I love the idea of having races with different colonization needs. It would be great for immersion and game play. The example of a methane breathing race colonizing a methane planet in a system that also had an aquatic planet colonized by a race like the Torians is awesome. Early in the game neither would have any pressure to infringe on the other which could lead to a lasting friendship. As neither could colonize either, influence upon one another should be minimal. Beware of the all
PalaceGuardian
Spring is nearly here which means in a few short months hot weather and summer for Northern States. Time to get your beach body ready and what better way to do it while playing your favorite game. I challenge all galciv players at the end of every turn to 25-50 jumping jacks (side-straddle hop for military types). You can mix it up by alternating turns with 25 sit-ups or push-ups; or 10-12 curls with your favorite dumbbell (each arm). Start with a lower
Awesome !! I like how you added a negative effect on Population growth, raw production, and influence for low approval/morale. Suggestions 1) Prime Minister Ship should be like a citizen instead of a ship, except perhaps when you change planets they move on something better than a citizen transport ship. If the ship gets destroyed while docked, your prime minister doesn't die, you need to build a new ship. 2) Planet Stats should show the % of each alien race on the pla
Looks good. Please fix the organizer. I want to be able to do what seems to happen all by itself (pictured). It would greatly improve game play if I could organize and collapse ships of my choosing on this screen, example all my constructors. Instead of having to scroll through 100's of ships, I could expand the ones I wanted to see at the moment. <img src="https://cdn.stardock.us/forums/34/66/3466700/fc8b86df-63a0-436c-adcd-1271740326b5.p
That is a bug when you culture flip a planet and maybe if you buy it too. Have not heard of it if you conquer the planet because they should all have been destroyed prior to your invasion. Which method are you referring to?
Large Hull works well with carriers. Do you research miniaturization on the specialization and focus techs? I agree with Gauntlet about the clarity of your post, it looks like you are in a conversation with someone who knows what you are talking about.
[quote who="laws2150" reply="4" id="3706011"] Quoting PalaceGuardian, reply 3 That may be the one that isn't a tile building improvement. It automatically adds I think three interceptor or guardian drones to each planet when attacked. They also get replaced when destroyed. The +3 fighter cap i
I reported this back in November. It broke my game. https://forums.galciv3.com/485792/page/1/#3696657
That may be the one that isn't a tile building improvement. It automatically adds I think three interceptor or guardian drones to each planet when attacked. They also get replaced when destroyed.
Thanks for getting this one out faster.
[quote who="iRedEarth" reply="17" id="3704899"] R.I.P. wild grain. With its +3 on and +1 adjacent population bonus it was always a good spot for a city with a more than self sustaining ring of farms. [/quote] They could still keep these for building farms anyway, and they should get creative with it as well. I want to see some that are alien creatures comparable with cows or what not. Should give you not just a food bonus but a +soldiering bonus for the protei
[quote who="mrblondini" reply="12" id="3704804"] This is game about setting up a galactic empire, not a science-fiction version of Farmville 2! The detail is impressive, PalaceGuardian, but it's going to get in the way of getting a victory in the game because it lends itself to more micro-managing (do I grow vegetables or fruit on this spot? Fruit. What fruit, bananas or peaches? etc etc). [/quote] lol, You misunderstand and complicate my point, which is not a
Arable Land is a good addition but should be one of several food production options available. Grain Plants such as Wheat are not reasonable for use with Hydroponic Systems or Vertical Farming due the massive amount of space needed. This is where arable land fits in perfectly. Perhaps some of the land could include a food production bonus for eatable creatures, like beef or dairy cattle on Earth. There is bound to be some alien creature eatable and tasty on a far distant planet.
Ludicrous, but I would prefer much larger. Just add a warning dialog box to the map size that pops up two or three times prior to the player being able to proceed. Warn them of instability, lock ups, a poor gaming experience, and no customer support. I really dont care. I'll play it anyway.
Please do not nerf Ludicrous. I would prefer a yet larger map. I have played several games going hundreds of turns with no major issues on a ludicrous map and 64 computer AI opponents. On my current game I have 99 opponents and the game told me the maximum was 100 players. My Computer is an All in one system specs are Intel Core i7-6700 CPU @ 2.80 GHz 2.80 GHZ 16 GB Ram 4GB graphics card NVIDA GeForce 930 MX No S
Can we see the code you are working with for the AI as concerns farms and cities. Perhaps someone in the community could help with a solution.
Abandon tiles on the planet for food. Pay a fee to increase farming output without graphical representation on the planet's surface.
Add additional food resources. 1) Oceans should provide a base food supply. Fisheries should increase it. 2) Add Hydroponic Modules to Starbases. 3) Remove the use of tile on a planet devoted to farming and instead make it modular like starbases, pay the fee, increase farming output. By the 23rd century farming should advance to the point there is aquaponics, hydroponics, and vertical farming underneath the cities and factories on the plantes.
Allow every planet with oceans one or more tiles of water developable uniquely for fishing or fish farming based upon the size of the planet. The AI would only have one choice with the development of the tile- Food. You could name the improvement a Fishery, it Stocks the worlds oceans with Fish. The solution also brings a little more realism into the game considering the amount of reliance Earth has upon her oceans for food.
Is this a feature that works or is it buggy? I've tried clicking and pressing every combination of buttons I can think of and I dont know how to add or remove a ship to that arrow that appeared out of nowhere.
Sometimes these little collapsible arrows are there. How do I move ships into or out of one? How do I make a new one? I would love to be able to organize my ship designer, it appears a mechanic exists to do just that. I have no idea how a transport got under my constructor. https://drive.google.com/open?id=1eATe-gIm4OM_rAuux64_ByD8M0fR7p4G <img src="https://cdn.stardock.us/
When I first started playing this game I had similar experiences. Why do I always have a class 10 planet appear? I probably played over a month before I read that reward on ideology.
Glad the slider bars and wheel are gone, didnt like them. New system rocks.
[quote who="Hamiltonz1291" reply="3" id="3703481"] Have you noticed that the new constructors that cost more admins also have shorter range? [/quote] That is where customization in the ship designer shines. Add more life support modules to increase your range.
By build up what specifically are you referring to? And by what turn number? Difficulty? I could see other variables as well. How many CIVs on what size map, with star and habitable planet aboundance set to what? Im currently 49 hours into a my present godlike ludicrous abundant everything size game, Im on turn 107 and every planet (about 12) I have culture flipped, invaded, or negotiated for has no usable tiles left, terraforming has varied. But I am playing with 99 opponents. Each h