Ex Mudder

Ex Mudder

Joined Last seen Member # 417720
43 Posts 152 Replies 1,885 Reputation

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.

5 Replies 8,016 Views

[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.

60 Replies 170,854 Views

[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

14 Replies 15,803 Views

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.

19 Replies 18,948 Views

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.

14 Replies 15,803 Views

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

21 Replies 86,724 Views

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

21 Replies 86,724 Views

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

8 Replies 12,318 Views

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

2 Replies 5,424 Views

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

3 Replies 13,819 Views

+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.

28 Replies 149,092 Views

[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.

113 Replies 436,749 Views

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.

113 Replies 436,749 Views

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.

179 Replies 694,644 Views

[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.

16 Replies 14,426 Views