kestlstw

kestlstw

Joined Member # 4462160
24 Posts 229 Replies 14,740 Reputation

The ideology system needs an optimization pass. I was just playing as a synthetic race and way too many choices revolve around food and growth rate. Also with the way approval works now it can mainly be ignored so its not much a choice either. I'd also like to see some expansion of the trees and maybe restrictions on access to multiple trees.

5 Replies 2,978 Views

I get where Brad is coming from in wanting to make it a choice of what to build with your shipyards and not wanting to just use them for warships, colony ships and the occasional freighter but I know I spend a lot more time building constructors and getting them where I want them to build and its not very fun. I don't know how best to fix this issue but I have been saying its a problem for months. I don't really mind using the shipyard to build cons

35 Replies 73,462 Views

This is mostly what I've been trying to convince people about, way to much time spent building and directing constructors. I also think that the 2 for one construction module should be implemented in the tech tree across the board, implemented as miniaturization. Its just annoying otherwise send so many constructors out. Also I don't use the request constructor feature due to lack of ability to choose which constructor type is sent.

35 Replies 73,462 Views

I do want to reduce the number of constructors that need to be built for each starbase, I think its bad design that every starbase needs tens of constructors to be completed. I think Blacksox2004's idea of sponsorship and a starbase upgrade project is a good compromise, shipyards are used for more than just warship and I don't have to build ridiculous numbers of constructors. Although I do use my shipyards for more than just warships, I make sensor ships its the best way I

27 Replies 104,501 Views

@Androshalforc, thanks. In early betas, I knew I would win before getting the second range increase and in the current beta I can't get to the first one as I keep hitting recurring crashes before that. Also that takes a lot of space between planets and I play with a lot of planets so most of the time 3 to 4 would be the best I would get anyway. @maward00- I suggested that starbase modules be treated like buildings in January but didn't get much tract

27 Replies 104,501 Views

Apparently I'm really bad at this game as I tried doing the tall thing with massive numbers of starbases today and the best I could get was 4 starbases to a planet and most of the time I couldn't get more than 3 due to multiple planets to a system, other things in the way and the restriction on building starbases within the area of effect of a starbase. How do you get 5, let alone 12?!? Generally I build 1 base to a system maybe 2 if I have lots of production to spam rid

27 Replies 104,501 Views

It seems like the terminology in game isn't as clear as it should be. I'm currently trying out the Yor in Beta 5 and got the powerful drug colonization event, since morale doesn't really do much at the moment I ignored it and chose the malevolent +30% to production. It turns out that's only to manufacturing. While that is nice, its not as good as a production bonus like from the economic starbase which does seem to add to base production not just manufacturin

1 Replies 11,533 Views

Right which is why I've come the conclusion that the patriotic trait is actually a waste of a trait, the bonuses to what gets penalized for low morale are easily maximized, although the penalties are percentages and again many of the bonuses are flat rather than percentages. I still don't like the way the mechanic presents or is implemented but as it currently stands isn't a big deal. Although I constantly see the red approval icon and think I need to fix that then r

28 Replies 120,072 Views

I started a new game and so far have ignored morale, I got down to 37% morale and the penalty to influence and defense was only 3.2%. Basically morale isn't a big deal even if you do have a large empire and not many morale improvements. Playing the Yor so I don't know what the growth penalty is but I'm assume its the same.

28 Replies 120,072 Views

In reference to the large empire penalty, its really negligible. I started a new game and so far have ignored morale, while still pretty early in the game I got down to 38 percent morale on Iconia and the only penalties were -3.6% to influence and planetary defense, non synthetic races would also have a growth penalty. I agree its poor design and I don't like it either but at the moment it seems to have very little actual effect.

15 Replies 8,928 Views

Really it depends on who you play as to how bad it the penalty is. I was playing the Iridium and that -25% growth rate sucks without the countering effect of good morale especially early game. I do have to admit I was thinking it still effected production and to my way of thinking what's the point of morale if it doesn't give production bonuses? All of the penalties can be mitigated by techs later in the game. However part of my dislike

28 Replies 120,072 Views

I'm surprised there isn't a thread for this already. Am I the only one who absolutely hates the large empire penalty? I don't want to have to use a trait to avoid it and I like playing on the Insane map size with abundant star and common habitable planets so it will be a problem by the time I even encounter someone else, by then I'll at least 25 planets so a quarter of my morale improvements are down the drain. This seems to me to be an indic

28 Replies 120,072 Views

I started a new game with a custom faction and found 2 bugs. The first is that when I upgrade ships I have a long list of the same ship, in this case a scout, over and over dozens of the same ship. This appeared the first time I upgraded a ship and has persisted every time I upgrade I have to search through dozens of the base ship to find the upgraded version. The second issue I found was requesting constructors, I already had a colony ship queued and reques

2 Replies 6,043 Views

The idea of sponsoring starbases has been debated before but it seems like most of the player base loves micromanagement and likes the way the game is currently. Fleets of constructors are a feature not a bug as far as they are concerned.

3 Replies 20,935 Views

[quote who="torfbolt" reply="4" id="3525261"] I would like to see two features in Galciv 3 to limit the player's ability to work the mechanics to the maximum: For one, it should be made harder for any faction to amass a significant tech lead, and for that I would suggest the following feature: Only technology that noone else has discovered yet should have to be reached exclusively by research. Tech that is already know to other civs slowly spreads itself through trade, tourism and ba

8 Replies 27,215 Views

Basically I've come to the conclusion that colony management should be treated like combat. Large maps will quickly become untenable for multiplayer with the amount of time it takes to manage 20+ colonies and even mid to late game single player colony management becomes a chore rather than an interesting part of the game. So my suggestion is that all colonies are administered by a governor, the player chooses why type of colony should be build but the governor actually builds

2 Replies 12,570 Views

The battle viewer from my point of view is useful in that it lets me know how my ships perform in battle, what is working and what is not. That way I can design my ships better for later battles. I can see if my support ship that gives the rest of the fleet better shields and lasers are worth the effort vs a support ship that decreases enemy targeting and point defenses or something to that effect. You can do something about it just not direct influence of tactics. &

14 Replies 44,685 Views

I like to play on the largest maps and so far I run into the wait bug every game between turn 300 and 400. My machine has 16 GB of RAM and I run process explorer while I play the game. So far I have never seen usage above 9 GB, the issue isn't a resource one. So far every time I've encountered the issue everything is stable the game just stops.

7 Replies 4,109 Views

If it was one ship per starbase that would be one thing but even early game its still 2 per starbase, then it goes up to 5 per starbase, then 9 then 15 it gets out of hand quickly. Even if you only build 1 economic starbase per system you need dozens of constructors and again I want to use social production to build them rather than military.

14 Replies 45,103 Views

Starbase building bugs the crap out of me, I waste lots of resources to build them with constructors, even large ones, have to divert military production to civil projects and each upgrade means a constructor must be deployed to each applicable starbase. That's a horrible management system, how is this not a problem? Several others have made suggestions as well, precisely because the current system is wasteful, clumsy and micromanagement intensive. </

14 Replies 45,103 Views

[quote who="Taslios" reply="31" id="3519272"] I dislike the idea that ships are purely military. Yes the way GC does the economy all shipyard production is controlled by the military production slider... but this is already a misnomer as colony ships are not military.. nor are freighters, or survey ships etc... In thinking about it more I think the best option would be to be able to build permanent "factory ships" that can go out and build stations. <br

35 Replies 107,264 Views