IIRC, it is working, but not showing. It is because "Social Manufacturing" isn't actually broken down anywhere (what you are pointing to is "Manufacturing"). But I have tested this early game (when it is the easiest to see what is happening) and buildings are quicker to build on all of the planets that have bonuses to "Social Manufacturing". I'm sure someone else can explain it better than I as I am still a little fuzzy on "Total Manufacturing"/"Raw Manufacturing"
BuckGodot
"No surrenders" is a classic for a reason. Make those weakling factions suffer! [e digicons]}:)[/e]
It's all races, AFAIK. I personally think the flavor text name should be different for each faction, myself. The factions who tend toward benevolence, for instance, shouldn't be into slave trading. ;)
My comfort zone (from years of playing Immense maps on GC II) is about 50 planets per major faction. Near as I can tell, an Insane A/A/A game has around 1500 planets. Give or take. That's quite a bit under GC II generation rate (I should expect 2000 planets if it were the same). So, for me, I'd want 30 factions or so on an I/A/A/A game. 40 to 50 if there were a comparable generation rate as GC II. But it also depends on your expansion rate, their expans
Sorry to continue the derail, but.... ;) [quote who="RSharaE" reply="14" id="3544957"] https://forums.galciv3.com/464254/page/1/#3543193 [/quote] I've seen the same behavior with the "skipping" in out of range areas. It was only with one ship I desgined, though. But the anomaly thing isn't happening for me. Sounds like it might be a bug on your end. I'd submit a ticket on that if I were you. :)
[quote who="RSharaE" reply="12" id="3544937"] I've been watching it stop on anomalies all evening (last night). [/quote] Is there a new opt-in patch out? If so, that's when it changed because I haven't started a new game since Sunday (starting over after all of these patches is making it hard to properly judge midgame play, never mind late). If this is a new mechanic, I am.... displeased as it was central to my long standing playstyle dating back to
Making more than one thing at once ain't gonna happen, mostly for game balance reasons. And with Production Overflow properly working, it is far less of a deal than it was. Besides it is [b]VERY[/b] rare for a [b]TBS[/b] 4x game to have multiple units being built per turn. As in, almost unheard of. Yes, there are a couple out there. But, well, the granddaddy of them all (Civ) gets along without it just fine. I think GC will as well. ;) [quote
Steam screenshots are on a different local folder. To easily find them, open up Steam, go to your games library, right click on GC III, then click on "View Screenshots". A pop window will appear and one of the options will be "SHOW ON DISK". Click that button and your screenshots that are stored on your local drive will appear. To save time, you can also pin this folder to your taskbar or create a shortcut to it on your desktop. :)
As the title says, the Galactic Event "Design Revolution" does not appear to be working correctly as of Beta 6, opt in patch [Build #183]. At least not for the Malevolent option. When presented with the options for the event, I chose the one that said: "Direct these idle minds to help with something actually practical. But don't let them choose what's practical. Tell them ships are practical. Start there. (+20 Malevolent, -10% Equipment Mass For All Ship C
[quote who="Bamdorf" reply="14" id="3544573"]I generally favor the idea of a direct effect on production that makes approval a higher order of business, although I think it helps significantly even as it currently is; a bit more seems right to me.[/quote] Oh, I absolutely agree that approval should affect production. I was irked that it apparently hadn't as of Beta 5. Now that it is shown to change things, I feel better. Just wish I knew exactly what was going on
It affects income as well. Curious, I decided to go back and raise my planetary slider to 33/33/33 and then run the experiment again. Before and After from planetary tooltip: [img]http://i.imgur.com/PNl5Mmw.png[/img] Before on the Planetary Wheel: [img]http://i.imgur.com/FeheKKx.png[/img] After on the Planetary Wheel: [img]http://i.imgur.com/bu3FG5t.png[/img] Makes me think it is affecting Raw Production (I think that's t
It appears that it does indeed still affect production. Not only that, but research as well. I have a simple Before and After below: [img]http://i.imgur.com/L1BQs8d.png[/img] I ran across an anomaly that finished my research on a +4 Morale tech, giving me a perfect Compare and Contrast. Thus the [u]only[/u] difference in the two screenshots is approval.
This may or may not be a bug, as the Tutorial is something of a prequel to the Campaign proper, but I thought I should mention it anyway. Decided to start the Tutorial as something of a break from the Insane maps I've been testing lately. I was a little surprised to see "Achievement Unlocked: For Arcea" show up in the corner when I started the tutorial, as its description states that one gets it for starting the campaign. I realize that the Tutorial is a prelude to the
Updating this. I decided to check ImprovementDefs.xml and all trade resources have the following tag: true Why? Beats me. :) It really shouldn't matter, since players [u]can't[/u] build them. And, unless something has changed. the effects from improvements that are 'one per player' can be stacked if someone gets a planet that had another one of them (for instance, getting more than one Hyperion
No it is [b]NOT[/b] One Per Player. :) What is going on is, as of the latest opt-in patches, the descriptions for 'Galactic Achievements' (One per galaxy), 'Player Achievements' (What were Super Projects in GC II) (One [u]built[/u] per faction), and "Colony Unique" (One per planet) are all now in the game. For whatever reason, Trade Resources are labeled as something that the player can only build once. Well, the player can't build them
Ever since the approval system was overhauled in Beta Four, Approval Relics have been a little wonky. In Beta 4, they didn't work at all. In Beta 5, they work, but are still buggy. They don't give the full approval bonus to colonies that planets are supposed to get, I don't know what the precise formula is, but whatever it was, it [b]wasn't[/b] 10% per module installed as it was supposed to be. Worse, when a player goes over 100 planets, their effective
I suppose it all depends on how one colony rushes (if one even does), My style is to send out a bunch of survey ships with longer scanning range than move (Even before I get Interstelllar Survey, I am sending out mapping ships in all directions - then I just upgrade them later to full blown survey ships when I can). I use these fellas to map outward in an ever increasing circle (sorta, the circle gets messy as I hit anamolies ;)). The great thing about having survey ships with larger sc
This is something I've seen ever since Beta 6 started. As of Beta 6, when the turn starts, there is a short display of what week and year it is. Pretty neat, although it could probably stand to be on the screen a little while longer. Regardless, I noticed a strange bug in regards to this displaying. If there are colony ships with automated moves and they can get to the planet they are trying to colonize at the end of turn, the game will ask if you want to coloniz
This is new behavior, as far as I know. Some anomalies will grant the player ships upon creation. Near as I can figure, the computer will auto design a ship on the fly for the player. All well and good. The problem is, it will use up a players' resources when it creates the "free" ship. And if the player has no resources? It'll display a "-1" in the upper right hand corner of the screen. Logically, these free ships shouldn't use up any resourc
[quote who="EvilMonk3y" reply="1" id="3543628"] Has this just been released? Just got a 32.8 MB update...I am currently in the opt-in. [/quote] Yes, that's it. Brand new intro screen, as well. :)
[quote who="Raynman" reply="12" id="3543551"] Thank you for noticing the changes within the latest Beta. I appreciate the feedback on the visibility of these lines, we may still want to tweak them a little. [/quote] As of 6.1 it is [u]much[/u] easier to see. :) More or less what it was before. Thanks for reminding me to leave feedback on the changes.
Here are the current 45 Steam Achievements, as of v1.01 (opt-in). New Recruit (Play for 5 hours across all games) Space Emperor (Play for 100 hours across all games) For Arcea (Start the campaign) There is a crusade coming (Win the campaign) Under Pressure (Win a game in under 200 turns) Our New Home (Colonize your first planet) Flying in Style (Create your first ship design) Aliens?!?! (Meet your first Race in GC3) Friends, for now... (Ally wit
I'm sure there will be small bundle deals in the future at some point. Not Day 1, no. But six months, tweleve months on? I'd be surprised if there wasn't some sort of bundles as time goes on. Just not the Everything Buffet. That probably wouldn't happen until 2023 or so. :p
Asteroid mining as of the last devstream is.... [b]OUT[/b] (at least for now). Sorry to be the bearer of bad news. ;) As for "mining class zero planets", that is exactly what Thulium worlds are: Zero Class planets that can be mined.
Is anyone here playing as Terrans? I noticed a minor oddity when I recieved the -50% Starbase Decay pragmatic trait, I instead was getting some bonus modules to startbases (which is supposed to be the next trait). Might be something going on there. Haven't fully unlocked that line on the table yet (ideology is very expensive right now ;)) so I don't know what happens the further I go along it. As for 2/1, yes it is suppsosed to be on all new constructors that