trims2u

trims2u

Joined Member # 4185237
32 Posts 334 Replies 869 Reputation

[quote who="Pyro59" reply="11" id="3594588"] [snip] Great thanks Trims2u, I think that is the solution that is needed. I'd like to see it implemented. I'd be interested to hear your opinion on my other post, which is the ability to trade technologies when the receiving party does not have the prerequisite technology for it. Link below: https://forums.galciv3.com/editpost/472215 <

15 Replies 20,347 Views

Frankly, the best fix is twofold: 1. add the ability to refuse gifts. That eliminates the "dud specialization" exploit. 2. lock out the other specializations, even for trading. Once you specialize, you should NEVER be able to get another one of them, whether via by research yourself, trading, gift, or Galactic Event. Specializations should absolutely be single-choice only, no-going-back forks in the road. Different tech branche

15 Replies 20,347 Views

Every time there's a battle, a small popup window shows up in the main map screen. This screen shows the forces fighting. At the bottom, there are two options. Pick the "Quick Battle" option. That resolves the fight without going to the cinematic viewer. <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAr4AAAIjCAIAAABqHY+/AAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAP+lSURBVHhe7P0FmNxG1vcNl+3YY3s8zMwzZp4xMzNTzIkdO7ZDDjvkJ

7 Replies 4,196 Views

Not yet; asteroids themselves are merely "terrain" restricting movement as of right now. There is the intention of making them mine-able, but how that's going to happen (i.e. via a mining starbase, a custom mine colony, or a mining ship) is still up for debate. Last I heard, it wouldn't make it back in until the 1st Expansion pack, next year sometime.

36 Replies 208,595 Views

Given that 1.4 will drastically change strategies (we lose micro for planets, and have to go with governors which aren't as efficient, but a whole lot more scalable), I think I'm going to switch over to a more "balanced" approach. That is, make sure each planet has a 'primary' use, but also a strong 'secondary' one. So, in most cases, I'll be setting up research/money planets or production/money planets. Probably in something like a 60/40 or 75/25 mix.

8 Replies 25,236 Views

1. Start GC3 2. Click on "New Game" 3. In the lower left hand side, below the scrolling window with all the mini pictures of your currently-loaded races, there's a button labled "Steam Workshop" 4. This opens up the Steam browser and takes you to the Factions web page, where you can browse for Races. 5. Click on a Race's picture, and that will take you to the page describing the race. 6. If you like it, click the Subscribe button. 7. Bro

1 Replies 6,903 Views

I tend not to play the Super Abundant settings - I like a modestly spread out map where Life Support is important factor. I've played Insane maps with 40 AI opponents, "Common" settings for everything, though about turn 600 or so. A bit under 14G for RAM consumption at that point for GC3. If you're not playing FPS or RPGs heavily, you DON'T need the high-end graphics cards. The GTX 750 or Radeon 7870 are more than sufficient, and will be for quite some time.

15 Replies 23,002 Views

Honestly, I've found prior-generation E3-based workstations to be excellent values. Get something that has an E3, or E3 v2 chip in it, and it'll perform quite well. They'll almost automatically have support for 32GB of RAM, and most will support 64GB. They'll also have better than normal chipsets, which often means you have more than the standard PCI-E channels available for dual graphics cards. The major issue is making sure you can get one with ei

15 Replies 23,002 Views

The Thulium Data Archive building is completely useless right now, and has been since it was introduced over a year ago. it's an early-game structure it requires a resource that isn't terribly abundant, and one which has many other very powerful uses it costs an ENORMOUS amount of production, particularly for a early-game structure it has quite low benefits, being barely better than the 2nd-tier improvements Unlike the Duran

9 Replies 7,418 Views

Frankly, I'm mostly fine with how it currently works. The existing Roles and differences in speed/range are taken into account, though it's a little hard to see then in the BattleViewer. At best, I'd like a SINGLE pre-battle option to select which dictates basic tactics: I.e., when a battle is initiated, you get the "accept battle" screen with three choices: Aggressive tactics Balanced Defensive </ol

22 Replies 98,954 Views

The problem with tying Ideology to Influence is that you make Ideology a large-empire characteristic, even more so than it is right now. That is, doing this means that it's yet another huge bonus for having a larger empire than your opponent. Like we need to stack that deck even more. Right now, a smaller empire can specialize in producing Ideology and be able to out-compete a larger one on that stat, if the larger one chooses to not to bother with much Ideology.&nbs

18 Replies 15,422 Views

I hate to say it, but I'm in an agreement with Christian here. Forum ban until stats have shown he's completed at least a half-dozen games on maps not set to Abundant everything. At that point, he (and I'm assuming a he, pardon my gender bias) might have something valid to contribute, and might be able to do it coherently then. It's getting tiresome and clogging up the forums (and our time).

52 Replies 200,960 Views

Really? Look under the Economics tech tree, the branch starting with Marketing. There's a whole bunch of influence-generating stuff there, plus the starbase upgrades. The base Free Market isn't upgradeable, but there's plenty of other ways to get influence. In fact, I think the Iridiums have MORE than any other.

6 Replies 50,883 Views

[quote who="Grongh" reply="8" id="3562351"] No penalties alone would outweigh buying everything A.I. has. Why will I be scared of war, when no one is a threat anymore? Not to mention, at that point I probably would have won the game through culture. And limiting my offer just because I do not have the money right now just doesn't feel right to me. That's the whole point. You offer someone big amount of money for something you desperately need and then trade with everyb

29 Replies 135,990 Views

I'm with the OP. The problem is that defenses degrade during the engagement, while weapons fire DOESN'T. So, the value of 1 point of defense degrades over time, while 1 Hull Point will always stop 1 point of weapons fire. This results in the situation where the best strategy is to build high-HP ships with as many weapons it as possible, but no defenses. The only saving grace of defenses is that they recharge after each turn to full streng

57 Replies 249,433 Views

There's nothing wrong with assuming different resources have different frequencies at each "level" of abundance. It boils down to how those resources are to be used. Durantium is certainly useful for building Refineries, but they aren't terribly useful after mid-game. Otherwise, the durantium-powered weapons, etc. are substantially less powerful than the one which use anti-matter or thulium or elerium. That is, possessing a piece of durantium is significantly less valuab

2 Replies 18,842 Views

[quote who="putty101" reply="5" id="3559950"] Riiight...the devs meant for it to be this way as a game mechanic... So...you can settle on an inhospitable planet and terraform it, but you can't terraform it after you've made it inhospitable by your own hand! Tree hugger power go! No way this, and the mess of other things that don't work right could be a bug! If you can't terraform anything then it shouldn't appear in you

8 Replies 5,178 Views

I'd also like to point out that money is very useful in trading. Especially when I don't want to trade my techs or resources to potential opponents, yet would like to obtain some juicy tech they have. Buying various treaty agreements also works wonders to overcome negative diplomatic reactions. In trade, money is the great lever. The more I have, the more powerful I can get.

59 Replies 263,526 Views

A "normal" computer can play on the "normal" settings. You can't play on the super-duper settings. For GC3, that means that a computer that meets the Recommended setup https://forums.galciv3.com/461330/page/1/ Should be able to play on the mid-sized maps with a dozen opponents, but not the Insane Map with several dozen. GC3 is multithreaded, so if you seem to be seeing it solely single-threaded,

7 Replies 1,104 Views

My point of this post was two point out two things, both based on the math of the current situation: (1) the "resource"-based improvements (Refinery/Archive) are really not a good deal by any definition; they cost way too much in the early game, cost you a valuable resource, and don't provide any more benefit than the quickly-obtained Tier 2 improvements. They've been nerfed too much. I don't expect to make them worth-while beyond mid-game, but they

20 Replies 73,242 Views

I/O off the card refers to the load time to get a texture from main memory onto the card. Basically, bandwidth into the card. You're far better off pre-loading as much textures onto the card as is can hold, rather than doing a "just in time" load, because the time to pull from main memory to VRAM is far, far higher than merely just accessing what's in the VRAM already. In essence, VRAM is a L3 cache for a video card (that's not a perfect analogy, but close enou

3 Replies 5,952 Views

(this post applies to most of the races, as the Colonization track is mostly the same. I'm using Iridium picts) OK, after the 1.02 patch, the values for several of the manufacturing and research bonus buildings have changed, and I don't think for the better. The basic Factory or Research Lab progression is the same, and that's fine. (+30/40/55/75% at each respective Tier level) However, here's what we're looking at now for the various

20 Replies 73,242 Views