Let me suggest that the video card is the least factor in game performance. You won't notice a difference in GCIII with any of those cards.
DMF
I stand corrected. AI is set to Genius . I cranked it up to Godlike a couple turns ago, but nothing godlike yet. The Iridian has a naked transport with it's nose buried in a Yor world defended by 18 ships. Which is stupid enough. What's even more stupid is that the Yor won't yolo a tiny boat to kill it. Perhaps since it's unarmed it isn't viewed as a threat. Something wrong in SD Land.
[quote who="Nilfiry" reply="5" id="3759070"] I exaggerate a bit, though. The AI is not THAT bad at using transports, but I just have no idea how they prioritize when/what to capture. I am assuming in your case, maybe the planetary defenses/resistance were too high for the transport to successfully capture the planet (as in 0% success)? [/quote] There were four planets right together (north of Dratha, if you look at the Milky Way map). Classes from 12 to 6 IIRC. N
[quote who="Nilfiry" reply="2" id="3759026"] Has the AI ever been good at fighting wars, even on Godlike? lol Actually, I take that back. They were probably better at the initial release of the game than they are now. At least then, they would destroy everything while diving straight for your worlds. Now, they just sort of...eh, sit there. [/quote] Back in OS/2 days, I fondly remember an epic battle on the largest universe at the time. (100x100?) Could I produce
[quote who="ForgottenSlayer" reply="1" id="3759010"] What difficulty? Did the worlds have defending legions? [/quote] First line of the OP. Milky Way campaign, thus no Legions. Gifted AI setting.
3.9 Milky Way campaign. 15) On the diplomatic Report screen - the full screen version accessible from a selected position, the flyovers for the Racial Traits are wrong. They seem to be those for the Terran traits (I'm playing Terran). Also, the Relation(?) field shows either Neutral (greyed out) or At War (red). It does now reflect the race's current opinion of you. I suspect this is related to the No-Ideology bug.
Alliances used mean something. I wonder why that was changed. Tonight my minor ally was attacked and conquered. I wasn't even informed until he "was destroyed." Perhaps "Mlitary Alliances" are different? Anyone know?
[quote who="DMF" reply="24" id="3758053"] 6) The BIG one: The events are fubar. * 30+ planets colonized: NO Ideology event. I have no Ideology so no benefits and every hates me. This can't be intentional. * I keep getting warnings from other civilizations that I'm using Precursor relics, even when I'm not. ... * A couple times I've gotten, "Don't trade with infidels." * Other than these, no events have occurred by turn 76. Not even, "Our m
Why not apply a Raw Production or Approval nerf to the surrendered worlds, said nerf dependent on the difference in Ideology? Pragmatic surrenders to Pragmatic? a 10% penalty (perhaps for a time period only) Malevolent surrenders to Benevolent? -50% (multiplicative with other nerfs such as Extreme Environment). Let the conqueror decide whether the world is worth keeping. Destroying is quick and easy if it isn't. &n
[quote who="AdamMG" reply="5" id="3758903"] The numerical percent at the very top-right does. [/quote] Yes, it does. I didn't see it change over what I thought was a representative range of values, but using a larger range, I see that it does. Thanks, guys. That helps a lot. Don't get me started on the planet updates. Maybe it can't be fixed, but it would be nice to know that it has been addressed.
Is that immediately responsive? I'll check it out. I thought it was updated only on a turn.
I haven't seen it in action, but I will add that my initial reaction to scorched earth surrenders is not favorable. Otoh, I'm not all that happy with the AIs surrendering to another AI with the same Ideology at the drop of a hat. This game I was at war with the Iconian for two whole turns before he suddenly turned Altarian blue. The Drengin didn't last a lot longer before surrendering to the Yor, who I doubt he ever met. There must be a middle ground. <p
3.7+ playing Milky Way. Gifted AIs. The Iririum Corp has been fighting Altarians for years. Minor gains on both sides, but roughly a standoff. I finally got pulled into the war allied with Irid, and ran a fleet over to wipe out the space defenses of the Altarian border worlds so Irid could invade. Plopped a sensor ship there to watch. Over the next 15 turns Iridian transport fleets drove around, poked here and there, passed within two hexes, yet <span s
[quote who="dlapine1" reply="1" id="3758815"] Thus, the point is now to keep your citizens as happy as possible, so that you can set the tax as high as possible without having them revolt. [/quote] That's always been the trick, back to the GC Dark Ages. What I find inscrutable in the new version is the population's reaction. There's no longer a unified Morale number. As best I can tell, I choose a tax rate, then I have to go poking around
To me the adjacency system is like an embedded Tetris game. You try to visual how everything best fits together. I don't think I like GC as much without it. Is that the meat of your mod?
[quote who="Rhonin_the_wizard" reply="1" id="3758804"] boost trade if placed on colonies that are part of a trade route. [/quote] That's the question. Are the two end points the only "parts of a trade route"? Thanks for reminding me about Trade Station. Same question applies. I take it that a route simply passing through a zone of influence can get no boost.
Stardock and GameStop parted ways what? about 20 years ago? You might file a Stardock support ticket, but I wouldn't hold out much hope.
[quote who="Publius of NV" reply="23" id="3758689"] Unrest is, I believe, related to taxation levels [/quote] Thanks Publius. I edited my message to point to the right thing. Now I'll test it. I doubted that SD would nerf the tax affect on morale, but didn't see how it worked. In the old days you could set your tax rate by Morale. Now you can't. Fortunately my Tourism income is so massive that I can just ignore the rest of the economy.</
BUG: In Milky Way campaign 3.8.1 the Shipyard build times in the list is incorrect. E.g. GarbageScow-PU shows a build time of 3 weeks in the list, but when you schedule a build the actual time is 10 weeks. The incorrect times are proportional between ships. E.g. if the GarbageScow showed low, then the Destroyer would show correspondingly low. The errors are neither reliably high nor low, but may be influenced by the previous Shipyard viewed.
I have been under the impression that the improvement has an area effect. (I fondly recall the days when there were tiny little freighters running around the map and commercial starbases with area effect.) The wiki description is of an improvement that does nothing unless the planet is an end point in a trade route. Is that true? Also, I don't see the effect of Trade Capital in the Civilization.Trade list. Is it and Trade Post supposed to show up discrete
[quote]Is there any single-source document that explains the game in it's current state? [/quote] The manual is pretty good, though no single document can capture the detail in GC3. The trick until recently, was finding the manual. Many links point to the long-obsolete 1.03 version, which I suspect is the one you're looking at. The current version is _2018. With the 3.8 update, the manual icon on the game main menu screen (lower right) will bring i
[quote who="karlfranz-pl" reply="12" id="3758619"] Now that I think more about it, does this change affect AI in any way? [/quote] A critical question. Will AI see every intrusion? No sneaking around any more?
[quote who="Derek Paxton" reply="4" id="3758583"] Quoting Gauntlet03, reply 2 What exactly does this mean? "Colony Limit Max Penalty increased from 6 to 10" Its the approval penalty you get for having more than the ideal amount of colonies for your government type. [/quote] D
[quote who="tetleytea" reply="6" id="3758290"] Factories have always given Starports adjacency bonuses for me, but I remember the Campaign on Retribution was different. Sometimes for the better, actually. Also, Helios Ore mines have never benefitted from adjacency bonuses. The interface draws the little arrows implying that they should, but they don't. [/quote] Thanks. Now I'm curious. I'll try to re-create the problem.