A more robust governor would be good, however the advisor - if by that you mean someone who suggests what to built next, might only add to my concerns. If I don't want to spend my time worrying about a colony, that doesn't mean I want someone to remind me to check on it, and then giving me pop-up advice for what they think I should build. I could figure out what to build for myself well enough when I'm focused on that concern. It's when I have bigger fish to fry that I'd l
WhiteLynxOne
[quote who="androshalforc" reply="6" id="3508779"]an issue i see is an old argument about auto combat vs manual combat essentially if auto-combat gave you a better outcome then manual combat always choose auto-combat if manual combat was better always use manual combat the point here is if the governor sets up your planets better then you, then you're no longer playing the game but watching it play. if it sets up your planets worse then you then no one
I give thanks for Stardock entertainments nifty games!!
Hmm, you make a good point, this is probably a bit 'feature rich' of a suggestion for a late beta game, but hear me out for a second, tell me if you think my idea is clever or simply pontification: It might be nice if we could guide governors behavior based on the current situation in order of importance. So for instance military worlds would take military priorities first, which would mean if you tell the governor to increase social production when there
That'll help! But the final game really could use that data immediately on hand, I have an abundant planet game I'm running at the moment, and I can get upwards of 4 colonizations in a single turn, that's a lot to keep track of. :)
This is so simple I'm sure it's been suggested many times before, but I'm just popping in quickly between other things after (or sometimes during) a session, so apologies for not taking the time to search out other threads where this has been said: I think we should be able to see planet data (size, unique attributes if any) when getting a colonization event. Making an informed choice requires having all available information! Before I
The ship design system is powerful, but it could use some changes to make it more intuitive and easy to handle. Firstly, even though this w
Yeah, choosing the adviser was meant as an option, not a requirement, and the reason I went with having them work on a preset (war, expansion, social, etc) rather than suggesting to you what to select, is because in late game, if you're playing catch-up with old technology, being asked which of the 5 techs you would (ideally) like to learn in one turn could be cumbersome, in the same way that turning on a planetary governor and having the game merely suggest what you should click would no
Greetings everyone! I have to say, I love the tech tree, however, it can be a bit daunting for me to keep up with. Firstly, I think it might be helpful to have a research adviser that chooses what technology to pursue, where you tell him your desires in broad strokes. "I want expansion" will cause him to focus on social structures such as farms, as well as scanning and drive technology, etc. Also, I am not sure, but I think if scientists finish the work they
Hey again everyone, this is another thought that came to mind, and I don't know if I'm just missing it. I like to modify my governing to get an ideal configuration for my planets, and with the fine detail I'm allowed, I'd like a few options that I'm not sure exist (keeping in mind I've only played lightly, and only recently as of this post due to the stardock sale). First, I'd like to set some planets as 'exempt' from global spending
Greetings everyone! My first idea post on Gal Civ 3 is regarding Starbases. I find them to be invaluable, and they do add a good deal of depth to the game. What concerns me is that after the initial investment, their gains continue indefinitely with little limitation. I am of the opinion that a starbase should need resources consistently to function. Whether those resources be in the form of a more stringent maintenance costs depending on factors such as distance from t