xeno industry should be a lower priority, imo. especially if you play with auto upgrades. the xeno lab/factory are just a 5% improvemetn over the basic version, but cost an additional 45 manufacturing (i.e. +150% compared to the basic building). i usually turn off the auto upgrade straight away and leave my plant at the basic level for quite a while - early production is too valuable to waste it on an the overproeced xeno lab/factory upgrades. i only pick up the xeno industry once i h
Azunai_
durantium drivers were much bigger before the 1.03 update IIRC. the basic kinetic weapons were complete garbage at realease (i heard they were OP in the beta and got nerfed too hard, can't comment, didn't play beta much). they had like 24 mass for 1 damage (railgun). then they were changed to 18 mass for 1 damage, then 6 mass for 1 damage, then 10 mass for 2 damage (higher tiers scaled more or less accordingly). durantium drivers were pretty much untouched at 12 (8 for the early proto
i guess it's just as likely that he meant "beginner or normal" - considering that there isn't even an "easy" difficulty setting :)
when i first started playing GC 3 i also thought that the extra production would be wasted. the main reason for this assumption was that the tooltips didn't update when you change the slider values - only when you add/remove items to the queue (don't know if that tooltip issue has been fixed in the meantime). but acutally, it works as eviator said, the extra production overflows to the next building in the queue. if you have 400 points of manufacturing to do and you set
doesn't work so easily. shipyards have about 8/8/8 attack, 10/10/10 defense and 150 HP. you need more than just a small fighter to destroy a shipyard,
you could try adding a maintenance cost to the colony capital building, i guess that would have a similar effect
i think that was changed during beta and the tooltips were not updated :) or something along that line
there's a farily easy to get trechnology in the "governance" tech tree. after xeno commerce, you can pick one of 3 commerce specializations. the "supportive population" gives you a flat +4 approval per planet. that alone should immediately get you into the "happy" zone - the colony capital provides a +3 base approval and witht the +4 from the tech, you can have tp to 7 billion people at 100 approval, or about 10 million people at a reasonably happy level. after the commerce specia
approval increases the total production of a world by up to 25% (i think it's called "total manufacturing now - i mean the "base value" you distribute to wealth/research/manufacturing). a planet with a +25% bonus is roughly twice as valuable as a unhappy planet with -25%. you often don't need morale buildings to get to 100 approval, though. if you get enough approval from other sources (starbases, passives from tech/ideology) you can replace the approval buildings on your planets with
are you sure you it's a large hull ship, not a huge hull? 9 logistics should be the default cost of a huge hull (or maybe that's already including the -1 logistics cost). a large hull costs 7 by default, 6 with the HLS. the adjacency level has nothing to do with ship logistics cost. it's just an increase of the total logitics value (fleet size) - basically the same type of bonus you get from the various logistics techs.
if i remember correctly, they had a different invasion screen in late beta when i first played the game. something with a display of the tiles on the planet and stuff like that. invasions frequently crashed the game in that beta version, so it seems like the short term solution was to use the simple results window we have now.
the AI in GC2 was good, imo. comparing the AI in GC2 or Fallen Enchantress to other 4X games alsways felt unfair. the AI in Civ 4 was fairly strong, too. but not because it's a good AI but because the game desin was more "AI-friendly". custom unit designs is a very big factor. if you give the players such a powerful tool, that's not going to end well when your AI can't use the designer as efficient as a human. Civ 4 or other games just have a bunch of premade units and the
someone posted a table with AI bonuses in this thread: https://forums.galciv3.com/466529/page/1/#3557616 is that what you're looking for?
[quote who="Bellack" reply="7" id="3560610"] Well how about a Colony Logistic stat. When you start based on map size you will have a base number which can improve with Tech and special building or even better special Space Station modules. For example you could have a base Colony Logistic stat of 50 on a Gigantic. And each planets rating subtracts from this (example. 16 (paradise) would Colony Logistic stat of 16 on so on) Once your at the your max then
you can put rally points next to planets and name them. that's a crude workaround, but it's already in the game. a bit too tedious to makr every little colony bonus, but i tend to use it as reminder for "special role" planets (i.e. a planet that is specifically suitable for the trade capital or the hyperion shrinker or similar stuff)
that "100 planets in 40 turns" thing wouldn't be possible if the "colonizer" trait couldn't be used to rush a free shipyard. the 100 planet empire would also crumble pretty quickly without the "patriotic" trait. and planets with 1-2 B pop aren't terribly effective unless you use the thalan tech tree (hives). so i guess it has nothing at all to do with good/bad AI - just a custom faction that utilizes a combination of somewhat overpowered effects.
the extra tiles from terraforming are already a pretty big improvement at 1 tile per tech level. if you could just add half a dozen tiles with some simple tech you get at turn 5, the whole economy of planetary improvements would have to be rebalanced. i'd say that's a simple case of "gameplay trumps realism". tbh, i thought it was a bad joke when i first saw that the ultra terraformer is repeatable. it's somewhat understandable since it's in the final age, so it just h
tbh, you play this sort of game with the wrong mindset. the more game mechanics there are, the easier it is to find some holes in the design and exploit them. strategy games tend to have lots of "moving parts" and GC3 is quite a lot more open than games like sid meiers's civ games. it's not hard to beat the game if you use explots and overpowered traits. of course, one can point out that explots should be fixed and the Ai should be tweaked and whatnot, but stardock doesn't develop
you can also dip into the upper branch of malevolence. one of the traits gives you bonus approval for each conquered planet. that's also a bonus that scales nicely with map size.
pretty sure it's just a flat -0.2 per planet. maybe it's subtracted before the % modifiers, not really sure about that.
technically, he wrote 6 planets by turn 9. which is doable if you focus on it and have enough planets nearby. especially if you don't mind cheese strategies like retrofitting the 3 free "pragmatic" constructors etc.
i found th GC2 economy system (which had some parallels to the civ 4 system) more interesting than the GC3 system. GC3 empires are constrained by approval (similar to Civ 5 happiness system), but the penalties are barely visible until you get very very large. i didn't like the happiness systems in civ 5 - the civ 4 economy based constraint felt much less gamey. i vote for high maintenance colony capitals and high(er) maintenance manufacuting and research structures. don'
the survey ship has some life support modules, the other ship probably not, so if you "found" it far away from your next planet/station, it's out of range. fleet range is determined by the ship with the shortest range. don't know if the goto command ignores range limitations. in my experience i sometimes takes "shortcuts" through "out of range" zones if the target hex is within the allowed movement distance of the next planet/base. maybe that's what you're seeing.
you have to colonize 20 or so planets to get 5 ideology perks. don't think that plan will actually work. the frigate can't even kill a starbase if you don't invest in some weapon/defense tech before you unlock it and you need the planetary invasion tech to actually use the 5 transports. the best perk in that upper branch of malevolence is probably the bonus approval per conquered planet. the other perks in that line are pretty lackluster.  
they also built 2 approval buildings, so their strategy was probably to grow a big population on that planet. the rules regarding prodction and population were recently changed (again) and high population is now more efficient than before. it's a valid strategy. maybe not the most efficient, but i've seen them do worse.