[quote who="ForgottenSlayer" reply="13" id="3755619"] The black market doesn’t exist the galactic market place does [/quote]Well, Crusade has neither. In my current game, I went to pains to grab all Durantium and most Prometium, preferably 3 or more sources within the radius of one SB. Also, there's plenty of SB modules giving very gratious influence bonuses without costing too much, so I use these (no matter whether I need them) to boost my AoI, and therefore Tourism
Franton
Sorry, mixing in thoughts on the missing admin center thread.
It's not like a reliable source of admins is a buff - it's a liability. In large galaxies, you can't do without, and the entire purpose of Citizens is wasted when players are forced only to use one type. I suppose that once the colonization phase is over, you can afford to select another type of ciizen, but by that time the game is decided, and whether there are admins or citizens or anything else at best decides what is the fastest way to wrap up or lose the game. If Syntheti
Now I'm confused. When I get a new Citizen, and select admin, the description tells me I get 5 administrators. And that's what I get. No talk of the Citizen itself using up or granting an administrator. Yet you say it counts toward administrators, i. e. the ones used for Colony ships, Constructors and Survey ships? If so, the description for the promotion is still misleading, to say the least.
Crusade 3.7: According to the description, promoting an admin citizen to minister should grant 5 administrators, but it only grants 4! Promoted 3 so far, always same result. Either this is a bug, or else the description should be fixed.
Why is there no Admin center available for Synthetic races? (Don't know about silicon, maybe it's the same for them) How are they supposed to come by admins late game? If there is another source for admins, specifically for Synthetic races, I haven't found it yet. As it is now, I feel compelled to only use admin citizens - I can't afford any of the other citizens or otherwise I'll lose the colonization game at higher difficulties. I'm currently playing second highest difficult
Crusade: Advanced capitals are not available to synthetic races. And according to the XML files, not to Silicon either. If there is supposed to be a more synthetic/Silicon- like alternative, it didn't make it into the Crusade xml files. If not, why not?
While I find Durantium and Prometium to be more abundant than the other resources, there are way too many things requiring Durantium. Prometium is almost as bad, but not quite. And I'm not talking about optional stuff like prototype weapons and modules: factories, labs and starbase modules all require resources, and that's mostly Durantium and Prometium. I've read about the black market, but it's not available in Crusade, and it's not right that the game balance suffers just because i
From the launcher screen, you can use the menu in the top right to find your game installation folder. The manual is in the top folder. This should always work. This path normally ends with "\Steam\steamapps\common\Galactic Civilizations III\" and starts with wherever you install your programs: for me it's "D:\programs" , but it could also be "C:\Program Files (x86)" or "C:\Program Files" for you.
[quote who="lycan371" reply="19" id="3754871"] One is to go for Benevolent in which case you can get a free colony ship in the top line. [/quote]I totally agree with this advice. I've started my current game like this, and the +2B pop for every new colony are a huge help! I used to start with the pragmatic trait that gives three constructors because at the start of the game, these are also extremely useful. But if you pick that before getting to the +2B pop, it means you're wasting
[quote who="Horemvore" reply="8" id="3754746"] It is Global, but, farms mostly, depend on Arable Land, which can be scarce depending on map settings which then leave you with just the Hydroponic Farm that gives 1 food, need 4 per City....you see where this is going. [/quote]I see that it is going slightly in the direction of Synthetic races who require manufacturing, administrators and ship building (for constructors) as well as decent tech (and maybe ideology traits) to obtain suff
[quote who="Horemvore" reply="4" id="3754696"] How am I to provide a link when it is on your hard drive? [/quote]Is it? I only have Crusade installed, but have been suffering from the same lack of documentation. The manual I can load from the game screen is version 1.03 and utterly useless. If there is an updated manual on the hard drive, why does the game screen button still link to the old version?
[quote who="Horemvore" reply="6" id="3754740"] Farms for food, food for Cities, that is the current chain. Albiet a bit broken depending on map settings, [/quote]Given how complex the game already is, and how hard for newcomers to get into the game, and how hard of a task the balancing has become with so many DLCs, I really don't get why SD insists on making key elements of the game this complex! What is wrong with just using food as a global resource and be done with it?
[quote who="charlando" reply="19" id="3752870"] I doubled checked myself at it appears to be the case even with the starting constructor, which is only fair given its deducted from your starting admin cap. Personally I prefer the 3 scout start...lets just say they were assembled on the planet and call it a day. [/quote] It was my impressions that the admins needed for the starting ships are not deducted from the sta
The names should be placed in a file called ImprovementText.xml, which is located under the DLC\EXP2_Crusade\English\Text\ folder. You can check the original file to find out how the names are linked to the improvements. @Exploit as a design reason: this is clearly not the case for at least some buildings. I've checked the Improvement defs file for indestructibles, and most of them do not provide one time bonuses at all. And in the thread I've opened on this problem, no other va
[quote who="charlando" reply="17" id="3752711"] Quoting Franton, reply 15 Quoting charlando, reply 13 If you want to sta
[quote who="AdamMG" reply="14" id="3752696"] Quoting charlando, reply 13 If you want to start with a shipyard but not ships, take the constructor options and build a shipyard turn one. Boom, problem solved. Exactly, but people love to complain. Logic makes no sense to t
[quote who="charlando" reply="13" id="3752648"] If you want to start with a shipyard but not ships, take the constructor options and build a shipyard turn one. Boom, problem solved. [/quote]You've already said that. And I answered I'm no going to waste valuable administrators like that. And no, it doesn't solve the problem, if you chose to name it so: the issue I've reported is that the synthetic planetary hubs are indestructible. I've explained why that is a problem (useles
I mentioned that I always rush the ship yard because every turn wasted diminishes your long turn productivity, If you think that building it normally is fast enough, fine. But even then my point holds: that it doesn't make sense not to have a ship yard on your home world. I'd even go so far as to say it would make more sense to start with a ship yard and without ships, than the other way round! Then you can decide what to build from turn one dependend on what you need, based on what y
As for the ship yard, since the introduction of administrators, using constructors for shipyards doesn't make sense. (Unless you use the double constructor explait that I've reported.) As for Galactic wonders, and even player-unique buildings, I don't mind those are indestructible. As for the improvements that I explicitely mentioned, these are the synthetic variants of planetary hubs, and the non-synthetic ones (e. g. Space Elevator) are destructible. That's why I posted this
[quote who="lyssailcor" reply="5" id="3752297"] Quoting AdamMG, reply 4 Prototypes should be surpassed by "regular weapons". Prototype literally means "first pattern" from the greek. I agree. But I agree also that from a game perspective it makes no sense to have inferior prototypes and
[quote who="admiralWillyWilber" reply="3" id="3752261"] The first point made that weapons shouldn't require special ressurces except in rare cases I disagree. [/quote]I wouldn't mind the use of special resources so much, if they would be accounted for when upgrading ships. As long as you need to repay the special component cost on every upgrade, it's unbalanced for most of the 'special' weapons. Actually pretty much all of them before the Age Of Ascension.
Ok, now I know why I didn't find the upgrades: I was playing Synthetic, and XenoAdaption is not available to Synthetic and Silicon races! This means the upgrades are not available either. [e digicons]:annoyed:[/e]
It is. I only have Crusades. The upgraded capitals are in the XML, but I'm not sure at all they are properly unlocked: I can't check right now, but last I've seen is that I've not seen them in game P.S.: I just notized the first upgrade is llinked to "XenoAdaptationTech", but that tech is not in the tech tree in Crusades!
[quote who="admiralWillyWilber" reply="11" id="3752087"] If it DOEsn't give bonuses to raw production, and other things it is either a typo, or a bug. [/quote] I am definitely not seeing any leveleffect stats at all in Improvementdefs.xml for Civ capital, colony capital, or any of their upgrades. However, if I place a factory next to one in game, it shows a level of 1 instead of 0 (but no other effect). This is for Cru