#1 happens already because of the large diplomatic penalties you take as you conquer other races. Though admittedly I play with a lot of custom civs so I'm not sure if it kicks in soon enough with just a few civilizations in play. #2 I'm not sure about, but during war its pretty good at attacking transports that I send in undefended. #3 I sort of agree with, but I wouldn't call it badly flawed. In beta civs would treat you like y
Yeller123
How else should it react to the players strategy? It already reacts if you're a war monger, if you're near victory, to your ideology, and to your military strength.
1) Select a custom design to be used when calling for a constructor from a starbase 2) Add a similar feature to planets and starbases that will let you call a custom garrison ship 3) Let us see what the minimum tech required to terraform a tile is, or let us see how much land a tile has and add the minimum % to the descriptions of the terraforming techs 4) While trade requests work other AI communications only show one if th
Anyone know if you have to start a new game to see these events?
I'm really liking this to. Especially the part where it fixes unwanted tech specialization gifts.
I think we still need a way to focus planets or else getting a new colony going will take forever. There should also be some value in specialising a planets buildings. Prehaps hide the wheel and add a production/research/money focus option that would set the wheel to 60/20/20. I do like the idea of keeping us from 100% focusing planets though, it would give new purpose to smaller hull sizes since they would be an ideal way to spend the production of your non production pla
I think the reason is that a template is always useful once you've unlocked the hull size but using an outfitted ship requires you to get every tech needed for its modules plus enough miniaturization to make it all fit. A lot of people would never see the ship they downloaded if it wasn't a template. Edit: Also, if you like the look of weapons or other modules on your ship you can add the models to the template. Weapons are und
Thanks for making this mod.
Same here. Normally when a colony ship reaches its destination I'd choose the no option so i can check the traits and size of the planet before I get the colonization event. If I do that after the patch the turn ends and then I have to wait for the next turn to colonize.
Hear hear
The synthetic population cap still doesn't work though right? Once that's fixed it will weaken them quite a bit.
The Malevolent tree has +1 base moral for each planet you conquer, 10 base production + 100% military production for your homeworld + 25% production for all worlds, a +50% moral building you can drop on every planet and immunity to culture flipping in it. It's pretty powerful as well. Imo its just the pragmatic tree that needs work. The trade buff doesn't matter and star bases are easy enough to build anyway so those two trees aren't worth taking. If you&
I seems to depend on the planets resistance now, which is a value you can't see on enemy planets.
If you click once on the planet in the diplomacy window and then click report it will tell you what their current ideology is.
If you look at the global achievements for galactic civilizations 3 no one has unlocked it.
Wow, thanks. It was 10.4 gb
I can't see your pictures for some reason, but could those ships have carrier modules? Fighters don't show up until the fleet is in battle.
Could they have had carriers? Fighters can make it look like a fleet was way over the cap even though it isn't.
Worked for me as well. Thanks.
Ticket # DJU-727-46276
Same thing here. Tried several races and galaxy sizes and it always crashes on generation. I went to report it but the SD report tool doesn't generate a GalCiv III folder now. Edit: I downloaded the new version of the tool off the store page and that was the version that doesn't work. I used the older one and it got the information.
You're welcome.
The discovery sphere doesn't unlock for the Iconians, the problem is that the generic name of the research matrix tech is "ResearchMatrix" when it needs to be "ResearchMatrixTech" From the IconianTechDefs xml - IconianResearchMatrix ResearchMatrix <p
TLDR: Currently the Discovery Sphere and Hyperion Matrix don't unlock for the Thalan. The universal soil adaptor unlocks with Habitat Improvement instead of Universal Soil Adaptation. Also, the Antimatter Containment tech currently does nothing. ------------------------------------------------------------------------------------------ <span style
The Altarian Social Matrix is getting a double manufacturing bonus from adjacency instead of a research and manufacturing bonus. I've highlighted the problem in the improvementdefs xml below. - SocialMatrix SocialMatrix_Name SocialMatrix_ShortDec SocialMatrix_Dec&l