I did a bit of a study based on TA in III for small hull ships as a starting point for a balanced race that would serve as the comparison for other races based on their traits as far as how the auto ship design system would treat distributing mass between different aspects. A warship with shields, beam weapons, and support system would roughly break down to: 40% weapons (This build allows for about 2 beam weapons at lower tech levels) 25% general mass that cou
FoxURA
(I also posted an additional idea for Space Elevators here: https://forums.galciv3.com/518578/space-elevator-and-equivilant-expansion ) Here's a more specific breakdown according to general personality of the races and distribution over overall ship-mass concentration. The specific percentages would have to be sorted out in play testing: Hyper-Aggressive (Races bent toward conquest and brut
It occurred to me that the general Space Elevator would quickly become obsolete as improved spaceflight and lift technology becomes more advanced. That, and they would pose a risk to the planet below if the anchor station or support line were severed by an enemy. Here's my thoughts on how to make the Space Elevators, and equivalents, more worthwhile by providing a development path for them. Space Elevator - Add two parasite fighters that would be docked at the space elevator's
Your welcome! If you have any questions, I used to be a very details-oriented game designer and could probably talk your proverbial ears off with details and mechanics on how to implement and refine the application. I am now a sci-fi and fantasy author, so I'm still immersed in the nerddom of imaginary worlds. Also, for the ship battles, I highly suggest searching for Birth of the Federation. I won't share any links on the open forum, but it is widely available as abandonware. It feat
I think it would prove to be a real boon to the custom ship builders, as even different combat ship hulls would have different focuses or balances between offensive and defensive systems like destroyers (heavy defensive systems to screen larger capital ships) and battleships that are all-in on heavy weapons. Cruisers can be in the the happy medium while some are more specialized (Probably reflected in having more in the general mass category so they can go offensive or defensive), and then yo
I just bit the bullet and finished off my collection of DLC for GalCivIII. I understand that IV is out but I think this feature would help to improve the realism of both III and IV. As it is in, when tech is researched, the game automatically decides what ship-build mix is optimal, particularly when it comes to defenses. I like shields so I prioritize them with near top-tech shield, and then I went back to research missile defense and suddenly, none of my ships had shields in the ship-build m
I’ve used the ship designer a lot. It’s annoying that the game will toss out invulnerability-level shields for basic missile defense simply because it’s what I researched last and there’s no recourse other than to edit ships myself.
I’m aware, but is there a way to select what defense is applied to ships in the ship build menu? Is it simply whatever was researched last, in which case the other defense techs can’t even be researched if you want your preferred defense to remain visible?
I have a preference for ships that are shielded as a foundation for my fleet, but as the tech tree progresses the ships available by default randomly change. I get ships with shields (Great!), ships with missile defense (fine), armor (crude but effective), or even nothing at all (How immodest!). Joking aside, is there a way to choose the defense preference as far as what ships appear in the shipyard build menu that I've missed, or is this feature just not in the game?