wpkelley41

wpkelley41

Joined Member # 4847046
72 Posts 205 Replies 15,345 Reputation

Joe, I'm having a little trouble following your response. I am not sure if your lecturing, chastising or agreeing with me. I don't mean that in an a-hole type way. Are you telling me to make different choices, make the game more difficult...or stating you understand why I don't? Please clarify. Ironically, I play this game as a "Civ builder", not a "Galaxy conqueror." I'd actually enjoy reasons to build most, if not all, buildings.

17 Replies 129,143 Views

Could anyone list instructions on how to install and use a mod? Do I simply download it and click "Play with mods," or do I have to place files somewhere? Thanks!

1 Replies 5,653 Views

I'm using 1.03 at the moment. To be honest, I haven't noticed any difficulty keeping morale around 100% from the beginning as long as I research Commerce and Supportive Pop first. The morale issue seems to be a NON-Issue. I do love the concept of decreasing population if morale gets too low...say below 33%. If memory serves, didn't "GalCiv2," "MOO2," and even the legendary original "Reach For The Stars" use something similar to this? (Lmao, I think my age is showing.

17 Replies 129,143 Views

Thank you both. That fits what I seem to be observing. Pity, the resources are fun to discover. I can see where they would be beneficial in huge world if you have already placed the Solar Plant or Tech Capital. Surely the anti-matter building is unique enough to be useful. It benefits everything like a second capital?

8 Replies 44,271 Views

Could someone explain the special resource improvements that are available. Specifically, It seems that they get "outdated" quickly. Am I looking at this correct? For example...the Durantium Refinery gives a 20% boost to manufacturing and a +2 adjacency bonus. The first improvement, the Solar Plant gives 25% and also a +2 to adjacent tiles. With limited tile space, why would I ever build the Durantium Refinery? What about the other 4? Any suggestions? Thanks

8 Replies 44,271 Views

I was reading the manual. It states that the higher the pop grows, the less efficient they will be. It states that 10 is about optimum, and at 10-15 it reaches a sort of equilibrium, if that's the right word. I haven't experienced this yet. at the very least, I haven't noticed it. I have, however, read a few threads where people had pops in the 20's and 30's. could someone clear this up? Thanks.

17 Replies 129,143 Views

Rspiccaver, are you saying you find a tech capital world and a manufacturing capital world, and make your home world the econ/trade cap...or you find 3 different worlds for your capitals? If so, what do you do with your home world? Also, does anyone create Influence worlds? Do they serve a purpose? In a perfect game, you find an active core, (50% manufacturing,) for you manufacturing capital...a ghost world, (50% research,) for your science capital...and an Income bonus- I for

20 Replies 115,161 Views

Thank you Echillion. That does help. I have been leaning that way, and I will try a game with my homeworld as my econ/trade capital. Thank you as well Corg. That's the approach I've always taken.

20 Replies 115,161 Views

Could I get a little advice, please. After playing 3 games past 150 turns, it seems to me that making your home world a manufacturing planet may not be the best strategy. when I specialize, especially active core and desert worlds with their 25%-50% bonus, my home world falls way behind. It seems pointless popping ships out in 6 to 10 turns when the specialty worlds are 1-3. Admittedly, I don't specialize my home world. I balance it. 1) Do any of you recommend specializing the hom

20 Replies 115,161 Views

Hey folks, my game has updated each time. I went to bed reading the forums commenting on 1.1. When I got up and started the game, it was still 1.03. Why didn't I auto-update? How do I "opt-in" if necessary? Thanks anyone.

4 Replies 8,410 Views

I was under the impression that the choice of 'uncommon", "common", etc. for Extreme planets is directly related to the choice for Habitable planets in general. In other words, forgetting star and planet choices, if my combination yields 200 planets, and I choose "rare" for Extreme planets, I will get, say, 25 Extreme worlds. Then if I choose a higher option, I will get a larger number of extremes. My question is will either choice affect TOTAL planets, or are Habitable and Extreme totall

2 Replies 7,814 Views

I had the same issue. I don't know how to reprint the screen so just read this thread. It will stop the deletes from returning. https://forums.galciv3.com/465953/page/1/#3553568

3 Replies 6,814 Views

Can anyone answer this? My game is set at "Normal." I set a few factions at "Beginner," and a few at "Gifted." If I don't like the game, and I hit the "Quick Start" key, am I keeping these variances, or is everyone set at "Normal?"

1 Replies 5,932 Views

I always choose "Xeno Ind" to improve my manufacturing and research, then "Planet Improvements" for the food and tiles, and finally "Xeno Commerce" for the morale and econ. Question: Since we begin with factories and research labs, and "Xeno Ind" simply improves them, is it a better strategy to go "Planet Imp" and "Xeno Comm" before upgrading the factories and labs? Any theories or observations would be greatly appreciated. Thanks all.

34 Replies 194,046 Views

I noticed my research breakdown included -50% for something called "Civilization Ability." I had my research game setting at "Very Slow" for pacing. I like the long, slow game. Anyway, I checked with "Slow" and it changed to -25%. No problem. I assumed this was where my game options for this particular choice were reflected. My question is this: If it's referred to as "Civilization Ability," am I making the choice for the entire game, including opponents...or am I simply slowing down my c

6 Replies 12,858 Views

I just read a theory in a thread. Do the continuous saved game files accumulate? Do they erase when I use a program like CCLeaner? Can to many saves effect game play? Just wondering what I might do if this becomes an issue? Do we need to "clean it out?" Thanks.

0 Replies 4,400 Views

I'm in total agreement with #1. The main reason I restart is NOT bad planets, or isolation...its LOCATION. i'd like to add one.... 8) when "Teaming" factions at start menu...they should really begin the game near each other. What sense does it make for 2 factions to be partners, but live across the galaxy?

2 Replies 24,891 Views