The game is so easy, you don't need a manual . I think you get a citizen every 10 turns, i know it doesn't tell you the number of turns.
Jedistinger
After loading a saved game, my spies are not showing up on enemy planets with the "disabling" effect on buildings. There not even showing up as "dead" from enemy spies in the espionage window. Espionage is broken. Also, after several turns (didn't count) game gets stuck on the "wait" turn and never resolves. Why release crusade?
I looked up on the input menu and there are lots of key-binds missing such as keys to open the diplomacy / tech / governor and colony screens not to mention the planet and ship cycle key on the map screen? Do I have to point and click everything with my mouse to open those windows?
I looked up on the input menu and there are lots of key-binds missing such as keys to open the diplomacy / tech / governor and colony screens not to mention the planet and ship cycle key on the map screen? Do I have to point and click everything with my mouse to open those windows?
Just as I suspected, no espionage system, and this game is going backwards.
Actually all of your points comfort me a little, I'll still try the game, maybe only after the espionage expansion though. I guess I only saw the streams that didn't mention espionage. But again, in order to win with influence you have to expand, and to expand you have to have ship combat. I am sure if you play the largest map possible, the odds are going to be against you as the AI will make sure to pick a civilization and eliminate the others so that when you actually meet them, you
To be more specific, I found Galciv2 to be an expansion race, meaning all other victory conditions like tech / influence / economic etc... was just an illusion. If you wanted to win a tech victory, you had to expand to gain bonuses to tech on certain tiles on newly found planets. The same with other victory conditions, expand and you get bonuses to influence etc.. So the best way to win was in fact a militaristic victory since that was the only way to expand by capturing other systems and fig
No , do not make us place spies on planetary structures and make us believe it's disabled ? I mean come on , a spy disabling 1 structure and no other employees see that it's disabled ? I don't want to return to that mechanic . It just defies logic . Instead , make espionage a tech tree with counter espionage and pit it against other races . It should be a choice to invest in it .
Basically, for an espionage victory to occur, you have to devise an espionage tech tree. When you research the last espionage tech in the tree, you win an espionage victory. Along the way, you will benefit from each espionage tech you researched off course. The same concept like the military and commerce tree etc.. The counter espionage will simply be incorporated in the espionage tech tree to research, and will have multiple levels and will be used to prevent and thwart any attempt to cause
[quote who="Elyandarin" reply="11" id="3407710"] I really like the idea of an Espionage Victory - but how would it be implemented? I could see an Espionage Victory coming from a series of steps like, say: Subvert every singly spy agency in the galaxy. Fake the demise of your civilization. While remaining undetected, keep anyone else from achieving victory for 50 turns. In the end, the rest of the galaxy is convinced that your civiliz
I've always believed, in order for espionage to work, it has to be a victory condition. I'm expecting a very hardcore and in-depth espionage system this time around for Galciv3. So, if your going to put money in espionage, it's going to have to cost you so much that you won't be able to spend money in other areas especially in buying or building ships etc.. Basically, if you want an espionage victory, your going to have to take a risk in the right moment(s) during the