mortili

mortili

Joined Member # 5341627
5 Posts 308 Replies 1,396 Reputation

[quote who="Tetrasodium" reply="1" id="3641851"] It also makes me afraid to use constructors I get from ideology /anomalies/trade fir precursor research too [/quote] You can use them normally (build new starbase/shipyard or upgrade starbase), since they dont need a starting planet

3 Replies 8,586 Views

The one per player, always only meant that you can only BUILD one of them(which is still pretty buggy :/) you can have more than one, by taking over Planets that have the improvement and they will work too. So its not really missinformation, just useless information since we are not able to build them anyway^^

4 Replies 20,107 Views

yeah noticed that too, thougt its still only ~10secs or so at turn ~130 for me what settings do you play? im using insane map with 11 AIs

34 Replies 50,615 Views

In GalCiv3GlobalDefs: IdeologyTraitBaseCost CulturalAlignmentBiasSamePyramidGrowthExponent CulturalAlignmentBiasSamePyramidGrowthExponentialMult CulturalAlignmentBiasSamePyramidGrowthMultiplier CulturalAlignmentBiasOtherPyramidGrowthExponent CulturalAlignmentBiasOtherPyramidGrowthExponentialMult Cultur

5 Replies 13,184 Views

Small Mod that fixes some annoyances with the game Changelog v0.0.20160512B -updated files to opt in 1.7.1.3 v0.0.20160512A -AI will now build Ideology- and Hyperion-Improvements -AI will focus more on building farms -Scout will now use Cargo Hull -reworked Colony/Constructor/Freighter/S

0 Replies 6,577 Views

the xmls are nothing more than structured data, xls are nothing more than rules how the data can/needs to be structured we can assume that the xls are created so that they allow us to do everything what the game supports, so their is no point in changing xls's

30 Replies 105,980 Views

[quote quoting="post"] Questions for Vigilant Trait Finally the base amount this traits adds to weapons of ships is +1 Is it cumulative if multiple starbases overlap? [/quote] Yes [quote quoting="post"] Questions for Vigilant Trait Can you upgrade that number without the Arcean tech tree with a module or any other way? [/quote] No [quote quoting="post"] <stro

1 Replies 14,801 Views

[quote quoting="post"] - You can have, for example, more red minuses than green plusses diplomatically and yet still be "close".This seems strange. You'd expect someone to be "cool" towards you if they had slightly more minuses than plusses. [/quote] The "+" and "-" are not pretty accurate, it seems one + or - actually means +2 or -2 in the relations-scale, it seems values below that will simply not shown. </

4 Replies 11,945 Views

well its pretty dependant on map/game settings, on a map with rare or none extreme planets both are pretty weak, on a game witout tech trading torians gets better etc..

8 Replies 6,097 Views

[quote who="pshaw" reply="3" id="3629389"] Amphibious - Colonize water plaents + extra terraform tile per age. [/quote] +free tech +better production on water planets

8 Replies 6,097 Views

High Morale gives a Bonus to Resistance and Resistance helps defend against enemy-culture. You can simply up the values for this in GalCiv3GlobalDefs.xml search for ApprovalToResistanceCurve and change the values for the DataCurvePoints X is the Approval value Y is the Bonus to Resistance

2 Replies 4,353 Views

[quote who="Taslios" reply="2" id="3626371"] in that sort of a situation are you swimming in money? I'm pretty sure that excess production is converted at some nominal rate into cash.... [/quote] thats how it worked in GC2, in GC3 excess production is stored (you can see it when you hover over the queue)

19 Replies 12,057 Views

it works... and only getting 1 improvement/ship per turn was a design desicion you can get multiple techs per turn, thought it works bad with specialisations (you always get the one on top)

19 Replies 12,057 Views