i have a request for you guys, coulde you check out the idea i have posted and tell me Your opinion about what i suggest to the diplomacy and espionage working together. (by this link. ? https://forums.galciv3.com/472507/page/1/
Archcreature
i have an idea for a New way to adress the diplomacy in the game, using the next expansion spies (if you guys have played galciv 2 you know how they worked) In the menu before starting a game: Lets say i am playing a New round on galciv3 With my faction. Settings: Now lets say the expansion is out (think in Your mind, its out!) and you are trying to go for diplomacy in the game. But the diplomacy game has chang
Thx for the feedback (Gauntled03) i found it very usefull. It did give me some great Insight about how to improve my own design, for the set. i also remade my huge ship (Eluminum Archon) With some of the weird (promethian river animations) so it woulde be Nice to have a feedback, about that ship. (where it leans to) Because i am still trying to develope the rest of my set into somthing like that (but also so i can still Call it a set a
(Hi Gauntle03) I have a (personal) request for you. Coulde you check out my Collection (Eluminum Oligearcy) (3 page) and give me some tips or ways to help me improve my designs. (also take a look at them in the game since the Pictures alone dosent really give you all the small details.) As a shipdesigner i wish to further improve my designs and make them somthing i can be proud of. But currently i am not sure what kind of line i am currently s
why not let pirats operate them until, some one can take it, for them selfs. Also maybe make sections shareable With allys ?
in most of my game when i am facing the al With large military Power, i see rarely any use of the prototype Technology Weapons on their ships, nor any advance tactical set up using it in their fleets. (but they do use it on planets, however they still have lot of them in their resouces Stocks, just unused, since they do not take full advantage of diplomacy feature.) i wish to make this more noticed, so the al can actually use their starbases to their
I though something around your civs strategy. Traits that coulde give new abilitys, to a specific building or ship-type advantage, fleet-advanteges, anything that is in the game (such as hulls-stars) but not somthing you can get normaly in the game, such as passives, but rather an ability with a condition to it. Exsample: you gain a 10 flat eco boost for your homeworld if you have an ally you are trading with. so its a condition
i woulde wish for a larger amount of traits in the game, but one that dosent use the 5 points trait system, but instead counted as something special beside the, (special ability 2 points and 5 points system, somthing only you have and is very flexible in certain areas of the game) so instead of asking for new traits why not add a (Trait maker system for players that are not modders themself) so lets say you chosing traits right now and what if there was anoth
that is correct Moogle65535 i am just trying to suggest if galciv 3 had this (limit system) Then the entire game woulde have taken a new direction, and not become broken at a certain point (like a huge wall simply saying "nope you cant do that,becuase that is the limit for your production" so if you want a lot of ships and want to get production really high(but not gamebreaking high) you have to build up your planet with a lot of factorys and act
Races that developed differently in the techtree woulde have stronger advantages in their goal/strategy when playing to their main style in the game Exsample: (if the limit system was in the game "think that in you head") Basic limit to production per planet is 30 hammers. but if you get the tech for a stronger version of the factory building, Then uppgrade your factory into Version 2.0 the hammer limit per factory with the stron
i somewhat agree to it but i think changing it woulde be best. And for that i suggests maybe split the sliders into 4 parts, not one big circle but rather 4 lists, so you can scroll down and see what the planets produce most of. (three lists splited up for economy,manufactory,research one for each.) Depending on what it produces at the moment and what type of production building has been made on it (economy,manufactory,research building, this also appl
I have been thinking about the late game a bit and i was wondering, woulde it even be fun without a limit to rawproduction ?. (since galciv 2 did have such restriction.) If everyone coulde get insane amount of rawproduction on each planet. Wouldn't it break the fun in the lategame ?. Please state your opinion and discuss it amongst yourselves.
indeed i am not a native english speaker/writer so this is currently what i can do to the best of my ability. also i was influence to make this post thinking about age of wonders 3 systems where classes/roles played a vital importance in the game. since currently i think the tree shoulde change, since it has that potential and shoulde not be overlooked and left as it is. Also i feel that passives that are common to get from buildings (like the factory and that s
The reason why i post this, is because some traits gives so much of the good stuff while some are barren choices is this fair ?. I feel a great need to change the power value of these ideological choices and how they benefit a specific role in the game. (to give an exsample lets say Pragmatic Negotiator vs prominence benevolent) There are two differences here between these two idelogical choices. both focuses on a (specific strategy) while the other one (ben
it woulde have been a great idea to turn the entire, customization system into a more, user friendly designer-puzzle (exsample, if you had a puzzle game in front of you and you coulde just add parts different parts to it (like face parts), and make somthing unxpected out of it.) (like an alien face with the most strangest thing on it or the most awsome stuff you can find in an editor and add on it. Your head is the theory and the game is where those theories can be 
one question along with a suggestion, what woulde have happen if the al and the player coulde build a lot of small combat ships for a very small price like 15 hammers or 10 in production price in the early game. By this i am refering to be able to build things at a very low cost and get a lot of small armys out, giving at least a feeling of that you are not helpless even if you are at the lowest lvl tech of warfare. so if you wanted to build small ships or medium ships, their
looking at what others are suggestion currently. I think i woulde be best to expand upon creativity when making a custom race (make the players feel like they are playing their own major faction in the game) and add more options surrounding it since its one of the core features of this game that makes it so special. here is a simple list that can help the game expand around that core. 1) Make a custom system for the tech tree (similar to how the ship designer works, add bits/p
There is an easy way to deal with this problem and that is to click on the windows icon (you know where the entire screen is with whatever background you have on it.) and write the name of the ship. ( find this sentence first. (Search in all programs and files.) (if you remember what the ship name was there will be two files of. At least it was for me ) (below all programs and the icons above it) Step 1 fi
plz reduce the capital manufactory with the technology capital, because both of them gives you insane amount of points to rush the tech tree in one-two turns for one tech (on Normal and no modifier on the traits) if builded on one planet, then you go 100%production (in the focus circle) then you transfer that over to research (production 30% converted but it becomes to much when the two capital buildings gives of 200% bonus in points) since currently it gives more research points
I think the Military starbase. Need to change in galciv3 rather than having this standard one hex defences point until late game techs with aoe effects. (i am refering to have the Military starbases operate very differently from the usual way it has up to now) 1 Suggestions/idea( to make it more a vital defences point, for both the enemy and the player. perhaps a long range cannon that can sabotage and deal some damage (something like and emp thing+damage one shot per turn or two-thre
i am done with the post for todays stream suggestions/idea for a system that woulde have been fun to add to this game so check it out. it shulde stand under galciv3 as a chategory and have todays date with the description Suggestions/idea for the stream for today. https://forums.galciv3.com/461988/page/1/
(suggestions from stream 27.02.15 for a new indenpendent system that works its way, by effecting the map-mainpulaton and battle tactics ) (description)the thing i want this system to do, is to use a custom or its own way to interact with the map with (note indenpendency ) of the tech tree and what you got on your ships. lets say we start rather from the screen (with a faction you want to play as) with the options of chosing 4 unique techs that cannot be gained trought the tech
These are my ideas posted at wrong places at the forums, so its a bit many at the moment, but it is worthwhile to check them.
(idea) coulde we uppgrade our Capital Colony building and move it where ever we want to, when we colonise a planet. Instead of a random spawning building with almost zero interaction, except when we get full acess to the terraforming technology.
(Special Question/idea) to future espionage system. Coulde you use agents to hide infomation about trade freighters route and where it is going and give wrong info about where its going and use it to your advantege, like ambush. since its strange to have acess to where the freighter are going and whos freighters it is. when you see it from an enemys perspectiv or a neutral civ. ?