how would it upset the balance? The only way I can think of is that your planet would no loner be below capacity for a few turns after loading a transport. Otherwise you'd just be building a loaded transport with the same total cost/build time as building a transport and replacement population separately.
bornloser
I'm not thinking 'realism' I'm thinking "reduce the micromanagement." Seriously, the yor used to be my favorite race in galciv 2 because you could just plop down one economic building per planet and focus on spamming ships after that. Now you need to micromanage the growth of every single planet and it doubles the number of things you need to do to prepare a planetary invasion.
To reduce micromanagement, transport and colony ships should cost more for synthetic races to build but come fully stocked with soldiers/colonists. SO instead of building a transport and then using assembly to replace your planet's population you build both at the same time.
Batch construction at shipyards: Doesn't save time but allows you to build a fleet of ships and eject them together. Rules of one ship per turn still apply-the only difference is the ships are launched in waves. That way you can set a rally point without worrying about lone ships getting intercepted by enemy fleets! Espionage system based on the intrigue system in crusader kings: An agent's chance at completing their mission (tech theft,
I've been wondering about this too. At least let us pick from a 256 color swatch.
Minor races would be a lot more useful if you could vassalize them. Make them give you techs and money in exchange for protection.
I request more generic tech trees for custom civs. Things that are built around different playstyles or types of creatures. That will give us more options for multiplayer.
The problem with that is there's no way to win the game without expanding. Even the science victory requires lots of planets producing research (And I won my last influence victory by invading everyone)
I wish they'd actually show DPS,, especially for carriers. Would help me decide what to build
so how come the small beam temlates offer only 6 damage per ship?
Every time I play sandbox I beeline missile tech. Why? Because the defender (small missile ship) has twice the fire power of its beam and rail equivalents. Hell, it has more firepower than the medium ships-the corvette does 8 points of damage and the defender (with basic missiles) does 12. I'm playing a normal came right now where I haven't built any medium ships (my first few large ships are entering service now and guess what weapons they have) just huge swar
How do you save a ship as a template in galciv 3? I don't see any obvious option this time around.
Synthetic races should automatically build transports and colony ships with the population already in them. It would take the same amount of time as building them both manually but it would cut down on the micromanagement.
[quote who="NightshadeXL" reply="4" id="3551213"] However I fully agree the campaign should be longer. I also think the cutscenes of the game don't match the campaign. The into shows the Thalian talking to a human and then shows the pocket universe fleet coming in and freeing an arcean world. I would like to see the first mission start with a liberated planet to tie into that cut scene better. [/quote] The first mission is the intro/trailer. It's th
Thried to kill two enemy ships with hullplating and 8 points of rail using a fleet with 12 points of lasers and they still won with no losses? Is there a way to calculate how much firepower I need to destroy a given fleet? Why couldn't I even damage them when they had no fucking shields? This was the tutorial mission btw.
IMO sufficiently polished means all the gameplay mechanics are well thought out and serve a purpose. In glaciv 2 there were a number of features that just felt sort of tacked on or broken (proprietary trade goods, terror stars, espionage, most of diplomacy in general, and even some of the victory conditions felt redundant.) From the sound of things, diplomacy is still broken, and after playing crusader kings that's a big deal to me.
Come on Brad, we have to have good AI, look what happened to beyond earth
[quote who="Wintersong" reply="51" id="3464027"] wtfbbq? People in general likes things that they can recognize and/or feel related too. While some few people may feel attached to giant-bacteria-like life forms, most people won't. Except as some kind of creepy monster (like The Blob... any version of the movie). So if you want your readers/players to feel some kind of empathic feelings about those "aliens", in general, something familiar is needed*. Plus creating lifeform
I'd like to see some kind of tug of war between the player and the planetary governments. Something like the crown authority in CK2 where higher crown authority gets you more soldiers but pisses off your vassals.
Creativity trait was OP in some situations, I can see why they left it out.
I don't think we have to stop at 3 choices for each of these events. You could have on with 4 choices (2 of them would be the same alignment but different benefits) or additional choices that are only available if you have a certain trait.
[quote who="Earth Force Captain" reply="18" id="3452927"] Ah well. In fiction, as with life, sometimes bad things happen to good people.... [/quote] *burp
[quote who="chepelink" reply="71" id="3452892"] Quoting bornloser, reply 70 -Q-ships: freighters with concealed weapons that patrol your trade routes and lure enemy ships into attacking them. Good idea but, would not be better if you can, instead, assign escorts to freighters (based on your logistic)? A single ship, unless it is big enough, is very susceptible to fleets and doesn't work too well as a trap (My fleets
-Automatic ship designer should be able to use every type of ship module and be able to design a wider variety of ships -Q-ships: freighters with concealed weapons that patrol your trade routes and lure enemy ships into attacking them.
The Altarians are starting to remind me of space Israel. Small population? Check. Xenophobia? Check. Ties to the ancients (the closest thing to gods in galciv?) Check. Samson option to deter invaders? CHECK!