1 Alterians did not get it. 2. People chose greed and waited to terriform until they got it so they could maximize terriforming. this was never the intent and it created a "race for X tech" that the devs didn't like.
Taslios
While this is well and true, it was not nearly so broken in earlier versions of the game... it was crazy expensive to build planets with pure focuses. I really think they need to make there be something that makes the pure min-max functionally bad for the player. Events that punish a player for doing it for example... X planet with 15 factories just imploded due to over mining... it is now a lvl 4 planet with no
GCIII is a min-maxxer's paradise. This is both frustrating and easily gameable. The game becomes more about gaming the game than actually ruling an empire. Examples are easy to spot and everyone basically posts on aspects of this. From having escort ships that have nothing but defense with a fleet of ships with nothing but weapons.. to planets that focus on only manufacturing, or only research. There NEEDS to be some sort of bal
I prefer to run an unmodded game. I agree diminishing returns for high population are really not needed.... provided that the "it is too crowded' hit to happiness from GCII were implemented and the moral hits were improved. The biggest issue I have is that with extra large maps it is nearly impossible to keep my population happy with the current large empire penalty. yet even with a lot of my planets at 0% content... my pr
It seems to me that the game is balanced for smaller maps. This balance breaks down fairly quickly on the larger maps and does not scale at all into the insane or super large maps. First things first. 1 pop = 1 production. This should be true only for the Capitol planets or with Civ Unique or Galaxy unique improvements. Or perhaps something that can be purchased as a racial tr
it should be more harsh.... up to revolt level -100% production/research and possibly as much as a -10% population loss rate. Granted to do this they would have to make the large empire penalty actually work right...
I really hope they get moral to do something soon.... In GCII having low moral would slow down your population growth... and even lead to population loss. Why this is not in GC3 is beyond me. People are focusing on min-maxing and gaming the game so much that reading these forums is turning into a killjoy.
A lot of this would be fixed with prioritization of targets..... Gratuitous Space Battles is a good example of something I could see them building into GC... the tactical design on the strategic level. There should be a fleet control page that opens up when you double click on a ship. This will function similarly to the planet control page... and allow the player to assign additional rolls, range commands, and targets.<
[quote who="Meglobob" reply="8" id="3549704"] Well personally, my only issue with GC3 is its still a MASSIVE resource hog. Which, given its a TBS game it doesn't need to be. I was around day 1 of GC2 and that was exactly the same a MASSIVE resource hog but with patches became very streamlined and took less and less resources up to run.</sp
It's not the AMD processor.. I've got a A10 APU and I ran a 80 major civ test game last weekend with no issues at all. Unless they majorly changed coding or there is a significant difference between their FX chips and their A10 chips (which they claim there is not) then.... yeah
The AI just needs to put a higher priority on Carriers... They stop being overpowered very quickly when playing multilayer and both sides are using them. the battles between large fleets with multiple carriers gets to be rather fun.
I suspect that we have not seen everything quite yet. Assuming they fix some of the minor bugs that I still see in beta 6... High 80s. if they do not fix those things... mid 70s
I think Zero worlds are fine.... it would be cool if we could mine them... or late game colonize them though
Click mouse in minimap and then move mouse while holding mouse button down.... seems to move just fine for me.
It appears the Colors switch depending on what race you are playing. I suspect this is because the base colors blend into the UI too much when you have the grid on.
As there are no longer any sectors I often times have a terrible time finding planets back and have to sort through them one at a time. There is no option to do this with ship yards or starbases. Can we get a minimap built into the UI someplace that perhaps zooms in and shows the planets or things in like a 15 hex radius of the planet/starbase/shipyard we are looking at? Id suggest sticking it over to the left over the orbital planet vi
I agree... with a stipulation. If I am building a Small attack craft that takes 6 turns to build and I have one turn left until it is complete. I should not be able to switch it to a colony ship that costs 7 turns and complete it in two turns... Different ship styles require retooling. you should lose something. However if I have "Harbinger of Death Mk1" building and I go and upgrade the design and ma
So i don't have any nifty screen shots but I am sure people can throw some up here. In Beta 6 I have played three games so far. In all three games I am seeing the AI really has no clue how to build a planet. in the most recent I found an example of a Research capitol built in a tile with no adjacent tiles. the Research Capitol was the ONLY research building on the planet. Solar power/fusion power buildings are almost never built next to m
[quote who="Illauna" reply="5" id="3542416"] There are little icons that you can hover over that will show what they do. [/quote] one would think this were the case as that was what GCII did... but when I hover or click on the icons... nothing happens. prior to beta 6 there was an unreadable tool tip. Now the tool tip is either rendering behind something and not visible... or it is simply not there.
My biggest issue in the game is still the missing tool tips. When I am researching and I can choose between say the tech that gives me Research Cloisters or the Tech that gives me Research Centers. It would be nice if the tool tips actually told me what those things DID.... as of right now they only show me where they can be built.
I love it. I also like the fact that they have made a few of them actually special. I feel that there is still more they can do here by making follow up techs that are only available if you choose specific specializations.. for example the early game choice of Increased Food production/increased Growth rate/reduced cost. I think if you choose food production, you should get "Hot house farms" or something that can then be researche
It happened to me while playing them.... I was like hmmm this is almost tooo easy.
I could even see Pirate fleets attacking undefended planets and stealing all the "Production" or wealth for a few turns before they head off to plunder the next world...
I disagree that they all play the same. They play similarly. Hopefully more differences come into play later on in the development cycle in the game, however some of the differences do actually change how I play the game. The Iridium for example. They get multiple trade buildings that also increase influence. I find I am far less likely to build up manufacturing when playing them. I tend to focus on influence and money wit