Bumping this thread since I've updated the post and added the 'mod' to solve this colony capital placement problem for now.
Winghelm
In that case let's hope Stardock listens to people with this. It's most likely an easy feature to implement. Remember how spy placement screen worked in GC2? This one can be done in the same way I think.
It's a bit dumb that colony capital placement is always random. Quite often I would prefer to be able to place it manually for the optimized tile usage. *EDIT* I've just devised a quick simple mod as a crutch solution for the problem: you can now destroy your colony capital and rebuild it as any other improvement on any tile you wish with minimal production cost (will always take just 1 turn). Unfortunately mod won't work if you&#
That's a good idea. We can look into similar feats in other 4X games. Civilization V has pesky separatists spawning near cities with low morale, however technically those are barbarians hostile to everyone. Sins Of A Solar Empire has pirates that actually pack a punch and provide black market services where you can buy resources and act as mercenaries attacking those civilizations that have the highest bounty assigned to them by other civilizations.
[quote who="androshalforc" reply="6" id="3543902"] except this would make sensor ships even more powerfull . by taking a cargo hull and removing all engines/ life support you can make a ship turn one with like 30+ sensor range. as the game goes further i can build larger versions of those ships with stronger sensors by mid game i could see them having well over 100 tiles of sensor range. since they dont need to move i dont need to worry about range/speed while your stealth shi
Can you a bit elaborate on this and give a link to that stream? Also I haven't played GC1 so I don't know how stealth was made there. Is it different from what I propose because my suggestion isn't something that makes ships totally invisible, just decreases their detection range
Nice to see that Galactic Civilizations 3 sees introduction of new counter-opposing combat stats for ships: accuracy and evasion. However, ever since GC2 times I've been wanting to suggest adding a steath ability that would be playing off against sensor stats of other ships and would add a new cool edge to ship handling and military displacement outside of direct combat. How could it exactly work? Very simple (in case we're scaling it with sensor stats): every point in stealth