[quote who="trims2u" reply="115" id="3543464"] DO note, that tech specialization (and preclusion of alternates) happens in the Real World all the time. It tends to be heavily reinforced by the "installed base" legacy issue. For example: we use Binary math in computers, and Decimal math elsewhere. We know about Trinary Math for computing, and it's even been prototyped. It also has some advantages over Binary. But the cost to swap our infr
ian7777
+1
It doesnt seem to be a constant - might change depending on relationship? I would expect an ally to always be available to talk to me. Ian
[quote who="wpkelley41" reply="94" id="3542842"] Devil's advocate: could the developers put in a simple racial trait like "Creative," for those that don't agree? Just a thought. [/quote] Great idea for those that want it.
[quote who="BuckGodot" reply="22" id="3542085"] Specialization is just a name. If they were never called "Specializations" I doubt many people would be clamoring from them to be restricted in many of the cases. As it is, SOME of the "specializations" absolutely need to be re-worked. Being only able to fully upgrade a couple of Extreme Worlds is Unfun. Trying to finagle the game so other factions research them for you is not realistically possible i
[quote who="Illauna" reply="1" id="3542994"] No I did not notice that. Thats sweet. Although, I haven't yet finished a game because of all the updates. [/quote] LOL me too, over 270 hours according to Steam and I havent managed to finish a game yet - but I am glad to get the updates! Ian
Is it possible to switch off the auto upgrading of buildings for all colonies, without having to set each individual colony to manual building upgrades only from its governor screen? Thanks ian
[quote who="JorgenCAB" reply="11" id="3543333"] You don't seem to understand or rather want to understand what the OP is complaining about!! He is not complaining about the pirates but the unnessecary micromanegement easily fixed by having ships auto stop when a pirate or enemy ship enter into sensor range. There is NO problem avoiding pirates in the game just as long as you move one or two hex at a time. There IS an easy solutin which would add other help in the game REDUCING
[quote who="Niedzielan" reply="29" id="3543363"] For a temporary fix, you could use my mod: https://forums.galciv3.com/463831/page/1 that lets you destroy your colony capital and place it wherever you like. [/quote] Thanks for this mod!! +1 for the OP
Also an explosion sound when opening a planet surface screen, but only after loading a saved game.
Thanks for the quick replies!
Apart from the "Assembly Project" is there a way for the Yor or custom synthetic races to build more population? I had thought that the Spark of Life and Power Matrix techs would lead to either actual population growth, or more population being generated by an Assembly Project. Or have I missed something in the Yor tech tree?
I also had a CTD on every reloaded save. Rebooting game, the save loaded every time. Within the same turn it CTD everytime. However since I opted into the beta patch it has stopped, although I have noticed that after every same turn save load the sound becomes slightly more scrambled each time, and the graphics performance slows and pauses until the game eventually crashes again.
same here
Isn't it just a doughnut, and we are choosing where to insert the jam? [e digicons]:grin:[/e]
Wow lots of detailed answers. Just a few comments on diplomacy; i) The more forms of treaty formal and informal the better. ii) I like the ability to influence an AI by direct action, and indirect - e.g. insult/attack a mutual threat iii) I like the ability to gauge an AIs view/relationship with other AIs and to be able to influence this as well iv) AIs should play for second place as well, not just seek to win.
I recently purchased the beta, and have only started 3 games so far. All have had this implemented after the first vote, and the option to repeal has never been available. It rather kills the experience. Ian