I believe it has already been confirmed that Steam Workshop integration will be included. Check out the dev streams.
kestlstw
While its not in now the cost of running a starbase far from your worlds will go up much faster the farther the base is from your worlds for exactly that reason, to discourage building starbases to effectively claim territory far form what you actually control. I don't know how exactly it would work but I would love something like the trade route raiding thing for this as well. I can see your concerns but its just a matter of putting in starbase maintenance to
[quote who="markmid" reply="6" id="3514976"] Quoting kestlstw, reply 5 Having the shipyard send a constructor is part of why I want to avoid, just the hull and an engine doubles the cost of the constructor vs just the module. That's a lot of wasted manufacturing over time too. It is
Having the shipyard send a constructor is part of why I want to avoid, just the hull and an engine doubles the cost of the constructor vs just the module. That's a lot of wasted manufacturing over time too.
[quote who="Misaniovent" reply="19" id="3514958"] I'd like to see the stacked techs be exclusive from one another. You need to make choices, not just have three techs in the same place. [/quote] I hate that idea, I want all of them and don't want to have to choose only one. Especially if the AI decides to be an ass and push through the no tech trading resolution in the UP like they did in my last game. I think there are enough people like y
[quote who="Misaniovent" reply="2" id="3514957"] Quoting markmid, reply 1 Maybe they could tie a shipyard to a starbase, so constructors are built automatically and sent there, or requested via the build queue when you request them at the starbase? If anything else is set to build, it comes in at second on the l
First let me say, I hate constructor spam. I'm not big on micro and I see this as a lot of micro, over and over and it makes me choose basically between infrastructure and capability. My issue here is that this is one of the places GalCiv needs to improve and while if I remember correctly Paul made a comment on one of the dev streams about and improvement to how starbases worked but I don't believe he said what it was. So here is my suggestion
[quote who="Tohron" reply="56" id="3514855"] Quoting kestlstw, reply 54 I've been arguing that they should either be boosted to be worth while or removed. What I think will happen if this choice for game design is forced is that they will be removed because military starbases would have to get a new capability to
Last few games I played constructors took 50 turns to build on turn 1 by turn 50 that should be reduced to a 5 at least but that depends on how you build your planets and how many other planets you find nearby, if you add them to the sponsors of your first starbase and tech level by then. Another player told me can crank out a constructor every turn by turn 60 with the Yor. I generally hate micromanagement and when I get my major production systems up later in the game they crank
@Joeball123 Yup, pretty much. We don't know the specifics of how battle is forced just that it works and ships are fairly easily found. About the efficacy of military starbases especially given their cost, I also agree that they have historically been poor choices. I've been arguing that they should either be boosted to be worth while or removed. What I think will happen if this choice for game design is forced is that they will be remove
I think Xenophobic and Exploitative are about right, don't really like anyone else but perfectly willing to use them in any way to their advantage.
[quote who="joeball123" reply="47" id="3514667"] Quoting Exa_Unique, reply 43 Until then, I reckon a massive space station with room for a massive array of weapons will make short work out of any fast moving tiny ships already pinpointed 3+ turns away. <div cla
Educated guesses, I'm not a developer myself but have done some studying of coding and I'm not the modder. Risks, same as any other download from the internet. Do you trust this person not to screw with you? What happens if replaced by Stardock, depends on how Stardock does the updates, if they just overwrite the current files they just overwrite, if Stardock only changes what needs to change it might cause issues again depending on the behavior of
[quote who="dragoaskani" reply="45" id="3514497"] Quoting Exa_Unique, reply 43 Until then, I reckon a massive space station with room for a massive array of weapons will make short work out of any fast moving tiny ships already pinpointed 3+ turns away. Have you put in any thought to how much
I've been making copies of the original first and putting them 1 directory higher in case something goes wrong. ...Steam\SteamApps\common\Galactiv Civilization III\data
There is also the possibility to mod thing to be tougher or weaker than the end result of balancing. So for Dragoaskani, you can make sure they are tin cans and completely worthless for defense.
[quote who="dragoaskani" reply="31" id="3514039"] Quoting kestlstw, reply 29 Quoting dragoaskani, reply 24 As the yor wi
[quote who="dragoaskani" reply="24" id="3513786"] As the yor with my home world I can pump out by turn 60 one constructor module per turn. If starbases are as powerful as you are wanting I could practically surround my planets with them in no time. What you are saying might be fine for one star bases, but it would only take me 6 turns or so to max out a defensive starbase with current mechanics. If starbases increase exponentially in power, then the cost will
[quote who="admiralWillyWilber" reply="22" id="3513720"] First deep space was one of the most fortified star bases in the end. Remember the first episode when they couldn't fight one cardacian warship. This needs to be balanced. This is how you do it. Make it as hard to research the most defensive and offensive star bases as hard as offensive and defensive ships with huge hulls. Top logistics and specialised fleet support with your best hull hit point boosters. This would then be fai
In the dev stream they've talked about as each round of larger maps comes in they make more optimization improvements as well. Hopefully by the time they have the largest map size in the game will run much more efficiently than it does now. I assume by the time they are implementing dozens to 100 factions to a map it will run about as fast as it does now for all of those factions. At worst most of what's happened will be off screen so at least it won't have to re
I wouldn't say the techs are useless, those 10% bonuses add up over time. But they are bland, there are only a few techs that are really interesting. More will be added as development continues but most will still be boring. I would love to see most techs be interesting but I don't really thing this is going to happen in the base game anyway, it would take a lot of work to replace it. I wouldn't be surprised if people were already working on an alternative
I assume the colored tiles will be implemented later, I see no reason why they wouldn't and its much more important with adjacency than it was in 2.
I would think that by release it will be automatically ejected as I don't think you can park a ship on a planet other than your own.
Since diplomacy came in I haven't fought many wars but previous builds a single transport took down about 25 billion, so I did have some failed invasion on high pop worlds. I assume that hasn't changed yet but its good to keep in mind. The same with your observation that the combat system hasn't been finished yet either.
Mine them too! Well, collect gasses from them, we'd probably still just call it mining though. Give a range bonus for mining nebula and manufacturing bonus for asteroids. Or come up with another use for nebulas, but for nebula and asteroids to only have purpose to house exploitable resources is lame and putting them in for "terrain" in space is about as lame. Anyone paying attention is not going to fight in them and autopathing avoids them that's not much for b