top speed with about half its horsepower. [/quote]</p
[quote who="DeimosEvotec" reply="6" id="3616360"] There are also three movement types: attacker, defender and stationary but what the exact difference are is again not in the xmls. [/quote] If I'm not mistaken, the 'attacker' movement type is the simple 'close with the enemy' movement that ships display in the battle viewer, 'defender' movement type tries to remain close to the highest-priority escort target while closing with the enemy (if no esc
[quote quoting="post"] Quick question as to whether adjacency bonuses to Planetary Defense improvements (i.e. elerium defense shield, planetary defense dome) are supposed to be included in Planetary Defense Percentage or if it is a bug if they are not being included. Checking my current game (1.5) none of the adjacency bonuses seem to be included in the planetary defense percentage on the world that they exist on or any other world. [/quote] The Planetary Defense
[quote who="adamb1011" reply="17" id="3615897"] If they allowed more than 1 shipyard per planet small ships would be really good. [/quote] Larger hulls are sufficiently advantaged in potential strategic mobility relative to smaller hulls that I consider it unlikely that you'd be able to get enough smaller hulls to make up the difference. A ship built on a Huge hull, for example, can be as fast as the fastest possible ship built on a Large hull while still having 50% bett
[quote who="Yeller123" reply="11" id="3615781"] Even with our current technology imagine total war on a global scale, there would be nothing but a frozen radioactive wasteland left afterwards. Now imagine how much worse it would it would be hundreds of years from now. [/quote] That depends on how willing people are to use nuclear, biological, and chemical weapons. WWI introduced chemical weapons and WWII is widely regarded as having been a total war, and yet chemical weapons
[quote who="Yeller123" reply="6" id="3615742"] Also, I did mention that allowing better planetary defences would require a way to bomb the planet to rubble from orbit. [/quote] The problem with this "solution" to high planetary defense values is that I have no interest in reducing a planet to rubble. An asteroid field or class-0 world is of no value to me; a planet reduced to a low planet class and which cannot be restored to a higher planet class is of very little value to
[quote who="Yeller123" reply="2" id="3615721"] Imo the problem is that the planetary defence system is colony unique. [/quote] As long as the planetary defense score represents the fraction of the invading forces that are lost before the fight with the defending forces is resolved, this is not a problem. 100% planetary defense is sufficient for immunity to Conventional Warfare and Planetary Bombardment, 125% planetary defense is sufficient for immunity to Information Warfare
[quote]colonize underwater through underwater domes [/quote] Arguably already in the game, depending on how exactly you interpret what goes on with colonizing aquatic worlds.
[quote who="SpartanXZero" reply="6" id="3614926"] I'd really like to see a more engaging ground combat element that requires multiple efforts to finally overwhelm a planets defenses, especially so when you are facing fully developed worlds with heavy population density. Allow the AI/players players time to respond in defense. Who cares if it requires "more clicks" that is the better part of how engaging this game truly is for me, MORE is better. Having quick games that can be won ins
The UP Chair is picked from the top 6 or so players in the game; I forget if it's top overall or just most influential, and what the exact numerical limit is, but it's something like that. I am not aware of any way to directly influence the votes of computer-controlled factions and GCIII doesn't allow you to trade influence if I recall correctly, so the size of your vote is the only thing that influences the likelihood that you'll win a vote that you can directly influence, an
[quote who="tilyas89" reply="3" id="3614574"] Thank you for the replies. How many pop tiles should be allocated for a research focused planet? [/quote] About as many as lab tiles if you have the ability to keep the populace happy, as a general rule of thumb. Exact numbers depend on too many variables for there to be a single answer that works optimally for all possible research-focused planets; things like empire-wide research bonuses can skew things in favor of more populat