erischild

erischild

Joined Member # 4577343
39 Posts 1,283 Replies 1,193 Reputation

Insane used to work out to 104 total. Now it is: (32 +1 + 4) + 80 % = 37 + 30 = 67 You cut the total number by about 1/3. So, the "get them through tech" quote, is, to me, extremely misleading unless you figured we would never do the arithmetic. It would be nice if you were a little more up front about it. At this point, you now have one long time user that is fairly pissed off. I am terribly sorry to hear that so many people found

50 Replies 141,205 Views

Happened to me as well. Insane map, 13 Genius opponents. I have tried a few alternate play throughs of the turn, but it did not seem to matter at all. This is a version waiting for the turn button. You should meet a new faction, talk with them, flicker through a few AI player turn announcements in the lower right, and then freeze. Game save on Dropbox.

12 Replies 26,002 Views

I count 105 starbases on an insane map. 60 + 75% = 60 + 45 = 105 It is turn 160 and I have 19 of those left. About 35 of those are econ starbases wrapped around 3 key worlds, my homeworld, a precursor factory world, and a bread basket world. I am trying to evaluate which ones deserve the full starbase treatment. So far, the bread basket world is not the optimum place. I also have a place I couldn't resist where 3 starbases cover 3 nice planets, clas

12 Replies 55,881 Views

Add one administrator for each trade route. A Galactic Wonder, Central Headquarters, that gives +10 administrators.

1 Replies 17,710 Views

You wouldn't need population near as much if you had flat production starbase modules. You wouldn't even need population growth as much. My thought is a module that gives 1 point production per turn at first tier, adds 2 points for second tier and adds 3 points at third tier, for a total of 6 per starbase. This would give a tall economy a chance to be a late game monster. As the General pointed out, there are lots of alternatives. Or....

10 Replies 12,845 Views

I have a pattern that puts 12 starbases around a planet and am trying that with my homeworld and the precursor factory world. We'll see how that works out. It is early in the game still, but I find that there have been a lot of relics out there to claim. It feels like the AI is reluctant to commit administrators early in the game. Especially on an Insane map, that isn't a particularly good strategy decision. Those things are valuable. I have learned to cl

37 Replies 203,244 Views

[quote who="pshaw" reply="10" id="3664259"] There are two changes in the current GC3 opt-in that lend themselves to a taller game: Starbases can be packed closer together Your starting world's raw production is much higher. The combination of which lends itself to a potentially powerful homeworld. In my latest game, I w

37 Replies 203,244 Views

That is a balance and return on effort decision. If the tiles and the planet bonuses are incompatible, you gotta go with whatever one gives you the biggest boost overall. Add up the adjacencies from a couple different possible arrangements and see what benefits you can achieve. I don't think Tourism is a strong enough mechanism to be the overriding factor in a decision like that, but many other things can be. It is something you develop a feel for, and we

4 Replies 21,219 Views

For further discussion fodder: Draft definition of Urbanization Ability. +3 random planet tiles per era, 0.3 base growth rate, +100 % Social Manufacturing, +5% Coercion for each new Colony. Super effective planets, especially with starbases, but nobody wants to leave the homeworld. Since Abilities are tied to races, I would love this Ability to be tied to the Dread Lords. Give them something to work with.

37 Replies 203,244 Views

The issue I see is that Tall empire support cannot be based on penalizing expansion. It has to be based on somehow rewarding not expanding. My best theory involves creating a new Trait, Centralized. This trait would add flat growth, approval, and most of all production, bonuses but add a serious and escalating maintenance cost to planet capitols. It could also use a serious Terraform buff. The flat bonuses would feed into the present techs and should power some n

37 Replies 203,244 Views

[quote who="djvandebrake" reply="59" id="3664068"] In counterpoint to what others typed... my understanding from this post is that 2.0 is, in fact, Crusade. I don't know whether that older post has been updated or if it is old info however... [/quote] Given that standard version numbering is actually a good thing, still, it's Brad's game; he gets to call it whatever he wants. He even gets to change the rule

93 Replies 594,471 Views

"This" is the conflation of Evil motivation with any of the Ideologies. To my understanding from very beginning discussions, which could be hazy, of course, there was a deliberate decision to avoid a binary Good/Evil alignment system. My interpretation was that they didn't want to outright plagiarize the trinary good/neutral/evil from RPG games, so they came up with three outlooks on life that were similar but not really the same. Therefore it is possible to play a Be

10 Replies 23,478 Views

At one point, very very early, the ascension crystals had increasing rates with each constructor module. It was one point per turn for the first module, two points per turn for the second, three for the third, etc. At level 5 that is 15 points per turn. I was unable to achieve an Ascension victory under those conditions after a couple of tries due to "hit enter" fatigue. Then they "corrected" the outputs but didn't change the win threshold. I haven't trie

14 Replies 68,895 Views

[quote who="Larsenex" reply="21" id="3663681"] Once again, Kudos to the Stardock team. One thing nobody mentioned is Brads nod to Paul. I was a bit worried he was not actively hands on Gal Civ III. I am happy to hear he is! Cheers! [/quote] Yep, glad to see Paul is still in the game, so to speak. He does seem to have this rambunctious AI programmer on the team who is shaking up all sorts of things. Maybe Paul should talk t

93 Replies 594,471 Views

The Power Matrix is one example of this misleading wording. I am sure I have seen it elsewhere as well. It states that it gives +10% to Gross Income. This is not correct. It gives +10% to either "Local Income" or "Base Income" depending on which wording you want to use. There are bonuses that apply to Gross Income, such as the Elemental Extractors, but this is not one of those. Whichever usage is preferred, it should also be used in the Net Income reporting box t

0 Replies 6,992 Views

I already begrudge the other human player in a co-op game if they find the Bazaar first and get the Ysengard. :) I would hate it if I was just in the wrong sector of the galaxy to get any good Mercenaries. Some of them are just too good to different people's play style to be that entirely arbitrary in availability within any one game. What might work is that reaching any one Bazaar gets you access to contracting all the Mercenaries, but they are stationed at vari

5 Replies 29,538 Views

I have his Paper Moon ship already in my subscription and have looked at it with just this question in mind. He carefully and painstakingly stacks rings in an angular pattern to form a sphere. Very pretty spheres actually, because they get this criss-cross texture with the different intersecting ring patterns he uses. Extremely nice work, but not a sphere component. Alas.

13 Replies 15,008 Views

Thanks for posting, but now we are waiting for news about what we are waiting for. I am not sure this really counts as a change. ;) But thanks, anyway! :)

5 Replies 25,573 Views

What you really need is a timer. After 16 hours of continuous play the game locks your computer for 8 hours so you are forced to go get some sleep finally. :)

12 Replies 30,326 Views