Yes Torian has similar techs, but the techs are different. Xeno commerce: Torians get healing waters instead of entertainment centers. Healing waters give a little more approval (I believe) and give adjacencies to every type of improvement. Interstellar travel: Torians have different life support systems. One systems gives more range than the standard ones, but also has more mass. (their colony module also is a range extension) A lot of the Torian tech
zuPloed
Hmm, you haven't given us much to go on, but to win against easy either of the suggested starting strats above will work. You have a lot of free room as to what you can do on the easy strategies. I will just state a few misconceptions, which I think are or might be common: Money based economies: As two previouse posters allready said, these are inefficient in GC3. You will need to find your balance of Wealth/Research/Manufacturing. Horemvore gave you an excellent ex
[quote who="plasmacannontime" reply="6" id="3646344"] "You say you want tactical mode, but what does that entail?" [/quote]Have you played "Gratuitous Space Battles" by any chance? What is your opinion on that one?
It is not very easy to observe. The tooltips could be clearer here. The first two aquatic terraformings are faction uniques, i.e. you can build them once in your entire empire. The last one is planetary unique, so it can be build on every planet.
[quote who="Mystikmind" reply="9" id="3646110"] Lets say the cavalry unit is having a moment of being astronomically lucky, fair enough, but how the hell does that translate to being able to defeat a tank??? hahahahaha Games are stupid regarding combat odds. [/quote]Is lucky by getting close to the tank without being mowed down by a machine gun, jumps on the tank, opens the top hatch, shoots the tank commander and clubs the rest of the crew to death with his rifle. Age spann
Hmm, I think the tooltip when building the improvements doesn't get updated. I seem to recall frequently calculating 80% in my head way back with Thalan (global -20% manufacturing cost tech). If the rush buy cost suggest a decrease (300 -> 285 for basic factories), I think it is a safe sign of it working fine.
ok, bad example. Forgot the Yor have no normal power plants. Compare it to having another manufacturing yor in the center. You get -6/0/6/12 total adjacencies depending on tier of the matrix improvement considering it doesn't get bonusses. So yeah, maybe don't put it in a high adjacency spot at the start but terraform stuff around it so you can add stuff when you have higher tiers of the matrix later in the game.
correction: OnlyEjectWhenFull has to be set to false of course. Added a point 9) to the OP, introducing some ideas for fleet governors
Isn't this governed in the GalCiv3AIDefs by 9 , too? Regardless: I think another way to do this might be better fleet governors, which can build escorted colonizer fleets, which can take on pirate fleets. And ofc, the AI has to have proper heuristics to use them... Have you played with the fleet governor and added ships to the colonizer fleet and setting true</Onl
It gives +4 on the highest tier... and 8 pop. That is a pretty good improvement. Draw yourself a hex grid and try out what gives you the best stats for a couple of situations. like 6 factories around it vs 6 factories around a power plant. And every level it gets is 3 times as good as a level normal improvements get, since you get all three of M/R/W. I haven't done the math, but given that it is probably still very viable to place near your manufacturing and research buildings.</p
ManufacturingCost Global <span style="font-size: xx-sm
Hmm come to think of it, this would be the second UI thing that would be nice for Venerable. Having a different diplomacy dialog than the invader faction declaring war on you. Something more along the lines of the invader faction reacting to your DoW due to Vernable. (First thing is the dialog warning you, that you are invading the Homeworld of a venerable race)
Why not go all the way? I would like to be able to: 1) select multiple ships why shift+click and decommission all of them at once. Even more flexible then decommission whole fleet. This could be added in addition though. 2) decomission all ships of type from the govern-fleet screen.
This is probably the same bug as: https://forums.galciv3.com/478927 I see this happen to me, too, occasionally (takes a minute or so on large maps to resolve). As for the excessive duration: I suppose you are playin on one of the larger map size, which means it takes longer for this bug to resolve, due to the longer distance the projectiles have to travel (to some kind of (0,0) or uninitialized coordinates).
[quote who="admiralWillyWilber" reply="6" id="3645467"] Ok I know that it is increased by population, so does that mean any other growth increase affects how long it takes to manufacture assemblies. [/quote]From another post I just made: Adjacency works like this: An improvement gives adjacencies according to the defined types (list at the bottom of the too
Adjacency works like this: An improvement gives adjacencies according to the defined types (list at the bottom of the tooltip). But it receives adjacencies according to its type, which is displayed at the top of its tooltip. Healing pools give adjacency bonusses for approval and influence, but it is only an approval improvement and thus gets no bonusses from a snuggler colony for example. The Social Matrix for example is a manufacturing and a research improvement and t
SergSVow, could you clarify? From what I understand, the sequence of events is: - Faction A has 'venerable' - Faction B conquers Faction A's homeworld Homeworld A - Faction C declares war on Faction B due to 'Venerable' - Faction C conqueres Homeworld A from Faction B - Nobody declares war on Faction C Is this correct? In this case exelsis is correct and 'Venerable' should not apply and nobody should declare war on Factio
[quote]Limit the AI to only build resource improvements/components to the number of resources it currently has. ATM they break this rule. [/quote]Probably related to this: stop the AI from building more then one unique building (hyperion matrix, research cloister, etc.). Make it possible to deploy the following events by starbases/planets(/ships?) in their respective sphere of influence: &n
[quote who="trims2u" reply="12" id="3645314"] I'd rather not, since it encourages micromanaging. Generally speaking, we want a system where you don't touch the wheel much at all, except when making major decisions. Micro-managing to get a specific item (whether it be production or research) is to be discouraged. Yes, it's probably a easy technical fix. I'd vote against it because it's harmful to overall gameplay, in that it encourages
Thanks for the update! Will continue to keep the OP up to date with ideas I think are good :)
[quote who="Horemvore" reply="12" id="3645172"] Seems odd its a Flat value and not a Multiplier too tbh. [/quote]Usually the formula is: (Basevalue + Flat)*(1+Multiplier) (e.g. jamming/manufacturing/...) I have yet to see a place in the xmls where this doesn't apply. If base is zero (which I would assume for ignore shields), multiplier shouldn't change anything for the result. One interesting thing you can do is add the line: <ShipComponent
Building culture buildings is only the counter fire with fire method. Another way is just to try to invasion snipe a key influence world. I once conquered like 7 iridium colonies with two invasions that way, simply because their empire collapsed under their own 'influence'. The issue I have with Horemvores 3 pop variant is, that it also means, that colonizers use 3 pop, which depopulates the homeworld (which can often make the most use of pop due to fastest development speed)
No, but I tried value 1.0, which makes it ignore shields completely i.e. just do damage to the hull while shield points remain unchanged. I think the reason why you need to specify target relation is the entry scope. If scope is not set it defaults to 'local' (meaning only one target, I think). Target type ship probably has to be set, since it doesn't make sense to put a default there (it can also be 'planet', 'colony', etc.). If target relation is not set,
[quote who="Larsenex" reply="6" id="3645124"] Now that I think about it, I am completely wrong. It says 'ignores 60% of shields' which means I still have to punch thru shields but far less of them... So if you have 300 shields with shield punch, I only have to go thru 120 of them before you are
oh, I see - and since it can't use the pop slider, it can't make use of multiple transport modules either?