So we should just use the basic or add more of the earlier ones? That does not make ANY sense at all. What bout the 'miniaturization' tech that precedes it? I thought of the 3 choices one 'decreases mass' was one...
Larsenex
In GC II we started with regular invasion. Then down the tree we got 'bombardment' which gave a GREAT advantage at the cost of Permanently LOWERING (by a lot) the planet quality. AFter that we got Tidal waves and then Core detonation. Tidal waves, removed all improvements and gave an advantage and Core detonation left some improvements with a slight drop in planet quality. All of these you had to choose if you wanted to do them at the time of invasion. Finally we had SPACE
[quote who="NorsemanViking" reply="6" id="3488757"] I can't Reach the Stream today, and will have to watch the replay tomorrow. So a few questions from me. 1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. My consern now is I can build a Constructor With nothing but a Constructor module, and it will be way off cheaper then one wth an engine, but not be hindered in a meaningfull way by lac
Ok, however it 'seems' that we would actually make MORE money via tourism and trade than trying to do straight wealth via direct tile bonuses. It worked that way in GC II and hope its like this in GC III. I imagine but not sure that if you have 'trade routes' from a planet with Tourism bonus tiles and tourism improvements on it, it would make MORE money than a route that is say just from your capital to another empire.
Can we get a bit more information on the math for combat and a combat log/report on (who/where and when)? Range, rate of Fire and other stats seem to be in play and a 'combat effectiveness viewer' would help even as a second page to the designer. Also can we talk and address the planetary one time ship improvements? Hyperion shrinker, logisitics and such are not working.
Rhonin, can we manually make changes to the information in the folders or does it have to be done at stardocks end for the corrections to show in game? I can pull up the docs as well and run through and correct but I don't want to break my game.
I also agree it would be nice to unlock in the 'sensors' line of tech the ability to see the planets tiles PRIOR to colonization if possible. This would really go a long way to helping optimize my empire or give priority to colonization. Also I am not sure on some tiles value. For example I would lay down a factory on a 'Soldiering/Defensive tile if that planet is in my inner core of impossible to invade worlds at first. Al
There was a post earlier on the value of the size of ships which I think is in one of our Folders. Gunathor had posted what he found. Tiny ships are 1 Small are 3 Medium are 5 large are 7 If you have the first 3 tiers of logistics I (THINK) including the one that opens for a +2 you will have 18? So you can do (6 small) or (3 medium and 2 tiny) or (2 large and 1 medium). I
Beta 2 will be in October. There may be a patch today but I do not remember if one was mentioned.
I posted in another thread that on some maps where habitable planets are 'uncommon' or less, it is unlikely you will ever reach the 3rd tier on any ideology. I also noticed that for Benevolent my points are resetting after each unlock. Is this intended? <span style="font
I posted in another thread that on some maps where habitable planets are 'uncommon' or less, it is unlikely you will ever reach the 3rd tier on any ideology. I also noticed that for Benevolent my points are resetting after each unlock. Is this intended? <span style="font
So let me see if I can help. There is a thread I posted titled How to improve your game.... ( https://forums.galciv3.com/457039/page/1/#3488146 ) Take a look in there for planet optimization. 1) Research can be slow but again I would take some of your planets and specialize them according to their strengths. Planets with Research bonuses get all research facilities and focus the slider there. Same with produc
Island, I was about to check on this as well. I know Durantium for mass drivers and Elerium for Beams but there is no current techs that use Anti-matter. I read in another thread that anti matter will be used for Missiles and related defenses. Also, If I put Black Holes on 'Rare' but resources on Common how does that affect the spawn of Black holes?
Well if they start adding factors that may cause your planet to flip, then the approval buildings need to provide a far more substantial impact. As Peregrine states, and I have observed they are currently not worth the production to build for the benefit they currently provide. I am going to start a new game and run all my people under my proverbial boots and grind and grind and grind. In fact. I am going to WORK towards a ZERO approval on all
Awesome. Actually I only did this thread to put this topic to rest. The current 3rd party poll seems to verify what I thought. Currently most people do not want it in game..
In Legendary Heroes, which is a 4x fantasy game, They did a reasonably good job of adding TC in that game. You do have the option to auto resolve. In every case where the fight is evenly matched YOU MUST USE TC and do it yourself or you will likely lose your units. The issue in that game as it would be here, is near mid to late game having 8-15 combats each having to be resolved by hand would become very tedious at best. I always like
Ooo So it will be Altarians again this weekend just to test this. First off, Focused planets.. Redesign constructors with zero engines! Crush the obnoxious Terrans and their tasty cheeseburgers and happy meals!
So you make a constructor with NO hyperdrive? I did not know you can do that. Does it still move 1 tile?
Thanks Rhonin. There is a lot of 'flame' over there at the steam forums. It seems they are just an unhapy lot.
I was not on Steam it was posted as a reply in another thread. I just found it very helpful and wanted others to see it by itself.
Here is a link to an article that supports Stardocks road to digital distribution. http://www.tweaktown.com/news/39794/only-8-of-pc-games-sold-last-year-were-physical-92-sold-digitally/index.html?utm_source=ttnewsletter&utm_medium=ttemail&utm_campaign=ttcs <p
Here we go again with TC warfare.... Please no. A good 4x game is not a 4x game with TC combat. Its a TC combat game. If you want TC combat than a 4x turn based game is not what you want. Show me a NEW 4x game that is native 64bit, that has AWESOME Tactical combat. Oh wait.....
This post was so helpful I felt others should see it. All credit to Peregrine for helping me from this post alone. I think the problem may be with your strategy, not with the game. Here are a few tips: Specialize worlds: Because everything runs off of % modifiers now, it is much more efficient to have each of your planet produce research, wealth, or manufacturing, rather than having them do a little of everything. For researc
Peregrine you really, and I mean really just helped out my game with your recent post on planet specialization. I was thinking you cant specialize and now I am going to restart a NEW game this weekend with just that in mind. So as either Terrans or Altarians would you go Benevolent (for approval perks) or Pragmatic (for research perks)? I am off to 'specialize' my planets and see how that works. I now see
Perigrine nailed it. This would solve a lot of issues. I am still not happy with how Approval is addressed.