Stalker0

Stalker0

Joined Member # 3557745
90 Posts 405 Replies 20,760 Reputation

I understand the game play reasons for the 1 ship per turn, so I've learned to accept it. I will echo though that right now manufacturing ability far outstrips ship costs. It is not difficult to build the strongest ships in 1 turn on my main manu planet. As such, game balance heavily favors larger ships (it always has in Gal Civ, but I think the balance is even further that way). I will say, I do wish I had the ability to rush buy multiple things on the same turn. Even if

52 Replies 66,862 Views

Someone noted a while back that if you look at custom races, by default logistics priority is near the bottom of the list. I might try a custom race with higher logistics priority and see if that fixes it.

9 Replies 8,139 Views

[quote who="Lavitage" reply="1" id="3550902"] Screw tidying up the shipyard, I just want it so that a custom design doesn't get saved unless I specifically ask for it to be saved. [/quote] I'd take this if there was an option for autosaving. Star Ruler 2 uses this model....and I've raged at the computer when I've build a ship and forgotten to save it, so an option to autosave would be nice. I would agree there are a lot of ad hoc ships that I wouldn&#

5 Replies 27,038 Views

[quote who="Ashbery76" reply="10" id="3550921"] even EndlessSpace made more sense than what I am seeing here. [/quote] I love me some endless space, but its combat system was wonky as heck, full of extremely difficult math that ultimately didn't mean much. I don't disagree with your point, GalCiv3's system needs some love, but I wouldn't say we are at that point just yet:)

90 Replies 416,684 Views

Happy to help. Adjacency bonuses have no impact on the Raw Research number, that comes from your population, approval, and some techs. To see what adjacency does, click on one of your buildings. You will notice a level number near the bottom of the tooltip, and then you will see a secondary bonus. Those levels are gained from adjacency, and is noted there. Lets look at your research lab as an example. A research lab grants a +25% bonus to research, with

4 Replies 23,644 Views

[quote who="Ryat" reply="22" id="3550929"] Agree completely. Mass Drivers got hit too hard with nerf bat. [/quote] I hope we get some more insight into defenses soon. Then we can compare a ship with missiles and armor vs a ship with kinetics and chaff. That is ultimately a more well rounded review to tell us how they compare to each other. If armor's defense against kinetics is weaker than chaff's defense against missiles...kinetics may not be as weak as they

30 Replies 131,094 Views

[quote who="psychoak" reply="11" id="3550548"] Why do these threads never look at defense... [/quote] I think part of the reason is that defense is not well understood yet. Its clear that defense decays over the battle, but the decay rate is not been posted. I agree that the extra fire of kinetics should wear down the expensive armor defense quicker...and might make it more competitive.

30 Replies 131,094 Views

In a previous thread, I did an exercise on how to optimize a Q10 planet for research. You can find that thread here: https://forums.galciv3.com/464985/page/1/#3547506 The quick summary: The planet was optimized over 75 turns by first building an Entertainment Building, followed by all labs. The slider was adjusted to all social until every building was built, and then set to 100% research. For those who hav

1 Replies 12,387 Views

DPS is nice, but what is probably even better is DPSM (Damage per Second per Mass) I'm actually going to show DPSM X100 (damage per second per mass times 100) just because its easier to see visually. Beam 1: DPSM 4.29 Kinetic 1: DPSM .83 Missle 1: DPSM 3.78 Durantium: DPSM 8.9 The numbers I think are telling, kinetics cost too much mass. Now you could argue the cost point, but right now I feel that cost is a very weak

30 Replies 131,094 Views

Moving away from the unnecessary arguments back to constructive feedback. I am playing a game on Tough and I would also echo that the AI's colonization has become too passive. I am cleaning up right now with ease while the AI is only taking a few planets. I would say especially before the Age of War, colonization should be a stronger priority.

50 Replies 105,947 Views

[quote who="Ashbery76" reply="188" id="3550389"] What is the point of station sensors,etc. [/quote] This would be my followup. If the devs want sensor ships in fair enough. But now we need to rebalance starbase sensors to play more of a role. I still vote for 15 hexes a sensor module, which is actually still less than what you can do with a sensor ship but a 5x increase seems like a good start.

233 Replies 1,012,669 Views

[quote who="eviator" reply="28" id="3548473"] There's so much they said they wanted to do by release that they didn't get to. My perception is they wasted way too much time on combat. [/quote] This one is always in the eye of the beholder. For example, I could care less about graphic halos or realistic planets...in fact I almost never use the ship designer. Graphics are not the driver for me, but for some they are everything. Same with combat, some people ca

58 Replies 216,828 Views

[quote who="Nastytang" reply="67" id="3547757"] Here another example of Mr your opinion is wrong!! there for the rest of us are right.!! There just maybe be no right answer to this at all. how ever it goes stays or gets change some one is NOT going to be Happy!! [/quote] Exactly right. Similar to the tech specialization debate, ultimately the default in the game has to be to set, and that default will enthuse some and anger others. We all debate our points, but ultimat

233 Replies 1,012,669 Views

[quote who="MrStarTrek" reply="65" id="3547737"] The key word here is choice, I want the choice and I do not want that choice taken away from me. [/quote] Choice however is a finicky word. Strategy games are as much about the limits of choice as they are the choices they provide. Someone might want to play chess where every piece gets to move like the queen (hey more choices now!) but it would be a far weaker game. The sensor ship doesn&#

233 Replies 1,012,669 Views

[quote who="JorgenCAB" reply="12" id="3547344"] Soo... you mean that within a 75 turn period it's not meaningful to build a hospital? [/quote] Basically, if you start with 2.5 pop on a Q10 colony and not perfect morale, a hospital is not useful. The growth it provides doesn't pay off compared to the bonus you gain from the entertainment network or a factory...at least over 75 turns.

21 Replies 49,760 Views

[quote who="AryevIshx" reply="24" id="3547250"] There is, however, one thing that I feel that all this number crunching does badly, and that is taking into consideration additional player actions (such as buying out a building). One could for example build a ton of level 1 buildings and when upgrading select the buildings that will give the best return for a quick buy out. As the map gets bigger buying out buildings becomes much safer and prudent. [/quote] Its not that the m

27 Replies 9,580 Views

So as GalCiv 3 is about to go gold, I ponder my experience with the Early Access system that Stardock put together. For reference, I played all the way through Alpha and for the beginning of Beta. Took a long hiatus, than came back early Beta 5, and then have been heavily playing (and heavily posting!) since that time. Gal Civ 2 for me was a good game, it was never my favorite mechanically, but I appreciated how good the AI was and I'm a big fan of Stardock.

17 Replies 951 Views

[quote who="joeball123" reply="6" id="3547074"] Quoting Stalker0, reply 5 What I will try next is starting with much lower morale, and see if 2 entertainment networks become optimal (aka is maximizing approval that strong of a contender). You can check this more easily than by playing with a s

21 Replies 49,760 Views

[quote who="treborblue" reply="16" id="3547047"] At present the planetary projects are pretty useless. 5% boost if selected. What I find I am constantly doing is manually moving the econ slider to 100% of whichever the planet specialises in to stop the idle planet reminder. If its a manufacturing world, I move the slider over to 100% manufacturing and 100% military to feed the shipyard. This is fine until I need to upgrade or build anoth

27 Replies 9,580 Views

[quote who="joeball123" reply="4" id="3546977"] How about farms? Out of curiosity, did you account in any way for approval effects? [/quote] Joe, I did. What I did was assume a base 2.4 morale to start (assumed some large empire penalty but not a lot. Than as the planet grows each turn I adjusted the approval accordingly. Theoretically the planet would gain approval from other effects and lose it through even more effe

21 Replies 49,760 Views