[quote who="Horemvore" reply="23" id="3756866"] Artifacts, after the initial "cool new stuff" wears off, you realise they kill the game, some are so OP they act like I win buttons, others you just do not see the point of, all this would not be so bad if they were not so abundant, if you get a 1 for every 3 planets your having a bad day. The dumbing of the Tech tree is a 50/50, I can see why it was done, I also understand why other changes were made to it, alas some of the links and progr
FreedomFighterEx
It is the tooltips weren't clear about how you get 5 points through training a new citizen to an administrator. Like Horem explain, you actually get 4 per administrator. You get one extra for them being in the pool which sum up as 5.
https://www.youtube.com/watch?v=0zz2ZnhBe0g There is a bug in presist in 3.7 that allow you to duplicate the starbase module if the game were lagging during the end turn. I believe this has been a thing for awhile but nobody found it out. I put this here so you guy can fix it during 3.8 test.
[quote who="Franton" reply="6" id="3756766"] Quoting Old-Spider, reply 1 if you want a race to be less than normal, choose one and set its intelligence to the lowest level in the setup of the game. I like that idea - I might even create some custom races with subpar abilities and
[quote who="Horemvore" reply="3" id="3754688"] Farms produce food, Food allows you to build Cities which in turn increase Population [e digicons]:)[/e] As to the rest, play without Retribution (its sucks b****, takes the game in a direction most old school players hate), the manual is upto date as far as Intrigue and worth a read, theres is a Lets Play series on youtube by Christopher Holmes, it is well wroth a watch. [/quote] Horem, if you don
[quote who="Publius of NV" reply="3" id="3755663"] Ever since tech and resource trading with them was disabled I set minor races to none when starting a new game. [/quote] Same. I wish we can uplift them like in Stellaris and make them as our vassal.
That was a good read. I feel mixed with starlane but it make chokepoint and strategic defense possible. Maybe we could meet it halfway where you are allow to travel freely but going down starlane make you go faster? Anyway, have you play Endless Space series? I think it can use to compare with GC series. I like ES on how beautiful it is but good lord, does the game limited your choice because the developer disallow you to go out of their idea. You can create your own custom race like in
[quote who="rap33042" reply="11" id="3712196"] The only use I currently see for Minors is to take their 16Q planets. Beyond this, I see no useful reason for them to exist. I used to like trading with them; they were a great resource at one time. Now, they are just a nuisance. [/quote] They are piggybank for you to sell techs to them or trade some techs that they been bought or sold by other races. Since AI doesn't has their own working economy, they get injection
The "Top Planet News" is completely garbage. It is unlikely you'll know those planet by the name unless it is your (even that, I don't even remember most of my planet name). It would be better if the game tell you who own those planet.
[quote who="IDontKnowTech" reply="4" id="3710890"] Quoting FreedomFighterEx, reply 1 Tech tree been streamline. Now every race use the same tree base on their lifeform choice. Some races get extra tech depend on their trait. so the Unlock cheat can not be used? [/quote] Yes. The c
[quote who="Gauntlet03" reply="1015" id="3710854"] ---YUP lol. I think the majority of players fundamentally disagree with Stardock's take on "Starbases". Rightly or wrongly, the fans want these to be Strongpoints that have to be broken through. However, GC is a wide-open space, so ... yah.... [/quote] Stellaris used to has this same damn problem since there are 3 traveling methods. Unless you're fighting against races that using Hyperlane method, static defense lik
Tech tree been streamline. Now every race use the same tree base on their lifeform choice. Some races get extra tech depend on their trait.
[quote who="Gauntlet03" reply="1002" id="3710760"] Starbases fight last in all space battles. You can see this, by watching the space battle... you'll see the Starbase hangs WAY back behind your fleet. Even if your fleet is just a Cargo ship. So yeah... nothing really going on with the mod. The ship is set to be a Cargo ship, and it's role is "Support". If you see it labeled as something other than "support" definitely let me know. Not really a bug either way, so mu
[quote who="popsursocks" reply="5" id="3710735"] Are colony limits and change time moddable? [/quote] Government cooldown time is in GalCiv3GlobalDefs.xml and Colony limit on each government is in GovernmentDefs.xml
[quote who="hawkeyebf1" reply="7" id="3710727"] In the future you need days to find a setting you like before you are able to start a real game.... [/quote] Took me a while to find mine too. The default "everything occasional" isn't work for all map size. There is "recommend player" and "max player" now but it need to have dynamic recommend settings that change depend on map size, and player count on the map.
Yea it is odd. This starting to happen short time before Crusade hit IIRC. There need to be min value for those settings since those value are just possible max value.
There is only three options in my experience. Not having any. Not having enough. And having way too darn many, cluster the entire map. There is no inbetween in each settings. I just go with abundant planets, habitable planets, and extreme planets but reduce stars frequency instead. It seem to normalize itself that way.
It is global resource and work like any other mineral resource now. You don't outright get it, it slowly accumulate each turn instead, and get spend on a city each turn too.
Check the MapSetupDef.xml in Crusade folder. You will see the difference between Common and Abundant habitable planet is quite significant. IIRC, It been changed that if you not using Abundant, you likely to not get any planet or habitable planet at all. This also depended with Stars frequency since planets will spawn with star.
What is your galaxy settings? This is one of the most issue a lot of playes are having. Mine set Stars as either rare or uncommon depended on the size of galaxy. Both Habitable and Extreme Planet are abundant, so there will be a tons of habitable planets but majority of them will be lock behind tech I have no problem with colony limit itself since you can grab a tech that allow 12-16 colony pretty easily, then you get a third tier tech that remove any limit away. If you
[quote who="Publius of NV" reply="4" id="3710667"] I haven't tried it, but someone in another thread said that if you hold down the U key when you queue the project it will repeat. [/quote] No it didn't. It just like you spam click on it really fast which hard to fine control it.[quote who="VahnNoa" reply="3" id="3710665"] Ughh I'm such a noob at macroing! I've got the logitech mouse and I can set up keystroke macros, but have no idea how to set-up mouse-click macros?<b
There is repeatable terraformer mod in the mod section. It work with Intrigue but did not update the part about spending resource to build it so you need to edit it on your own.
[quote who="Moser_Alchemist" reply="1" id="3710642"] Your Arnor Spice doesn't disappear. Its likely being used to auto-upgrade improvements. I always shut off auto-upgrade on all worlds, so I decide where resources are best used. [/quote] Why this damn thing doesn't disable by default is mindbogging. Every single player who playing this game been requesting this since the game came out and yet, it is still there.
Make me miss the good old infinite turn that convert excess production into research or wealth. Currently I just set macro on my mouse to do 10x d-click instead.
Those prototype weapons used to have way higher stats until balance change about a year ago. Before this, your resources never get spend, so if you have 3 durantium mining then you could afford 3 prototype railgun since each take 1 durantium. The resources are refund once it is not in use. Currently they take less construction point to build.