I'm having this issue while playing GalCiv III where sometimes, out of nowhere, my screen will suddenly change to a solid color (I've encountered brown, red, and gray screens) and then I can't do anything. Alt-Tab and Ctrl-Alt-Delete have no visible effect, and I end up having to manually restart my computer. Updating my video card drivers didn't fix the issue. I have an AMD FX-8350 8-core 4 GHz processor, a Nvidia GTX 970 graphics card, and 24 GB of RAM. &
Tohron
[quote who="Levelheaded" reply="39" id="3584924"] Or remove instant Capturing of worlds. Make it an several turn operation. Transport goes in, starts the capping process, takes a few turns depending on the planets defenses (speaking of which;: orbital layer and a localized defense infrastructure? Ground bases, troop barracks etc...), gives the defender tie to rally. Also forces the attacker to lay a proper siege. How about that. [/quo
A major issue I find with game/AI balance is that even early on, it becomes possible to have ships with 20+ moves. In the later stages, you can have ships with several hundred moves. This makes in virtually impossible to build any sort of defensive line - if you put your forces in a forward position, high speed transports can run right past them and conquer all worlds that are anywhere near the front line in the first turn. If you spread your forces out to defend your planet
Perhaps instead of having to choose between empire-wide control and individual planet specialization, you could create your own limited production wheels. By default, there would be the empire-wide wheel, a 100% research wheel, and a 100% wealth wheel - you could create and adjust your own in the govern screen. When managing a planet, you could set it to use one of your custom wheels (i.e. you could set it to use the all-research wheel, or a custom wheel with 100% manufacturing
It is funny though - the original design brief for shipyards said they were supposed to reduce micro by funneling the production of several worlds to a single production center. But since we're limited by 1 ship/shipyard/turn, we end up making 1 shipyard for each planet anyway.
While one ship is moving/fighting, it is possible to give other ships move orders. If you have them move into an enemy, it will queue up a battle prompt, but the prompt will not appear until all other battles have resolved. I would also definitely appreciate an option to make movement 10x faster or instant, and another for instant battles.
For me, the main negative point is the linear progression of all the tech lines. If you want more manufacturing, there is a single line of techs that will give you better factories, and no other line of techs will help you. The same goes for research, wealth, tourism, etc. Thus, pursuing a given goal requires no strategic choice or evaluation of trade-offs - there is only one option (ideally, the tech specializations would give at least some choice, but as is discussed elsew
With the limit of 1 ship/shipyard/turn and 1 improvement/turn, cost reduction techs quickly become useless - hence I end up going for the "improved performance" techs (since maintenance is trivial). For engines & sensors, I go with mass reduction - filling a ship with low-end drives + mass reduction bonuses is actually cheaper and more effective than filling the same ship with high-end drives using cost reduction. Weapons have the only real decision to make - choosing range
It is possible to delete all the buildings, and you can also load all the population into transports/colony ships and move them someplace else.
Seems the AI still needs some way to react to player military buildup. Around turn 50 of an Immense map, I had over 100 planets and was preparing to invade the Drengin, but they kept right on building colony ships and constructors. They still kept on building civilian ships even as my massive carrier forces were shredding their unarmed vessels by the dozen. With the Yor, it was basically the same - only it ended faster because by then I had Huge strike carriers with 350+ mov
The turn 59 Influence win might actually be legit. By going early colony spam while grabbing all the production & influence relics you can, getting the full Construction ideology line, them spamming culture SBs everywhere... it could be possible. Choose tight clusters, and there's a lot of empty space for your culture SB's to claim uncontested.
If you're on a map with 200 colonizable planets in your area, having 200 colonizable planets with 0% approval and no space spent on entertainment buildings is much better than having 80 planets with several slots spent on entertainment buildings, which are all at risk of cultural pressure when the other 120 planets get claimed by your rivals. So there's really no choice - you take all the planets you can, and you either have Patriotic, use the Malevolent invasions bonus, or ju
Sounds like an interesting idea, however the AI for the third party would have to be able to seriously weigh the threat of war with you vs. the advantages of receiving the surrender.
[quote who="Stalker0" reply="68" id="3561656"] Quoting marigoldran, reply 60 An example of in-game diplomacy with the AI: YOR: I hate you. Notice the -12 modifier on my diplomacy screen signifying how much I hate you. I'M GOING TO INVADE YOU SOON. O
To add to the diplomacy comments, another easily exploitable flaw is that you can buy a whole bunch of stuff from the AI in exchange for strategic and trade resources (and on larger maps, you have a LOT of those to trade), then declare war, which cancels the ongoing deals. I did this to the Yor in my current game, and got about 6 or 8 techs basically for free. I think the AI shouldn't be willing to accept resource trades unless they have a significantly positive relationship
Here's a lategame save on an immense map (godlike AI) with some really poor defensive behavior: Link I'm fighting the Drengin, but they're still stuck building constructors and colony ships (presumably because there are still a lot of uncolonized planets). Meanwhile, none of the other AIs are reacting to my massive military buildup (later, I would declare war on the
In terms of fleet composition - an important ingredient is Carriers. Get miniturization bonus (including Hyperion Shrinker), then fit as many carrier modules onto a Large hull (or Medium hull if you don't have Large). Since carrier fighters respawn after each battle, they provide valuable protection to your other ships, in addition to having a decent damage output. The other thing - before you fight, you want to boost your Logistics as high as you reasonably can, and f
The main thing I do is research Carriers tech, and build a Hyperion Shrinker on one of the Caverns tiles. This should let you build Large carriers with two carrier modules and an engine. Their fighters regenerate after each battle, so put 2-3 of these in a fleet with the Crusader, and they'll crush anything the Drengin can thow at you.
I think the problem may be less a matter of whether it's over-engineered, and more a problem of not knowing what various abilities actually do . There are some abilities that are fairly self-explanatory, like increased fire rate for a weapon type, but many others that are hidden. For instance, a player will know that more accuracy and more combat speed is good, but there's the question of "How much will a 20% accuracy boost increase my DPS?" and "How much will
Given that most of my serious combat designs are based around a high-level Hyperion Shrinker, I'm not too worried :)
I disagree on the bonus amounts being too small. It's perfectly viable to get 9-12 starbases boosting a planet, which will give it between +315% and +420% to manufacturing, research and/or wealth. And anything above +300% is enough to, by itself, make running 100% manufacturing with a research or wealth project more viable than running any research or wealth directly. When those starbase multipliers are stacked on top of planetary multipliers, they can increase the proje
Just updated the OP with video from a newer game. Due to the carrier module mass increases, I was only able to construct my current Apex design due to the bug with high-capacity designs saved in previous games. A newer version of the carrier could probably field "only" 39 fighters.
Just finished building an Apex-Class Supercarrier (featuring a 108 assault-fighter complement!). Ship info is here ( https://forums.galciv3.com/463807/page/1/ ), but these are the pictures: Front View: Back: <img src="http://s26.postimg.org/70fbwavi0/Apex2.jpg" alt="Back" width="1280" height="8
Did you know you can make a carrier with 108 assault fighters? Because you can make a carrier with 108 assault fighters (36 x 3 = 108). Here's a view from the shipyard: So for 10 logistics points, you can field a fleet wort
A hospital gives growth bonuses, and gives +2 levels to adjacent farms, which amounts to +1 food for each farm A farm gives a base amount of food, and gives +1 level to adjacent farms (+0.5 food per farm)