1a) you can by selecting a tech behind others, It will then research all techs up to the one u selected. It will always pick the first tech when it comes to specialisations and u cant select a tech in an later age.
mortili
I actually only see this if the ship moves somewhere outside of sensor range. So its most like the update of the fow and not the shipmovement which is slow.
Quick search shows that this is an steam issue, happens with other games too it seems
no idea, i only ever reinstalled once, and that was in 2015.
Just tested the Informative Diplomacy mod, i also get those Debug messages ( Debug Message: No files found matching mask G:\Users\morti\Documents\My Games\GalCiv3\Mods\Informative Diplomacy (Edited)\Core\*.gc3wsdata) but the mod works for me. can you zip up your mods folder and put it on dropbox or something so i can test if it works for me?
You need to start a new game for mods to take effect. The Star Trek Colors mod requieres another mod( http://www.nexusmods.com/galacticcivilizations3/mods/4/? ) Also if you have multiple mods that replace the same file, they wont work with each other.(you would have to manually merge the files) can you confirm that some mods do work?
Pretty sure what your looking for is in GalCiv3GlobalDefs
[quote who="shayvaan" reply="27" id="3670910"] Quoting Suomi Sotilashenkilo, reply 15 Although most of the stuff I've seen from the Crusade journals is pretty great, there is one really big thing that does worry me: I've always hated abilities that disregard everything about the game and everything you&#
In crusade you will also need admins for colonies snd surveyships, not just starbases.
You need to build cities to increase the pop-cap
Thulium and Promethion are minable planets, so if you set habitable planets to abundant you will naturally have way less thulium and promethion, since there are less not-habiatable planets to turn into them, antimatter is just dependant on black holes, so more black holes, more antimatter
Are there that many people who play with techtrading on?
The AI builds different ships for defense(no engines or life support) and offense, and as far as i know the AI will never use defense ships to attack, meaning it also wont use them to intercept your fleets.
I think its just a balance thing, they didnt up the logistics of tiny/small/medium Now building bigger hulls has at least a small downside
Weapon-orientation doesnt matter in gc3. The battle-viewer dosnt reflect whats actually going on.its just there to look pretty^^
I play on insane/incredible and have seen the ai send many single ships, but it usually doesnt stack ships. Was the ai at war when you saw it stacking up those ships?
As a workaround you can put a rally-point next to the planet and use the go-to option. But would also want more sort options
[quote who="Ryat" reply="4" id="3666232"] Quoting mortili, reply 3 get additional benefits for leveling up(like more movespeed/weapon power/weapon range/ship range etc) Haven't seen that effect. [/quote] <a href="https://steamcommunity.com/profiles/7656119813958
You also get experience for destroying enemy ships, also Mercenaries and ships with precursor weapons(the one per player one you get from the LostTreasures DLC) get additional benefits for leveling up(like more movespeed/weapon power/weapon range/ship range etc)
Have also nevers seen it this bad, but the AI still sends out way to many single ships, its funny because if it sends out fleets(which it does sometimes), those actually can pose a real threat to the player
@erishield: they added administration-bonis to some influence-techs, you Can now get up to 99.9 admin-points. But this still seems to few for me.
[quote who="erischild" reply="6" id="3664566"] You wouldn't need population near as much if you had flat production starbase modules. You wouldn't even need population growth as much. My thought is a module that gives 1 point production per turn at first tier, adds 2 points for second tier and adds 3 points at third tier, for a total of 6 per starbase. This would give a tall economy a chance to be a late game monster. As the General pointed out
From what we have seen until now, there is no reason to believe that administration will change anything concerning wide/tall empire, since it is a hardcap to starbases only. I would like if colonies would also require administration, this would mean a tall empire would be able to build more starbases, and somwhat close the gap.
[quote who="leiavoia" reply="52" id="3664034"] Quoting Taslios, reply 51 Quoting lyssailcor, reply 49
[quote who="joeball123" reply="1" id="3663804"] If you have X manufacturing points being funneled into a project, then you get a modifier of min([BonusMax], [Value defined within the Bonus tags]*ceiling(X/[ManufacturingPerBonus]) from the project, where ceiling(X) is the function which returns the smallest integer Y such that Y >= X. For example, if you funnel 103 manufacturing points into an Economic Project, you would add min(1, 0.05 * ceiling(103/10) = 0.55 to the colony