I have all of the DLC up to Intrigue. [e digicons]|-)[/e]
BritishBlue
Greetings, I'll get right to the point. The hard population cap is determined by planet size, as far as I know, as long as you can build enough cities to reach it. However, I have a superworld here that is rapidly reaching 20 billion souls, and they are getting quite arsey down there. My morale is deep state rouge at 25%, the entertainment centres are about as much use as a squirrel fart in a thunderstorm, and I dislike wasting hex spaces on morale buildings anyway. How do I get this
Hello, long time player of Gal Civ here, it's been a while since I've played it but I now have a PC capable of playing GalCiv3. I have found GC3 mostly similar to GC2, apart from the Hexboard obviously, but I have a bit of a problem with the Population cap. In the previous game, there was a generally agreed upon limit meaning 10 or 12 Billion peeps was basically as far as you were going to get. In the new game however there doesn't seem to be, as far as I can tell, any limit whatsoeve
I've just submitted mine! Can't wait to see it up on the list. I've used my real surname, it's reasonably unique so...can we tell people the name we chose on this forum or is it a big, bad secret? EDIT: I'm amazed how many names there are. Certainly there are more people under Elite status than post on these forums.
Do founders automatically get the full game upon release? The description doesn't say.
Not too sure about the Terran leader (Colonel Bradley?). I'm fairly sure our short-haired-space-marine quota has been used up in gaming thus far. I must say, I do like the Kryn though. They look very alieny. [e digicons]^_^[/e]
As long as I can suspend my disbelief I could not care less what molecular wand waving they do.
Urm, check...?
[quote who="yarodin" reply="81" id="3417357"] Quoting Stohrm, reply 80 A Starbase should be a logistics focal point. Whether it's purpose is to help with trade or to "defend the frontier against the Khodan armada" it needs to be a Base of operations. Perhaps for refueling ships. Maybe for extending communications. In GC2, starbases did extend your ship's range. I admit, this was more a side effect than the original purpose of the bas
Could we have the main campaign run more like a tutorial? When I first played GC2 I immediately started playing the missions but later discovered the skills acquired there were worse than useless in the sandbox. Also if you're going to have a super enemy like the Dread Lords could you include useful hints and tips on how to defeat them? I used cheats to complete the campaign. Perhaps tips could be included in the mission briefing screen? Or...even better,
I bought the Elite Founder package too; Alpha, Beta, GCIII & all DLC in one price. Bargain. Translated into Pound Sterling, I recently bought a PS4 controller for roughly the same price. I've played GC2 for so many years now. Other games have come and gone but CG2 is always on my HDD. GCIII is going to be my ultimate game of all time, I fear.
I like the new look, the previous Alterians always struck me as a little too human. I know it's explained in the lore why this is but still... I must say, she does remind of the Asari in the Mass Effect series.
When do we get to name our star? Do we have to go to a special forum and post it there? Anyway, the name I probably choose will be "Mulvaney".
I just signed up for Elite. Now looking forward to the Alpha. Only thing I'm worried about are the system requirements, I currently own a Dell laptop (XPS L501X), do you reckon that's good enough to play GC3?
I personally would prefer they get rid of mining starbases and make ordinary SB's more powerful/useful. Having strategic resourses pop up in the middle of empty space didn't really make much sense and the AI was generally rubbish at defending and weaponising them anyway which tended to swing things firmly in the players' favour. Also, building loads of contructors became tiresome. Starbases definately need changing somehow.
Tactical combat would the worst thing to happen to GCIII. The GC series has always been about strategy first. You only need to look at the Total War games to see how tactical combat can break the strategic side, with enough cheesy tactics a player can overcome an AI no matter how bad their strategic situation is. In Gal Civ, if you mess up your strategy or a particular plan doesn't pay off the way you hoped then coming back from it can be difficult. I sincerely hope this doesn'