kestlstw

kestlstw

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

Then just buy the module. My problem isn't just the spam, which isn't so bad when you can put multiple modules on a ship but I still hate the wasted production for the hull, but that I can only spend military production to build starbases then its a choice between a fleet, colonizing and infrastructure. I get why colony ships are military production but not economic, cultural, mining and resource starbases.

35 Replies 107,282 Views

I don't want set growth either, I want to be able to build fast if I want to do so but I think its a poor choice to have to spend military production to build civil infrastructure when you could spend civil production to build civil infrastructure. So how about this, leave constructors for military modules and put starbase then the civilian modules on the planetary build queues. Tie starbases to planets like shipyards but attached to social production.

35 Replies 107,282 Views

Bump Stardock, please do something with this. It is the worst part of GC2 just brought forward with essentially no change. There has to be a better way to build starbases.

35 Replies 107,282 Views

I thought the higher levels of the AI were just bonuses to well everything, not free techs and even then it seems excessive, they had a power rating of 40000 before turn 100. In past games the AI also on gifted would be between 10000 and 15000 around turn 100. With the cheaper colonizers expansion goes a bit faster but I don't believe that fast. It could be they were following the enlightened path and got some help from artifacts too.

5 Replies 5,224 Views

That game was on an immense map of the scattered type because I hadn't tried it yet. I don't like the large empty areas with the clusters but I'll try it again. Also thinking a bit more about the Altarians getting Deeper Knowledge so early in the game they basically had to bee line for it but they had a dozen or so military techs and some from the other trees. The AI was set to gifted but even then shouldn't have been able to get that

5 Replies 5,224 Views

So I've been getting really poor starting positions most of the beta, most of the time this doesn't really bother me but its grating on me now. Starting positions right on the edge of the map limits your options for exploration and seems to mean having to travel farther to find planets or at least that's what I've found in almost every game I've played so far. I may just be really unlucky but it seems too consistent. Please take a look at planet distribut

5 Replies 5,224 Views

1 They are projects and they can cover turning production into research, money, influence, ideology, birthrate and probably a few others I'm not thinking about. Otherwise you would have to adjust the economy of each colony ever time you need to do an upgrade, it works out fairly well but yes can be annoying.

5 Replies 2,595 Views

Research overflow does work just not the way you think. Its most noticeable early game but you can get techs that take longer to research after you researched another tech even if your research has gone up. That is because this week's research was more than enough to finish the current tech and the remaining research for this week is applied to the next tech. I'm fine with 1 tech per turn but buildings or ships should not have that restriction. &nbsp

39 Replies 32,586 Views

There are a few things slowing down the expansion of players, population, manufacturing and money. Currently population growth isn't that big a limiter for most empires, it could be an issue with the Iridium and possibly the Yor depending on how Paul has changed their growth mechanic. Manufacturing is again not a bit limiting factor most of the time either especially as I get the impression that most players divert effort toward manufacturing early game. The last is mone

26 Replies 73,616 Views

As Ryat said lots of games have done this before and part of what sets GalCiv apart is the lack of the RTS battle component. Many if not most of the die hard fans of the IP would consider even suggesting adding RTS battles to be tantamount to heresy. Even if they didn't consider adding RTS battles to be ruining the IP Stardock has repeatedly said they will not add tactical combat, neither turn based or RTS are options, battle viewer only. I've gone r

21 Replies 37,712 Views

This is unlikely to get into the main game but might be a good idea for a mod. I was arguing last year for a factory that can be built on upgradable tiles on planets like Mars. I got a lot of that will break the game responses and a few supportive responses. Basically I stopped arguing for it because there wasn't enough support for the idea but if I really want that option I can mod the game for it if no one else does it first.

8 Replies 44,218 Views

[quote who="XeronX" reply="74" id="3517016"] Well considering they said in the last live cast you could get a star base to 100 attack and defense across the board with all the add-ons I am leaning towards not very strong. 100 across the board sounds decent until you realize that also during that live cast the two titan fleet had scores well over 200. So honestly, sadly, I don't see star bases being all that potent. That 100 probably won't be all that impressive by the

81 Replies 43,467 Views

I HATED Endless Space because of the expansion happiness penalty, its arbitrary and makes no sense. People are leaving your overcrowded homeworld, and you're upset about it..... Huh? About the only control on expansion rate I would agree with is a small increase to maintenance costs and maybe increase the cost of those super cheap colonizers people were talking abo

26 Replies 73,616 Views

I would say expansion, this would take a lot of time and resources to achieve but I like the concept.

9 Replies 18,472 Views

I think I have seen this suggestion and I could live with it but I would prefer modules like buildings.

35 Replies 107,282 Views

Soronarr also said in reply 13 that controlled tactical combat was not necessary. This is not about controlled tactical combat but options for combat. This is why I asked if he knew this was a beta because that has been promised but is not yet in the game. Also the comment about his comments not being productive prompted me to make suggestions on what I feel needs some work. Either people are ignoring me or I've been deemed untouchable due t

37 Replies 205,804 Views

Projects work by turning production(about half of the planets social production) into whatever the project supports, economic stimulus makes money etc. Later research adds more projects. They are supposed to say NA, they don't calculate on the building list, it may be added later though.

9 Replies 4,051 Views

The tech tree is dull, almost everything is iterative. That said most of the tree should be iterative but there should be more options scattered about the tree that give more interesting bonuses or effects. Thinks like inertial dampeners, reactionless drives and others that are standards of the genre for a reason. Some of the techs that are not in yet will help but I think won't quite get there. Also I would love to see some really amazing late game technologies li

37 Replies 205,804 Views

[quote who="androshalforc" reply="12" id="3515791"] heres my thoughts on starbases first i would like to see a constructor to start a chain of upgrades example if i want to build the research upgrades in the economy starbase i need 3 constructor modules. 1 for the starbase, 1 for the economy ring, and 1 for the research module. after that the upgrades to the research building would take time and an upgrade cost seco

35 Replies 107,282 Views

Soronarr, you do know this is still a fairly early beta right? This phase of the beta is testing the Yor primarily and if you don't fix the upgrade path don't bother. This phase also has the same diplomacy settings as the diplomacy beta that was intended mainly to test that diplomacy worked hence the emphasis on peace rather than war. I preordered to be vocal about what I want from the game. I've also gotten comments like Seilore's that I don't seem

37 Replies 205,804 Views