Gal Civ is not written for us, it is written to be playable by the AI. Humans are considered second class citizens in the GalCiv III universe. All hail Skynet!
Ex Mudder
They changed it a while back that every new planet costs 4 bc/turn. All buildings also cost maintenance. It is now very easy to run out of money. Morale is vital, 100% is a 25% boost to planetary production across the board. more farms = more people = higher production, but lower morale. Tourism and trade routes are good for money.
[quote who="pshaw" reply="36" id="3597501"] Hey folks, We just updated the opt-in with some fresh changes to the AI. Let us know what you think. [/quote] Will the AI prioritize Orbital Manufacturing now? It really limits them when they can not adapt the Military Subsidies project because they are too busy beelining to Advanced Construction.
[quote who="admiralWillyWilber" reply="11" id="3596335"] I play the Yor, and from what I can see this is so minor I can't see why this is a issue. First the power matrix, or any other power plant once upgraded for that matter would make a better hub in most circumstances. Second the resource buildings would be more significant. If you want it that badly beline for it in the tech tree like I do. The colony capital is the third most important hub. If I
Takes a dozen turns for me at 50% to research in the early game. I could get 3 other techs in that time. Worse, the AI doesn't research the tech, which cripples their expansion. 6 turns of 100% research once I have built up my homeworld ain't fun. Taking away meaningful choice and railroading the player is never a good idea. But it is an opt in, so I hope it gets changed.
Would love to see this as well. I'd like to place the capital building where I think it fits best, and fits my vision of the colony, rather than having to put up woth where my frequently drunk or drug addled colonists like to put it.
Turned out to be an abandoned extension (scriptsafe). So far so good.
Because if you fill up your home world and don't have O Construct, you can not go 100% shipyards on a planet by planet basis. Which means either wasting production, or setting your empire wide production wheel at 75% research and clicking "research focus" on your homeworld (or wealth), or setting empire wide military / shipyard spending to 100% Any other work arounds people have come up with to not being able to go 100% of industry to shipyard becau
Diplomacy is still nonsensical, esp minors demanding 24/turn at turn 20, and the Drengin DoW'd me even though they are out of range. Main new change I am seeing is that the AI stops colonizing / constructing at some point. Turn 115 and I just found dozens of uncolonized planets on the other side of the AI (gifted difficulty, gigantic map). No idea why though - sight, maintence, slow colony ships, too many constuctors? These planets are often inside the
Usually happens after I have been playing a while (hour+). Happened immediately on starting a game with the 1.4 opt in (when generating a map). Working though my drivers right now. I Also use Adobe Air for Pandora.
I had netflix paused (forgot it was on in another tab) and I prefer to listen to Pandora than in game music :P This has happened 4 or 5 times so far, these are the common elements of these times, the rest are from all the other times it did not happen.
Happened a few times, not sure how to reproduce. Windows 10, dual monitor setup, Nvidia graphics card. GalCiv III in one window, Firefox in the second. Firefox is running Pandora (Flash) or Netflix (Silverlight) Play for awhile, can pause Netflix or let it run (I was watching Friends re runs). Observed: Silverlight crashing, Pandora hanging / skipping tracks, system rebo
Not worth buying yet, unless you really want it to burn out on it or let it sit on your computer until it gets better. Currently it is jarringly uneven, mopving between boring, one more turn, and wtf? Has been getting better, and will probably be worth buying eventually. Ask again next time it, and the dlcs, are on sale.
Is this the part where we all start singing Journey's "Don't stop believing" ?
In my last game, the ships I got for anomalies were 0 engine 1 life support 4 weapon 3 shield. With credits now being important, I was unwilling to upgrade most of them to a design I liked. This design works great on pirates, but I suffered 50% casualties when I attacked a pirate base with a fleet of 6. I would like the ability to specify a build order for the most basic craft in the designer. For example: Small co
I started a new game with the 1.3 patch (didn't play 1.2 much). Nice start, 2 bread basket planets near my homeplanet. Colonized both planets, reloaded, did it again. And again. Sucky colonization events I can live with, but sucky colonization events plus sucky colony capital placement = ragequit. I tried a dozen times from various save points out of sheer pique. Maybe one time in 3 the capital ended up some
did you set to 100% shipyard / military spending?
This should give the +10 manufacturing to the homeworld. Good news, +1 raw production and there is a tooltip giving you the breakdown.
+1 Sick of GalCiv III being all about Starbase and Constructor spam. Blowing up ships is fun. Blowing up starbases to make room for your own is not. Reminds me of the siege and tower spam of Eve Online. I still remember clearing and claiming the south after the fall of BoB to the Goons. No thanks.
[quote who="Derek Paxton" reply="78" id="3560760"] We are also fixing an issue where you can't request constructors on 1.03 if you started the game on a prior version. [/quote] Prior default constructors probably too big to build with mass changes.
Don't like how engines are also more massive, may not be an issue on smaller maps, but not being able to fit engines on warships and more engines on scouts and constructors is a pain on larger maps.
Don't like it, preferred when it was a bonus to production and could be tweaked based on the sliders. This mandates that every planet be building somethign every turn, so you can't go 100% research or Econ and leave the queue empty / no starbase.
Prolific nerfed, abundant stars actually has abundant stars not sure what else changed.
Too few stars, but I am seeing lots of habitable planets, as many as 3 a system, on common planets. The lack of stars makes expansion problematic, even on abundant. I use Gigantic maps. I'd bump up the number of stars but reduce habitable planets based on what I've seen in this opt in.
[quote who="tesb" reply="11" id="3553966"] It is always capital and first colony. [/quote] Interesting, Previous bug was homeworld system, this one is capital plus first colony.