[quote who="redviper37" reply="13" id="3679521"] Did you use the Steam app or the website? [/quote] I use the app. Specifically, I go to the Store page of the game I wish to review.
Crocell44
[quote who="redviper37" reply="3" id="3679456"] I would have preferred to write a review in French, my English writing skills aren't exactly... literrary, but it'll do, I guess. Don't get why there's an option to write in Bulgarian but not in French on Steam. Anyway. Done, for the main game. I'll review Crusade once I have had time to play it. [e digicons]:)[/e] [/quote] Strange, I have no problem writing reviews in french. In the menu, languages are
Demands for autonomy Citizens on this planet have been asking for autonomy from our centralized government. Local law enforcement reported numerous strikes and riots, and the situation can no longer be ignored. How should we respond ? B : If the citizens want less implication in our interstellar policy, they should have it, how saddening it may be. Grant their demands. -30% Raw production, +30 Approval. P : We cannot let our planets run lo
[quote who="Seilore" reply="13" id="3620888"] no youtube video? [/quote] I found it on Stardock channel : https://www.youtube.com/watch?v=VqrqWc6Mm-U&list=PL2tZ_sCJkoNftXGfZSlO_ChClpKo6ozgA&index=1
I played them both (although it was quite a long time ago for Legendary Heroes), and I liked them both, but none of them was able to suck me in for long. In Legendary Heroes : - The AI is much better. - The tactical battles are more fleshed out. - The monsters you encouter early on are very interesting from a tactical standpoint, they may require you to design an army especially to take them out (I remember the banshee's immunity to physical,
I loved your other modding stream, I'll try to catch this one (if my IP lets me).
[quote who="nindisp" reply="3" id="3556122"] 1. Can you select more than 5 ships at a time? If so, how? If not, why!? I need to go kill a pirate base.[/quote] You can, but you need to gain more logistics by researching some techs (in the engineering tree, I think). If you want to increase the strength of your fleets, you can either research better weapons or defenses in order to make your ships more powerful, or research logistics and concentrate more ships in a fleet.</p
By design, you cannot declare war on an ally. However, if you're allied to the last remaining faction, this should automatically trigger an alliance victory.
[quote who="00owl" reply="2" id="3549676"] What I'm looking for is a formula or some sort of understanding of the equation Money(x) = Manufaturing(y). [/quote] Last time I checked, it was 15 bc to buy 1 mp (on planet or shipyard). I think it is too expensive, an 8 to 1 ratio would be more interesting.
[quote who="Nuukov" reply="117" id="3543087"] Can someone please explain how the government system works then? Is it like in Gal Civ 2? If so, I cannot find the screen to change Government Type/Select Party? Or is it you just gain bonuses on researching political techs? [/quote] There are only the bonuses from political techs.
Very good stuff all along ! [quote quoting="post"] So what kinds of things should the AI take into account? Who started the war. Which it does (the grudge factor). The faction power difference. It does this but its weight isn’t related to the weights of things like tech. This is a very tricky balancing act of course. How long they’ve been at war. The personalities at war (are you their primary enemy? if so, they
When I discover a civ, if its border touches the edge of the map, I can see this border, even if I haven't discovered this edge : [IMG]http://img15.hostingpics.net/pics/826549krynnborder.jpg[/IMG]
I like this idea too. I would very much like to be able to create custom groups of planets/shipyards, and change their settings/production at once.
I didn't notice it. Thanks !
[quote who="mormegil" reply="8" id="3489694"] When a ship is ejected from a Shipyard, the ship should re-prompt as if it was just built, but the window should reflect its existing population. If the player chooses to take more people, or leave people behind this should work in just like loading, or loading in reverse. [/quote] So, we will be able to move population between our worlds. Cool !<
Most of my planets are specialized, I then use the colony wheel for each one. I rarely put it at 100% : for example on a wealth world, I keep a bit of manufacturing to build and upgrade improvements. But then I have a few low quality planets that I don't specialize, I build mostly farms on them. For them, I use the empire wheel to quickly modify their production according to my needs. I hope the game will allow the player to create groups of planets, and to have one wheel
1) I gathered (from a dev stream, I think) that Base Growth is 0.10 billion colonists per turn. It is then modified by Growth Bonus (traits, techs, hospital, approval...). As Blaze said, farms affects approval, which then affects growth. I am not sure, I didn't test it myself.
[quote]Are you somehow under the impression that I want to make specialized worlds better?[/quote] I was indeed. I have read a lot of messages about approval these last days, and I missed your proposal on the first page. I apologise for that. So, I read again your messages on this topic, very carefully this time. I agree that the wealth/approval mechanic, taken alone, encourages to build purse worlds and to rush-buy everything. But, on the other hand, rush-buying is much more
Well, you make a lot of asumptions about GC3 economy. I could explain why I don't make the same asumptions, but truth is I don't make any asumption at all. After all, I accept that population gets multiplied by 10 in a year, or that I can completely change the focus of an entire planet in a week. I judge a game mechanic motly by its gameplay value, and I still feel specialized planets were overpowered in alpha.
[quote]I still see no reason to assume that the cost of a single manufacturing point is all the way up at 15 billion credits[/quote] This is the cost of rushing production : 15 BC for 1 MP.
From a roleplay perspective, I see it that way : on a high-manufacture or high-research world, the economy is completely focused on a big project, and apart from that, only very basic commodities are produced. Increasing wealth production means developing a free-market economy, and allowing for the production of luxuries. 1 MP costs 15 BC to buy, so "producing" only 1 BC instead of 1 MP means taxes are indeed very low. From a gameplay perspective, I felt specialized worlds were overpo
[quote who="LittleJohnII" reply="15" id="3480731"] Let's say you fail to do well in the expansion phase, either you can't colonize enough planets or you don't get planets with good tiles. Your research output will be significantly lower than that of other races. While you research all the other techs in the expansion era, your rivals will have twice the lead they had before and they'll bomb you into stone age. You're bound to _stay_ behind. [/quote] A way
I encountered a similar problem with version 0.31 : in clusters of identical buildings, many of them don't benefit from the correct adjacency bonus. It appears to be random : some buildings have no bonus at all, some buildings only have a part of what it should, and for some the value is correct. It is not a display-only bug : planet ressources are generated according to the bonus as they are displayed. I also found a case where the bug is in reverse : I benefit from adjac
[quote who="parrottmath" reply="92" id="3479369"] I do understand that the stopping of a civilization by getting a 'Lucky' shot on the starports can happen. But, then one doesn't have just 1 starport people should have many from many different areas making it unlikely to destroy all starports at once in mid to late game combat.[/quote] This is exactly my position. A lucky shot is extremely crippling during early game, but not during mid game. Mormegil talked about pu
OK, let's say there is no shipyard and you moved 2 tiny ships around my planets, attacking every ship I build while you research Planetary Invasion. At this point, I will focus on military research and build military ships continuously in order to break your blockade. I won't succeed immediately, but I am bound to damage or kill some of your blockading ships (depending on how production and combat works). So, in order to maintain the blockade, you must also research mi