Taslios

Taslios

Joined Member # 429611
56 Posts 633 Replies 1,973 Reputation

... I have no suggestion on how to effectively do this.. But make Tall civ's viable... with the way the resources are now you have no choice but to play wide...

299 Replies 1,809,149 Views

I'm fine with scarcity... even in my suggestion the player is giving up something to get something else... However i do find it silly that some of the resources are not used for anything and thus just pile up.. while others are used for almost everything. on an aside, it would be cool if each resource was tied to a multiple unique structures, or ship features... having some of the things do nothing just se

17 Replies 66,629 Views

Sorry, my confusion... I've never promoted a Scientist in the new game... I thought you were referring to the way creative races can spontaneously finish a tech at random... Given Bene has options to greatly improve research rates, the only techs that I would think would be worth upgrading the scientist for would be the final techs to win a tech victory...

4 Replies 22,832 Views

This is controlled by the Racial trait "Creative" and has nothing to do with ideology. the Bene Epiphany simply gives them significantly higher research rate... does not change the chance of making a breakthrough.

4 Replies 22,832 Views

[quote who="admiralWillyWilber" reply="6" id="3691991"] I would have to think about resources. I would like to see maps balanced. I liked civilization 3. I like the idea of resources to build stuff. [/quote] Full disclosure, I enjoyed the crap out of CivIII though I didn't think it was as good as SMAC... I don't want to get rid of the resources. having resource scarcity in

17 Replies 66,629 Views

Honestly..... The trade resources in Crusade are basically taking the WORST part of Civilization 3 and pushing it into a modern game. In Civ 3 if you didn't have say saltpeter in your territory, you couldn't build military for an entire age.... sometimes you had to skip like two or three generations of troops until you could build something due to the lack of ONE resource it was super flustering for the player and it is one reason why Civ 3 is generally look

17 Replies 66,629 Views

[quote who="DMF" reply="42" id="3691289"] There are few things I hate more than a Jagged Knife event. [/quote] Jagged Knife/Peace Keepers are only super annoying because of how they happen. If they A. Created a new major race that could be interacted with B. Did not happen in the first 100 turns

299 Replies 1,809,149 Views

[quote who="Frogboy" reply="28" id="3691200"] Some really good ideas in this thread. I suspect some of this would be saved for a future GalCiv IV. [/quote] So 2024ish??? ;)

299 Replies 1,809,149 Views

... or balance them by making them use some other resource.. Organic really really need monsotium or however its spelled.... Make the Yor require Nanites... or something that is not also a strategic resource that is already crazy hard to get cause everyone needs it for production already.

9 Replies 23,876 Views

.... I'm curious about the Quest System that you say you have but have not implemented.... I think quests that directly impact the Bene/Prag/Mal options would be cool... "X planet will be destroyed in 30 turns..." Build slaver ships to "save" the refugees and add them to your population.. Sell Evacuation ships... Give them colony ships to aid their evacuation to a new planet.... <br

299 Replies 1,809,149 Views

Honestly, I've never had a problem keeping my people happy... you just need to research the higher techs and have the needed upgrade resources... the player should not be able to do everything. This is a painful break that actually causes me to have to think about which techs I research when... if the planet that is a quality 9 but has a Snuggler nest or something is actually better for my needs rig

15 Replies 153,008 Views

Ah... it might not.. I almost never play on anything smaller than Large, and usually in Gigantic... There are usually 10-12 minor Precursors and perhaps 4-8 majors on a map from what I've seen average... When playing with 15+ civs on a huge map that's not really that many.... the last game I won, I had over 120 worlds by the end.

8 Replies 12,356 Views

What size map do you play on? How fast can you build ships? How resource hungry are your ships? How quickly do you research and build carriers? Rule of thumb for me... Captl ships get no defense... pure fire power. But they NEVER go into a fight without some escort/assult ships that are basically nothing but defense or cheap one shot wonder offense.... &nbs

15 Replies 41,585 Views

Yeah no... that's not it. Given the Prototype Engines give 5 movement and nothing else is better I usually put 2 or 3 on each ship. I'd rather have a faster fleet with slightly less firepower than a slow fleet that has a lot of firepower. So the "fast" Admiral ship is still slower than molasses...

3 Replies 11,169 Views

So, it's the end of the game. I've got ships that routinely have base movement of 30 or more... The unit transport moves 16... Assigning Citizens to any planet later in the game is painful as often times it takes 20 or more turns to get them to the planet when playing on the larger maps. Same issue with the Commander and Admiral ships... Early game these ships are crazy powerful. But by the time one gets to the end of the g

3 Replies 11,169 Views

Right now on anything larger than say a large map, the influence victory is basically impossible. Influence growth absolutely needs to be tied somehow to map size.. ... Or have your area of effect simply grow a minimum one hex out from the source of influence every 10 turns until it encounters another field of influence.. at which point the actual influence calculations start mattering...

5 Replies 30,817 Views

Yeah... sadly they do nothing. After you complete them it says you gain 100 Influence. which goes no where. if it were split between all your planets or something this would be a cool repeatable project. But it seems to do nothing. Please fix

5 Replies 30,817 Views

So the 2.6 patch broke my 2.5 game... well perhaps not broke but suddenly it is lagging like crazy and going really slow. So I started up a new 2.6 game. I have therefor not gotten to test if the Pilgrims are working or not. I did notice that they used to say "gives 200 Influence" back when Crusade came out.. and now they do not give an amount in the tool tip. My question is, what do they do now? Th

5 Replies 30,817 Views

So after reading OOzimOO's really good post on galactic projects https://forums.galciv3.com/485054/page/1/#3689611 I was thinking that given some of what has already been stated for what is coming up in the next DLC or expansion I thought about how much the UP is just sorta... there.... it really doesn't do much in GCIII and could be much much more interactive. First, it needs to meet more often. every 15

1 Replies 21,167 Views