I agree even though it's a one of a kind equipment, it should be upgradeable to the same stuff, and if you already have an administrator then it makes sense you wouldn't need another administrator to upgrade it.
admiralWillyWilber
Negating the effects of resources, and asteroids make no sense, unless you added this. There is a limited amount of bussiness based on the galaxies need based on the total population of the galaxy, and the entertainment, and tourism. This would limit the effectiveness of factories. Farms would also be included in this. This would then shift the balance of power. Then just having the most of everything wouldn't necessarily work. the one with the long west income would have the best factories i
One poblem of tall vs wide is population limits based of planets vs. civilization. If it was civilization based instead of planet based, everyone would have the same population untill you start hitting the population caps on the planets. if it was civilization based instead of planet based let's say still 0.1 per turn then added randomly to your lowest population with the highest approval planets then everyone would be getting the same production from population, regardless of having a few, o
[quote who="Icepick" reply="5" id="3741592"] Quoting Moser_Alchemist, reply 4 The synthetic tech tree has no access to advance terraforming or colonization techs now. [e digicons]k1[/e] [/quote]not just synthetics, but also silicon's.
33 seconds to load a game.
Stardock central still works if you remember your old account. I have galactic civilizations 2 on my laptop.
Brad is the one who said it is in a different universe, not me.
What about star wars, or Babylon 5 they use hyperspace.
SCO isn't in the same universe as SC2. It's in a different universe. Stardock has the trademark of star control.
[quote quoting="post"] In short the goal of this thread is to post what UI problems you have in gal civ III and maybe give suggestion for things that could use changing. I recently played my first full game of gal civ III (never bothered to go on after I've "won") and kept track of what I couldn't find or things that I really needed in the UI at certain points. Here's what I've found: First of the settings button on the start-up screen is l
Tech specializations. If the names, and Bonuses aren't meaningful don't remove them, but make the names meaningful, and change the bonuses to make them more meaningful. Some ideas for tech specialisation. Global warming you have an awareness of putting to much carbons into the planet. Bonuses include better fatms. Higher populations. Faster population growth. Disadvantages include lower hubs. Causing energy problems. Can use only certain fuels. Factories suffer due to environmental regulation
As far as trading, how much you pay depends on your relationship to the opponent. specializations leads to the same tech, not a different path. I think it should. I agree on tourism the easiest way to do this is give a bonus to the planet quality above 15 for each planet like this, also give a bonus to how much entertainment, scientific, natural wonders, certain resources ie snugglers..., and economic buildings on the planet. As far as trade I disagree planet quality has nonet
As a kid I played star control 1, and star fleet battles at the arcade. I can see the similarities.
I agree dont remove tech specializations. Make them more creative yes. Change from one tech choice. To a path of techs that don't return you to the same path that the other choices lead. Different species need to have more varied techs different thought paths. This could be used in diplomacy to. I miss everyone having different hubs from each other that do different things differently. The hubs needed balancing instead you wrnw back to everyone having the same hub. I think the food needs fixi
Please bring back the entertainment network
Ok the base game now comes with crusades. When he says base game he means crusades. In the shipyards there is a option to design ships. A shipyard is needed to design ships. You can build a shipyard on the planet, or you can use a constructor. Your first shipyard has to be built on the planet. Inside the shipyard I think the button is towards the bottom. Remember you have to sponser a shipyard. The maximum is five. In this game ship construction does not go to social construction if you don't
I haven't tested it yet I'm doing that right now. It looks like it's working. Some reason Windows stopped unzipping files why. I loaded a free file uncompressor. Thanks. If there's any other problem I will let you know.
the above isn't a link
It doesn't unpack. It treats it like a picture.
I downloaded it wasn't a mod.
Can you make it where there is a chance to have class 26 planets please.
Thank you
Can one of you guys make me a 1500, or 2200 habital planet ludicrous mod please. Nonething else added except maybe for balance please. I will work the stability my system is good.
You can enter the age of war without those. They are in specific hull techs. Starting with orbital construction. It's a research choice.
Ok I kind of disagree with auto repeat. The reason I keep bringing this up is I noticed that the devs seem to have a short memory, and will forget that a number of people find this adds micromanagement to the early, and mid game. Still like the idea of bringing this in as an option which is not on by default. This leads to the point that there needs to be both main menu, and planetary governor options. With planetary trumping main menu options. With a option to reset all planets back to defau