The number #1 thing I want from the next Gal Civ is for influence, territorial borders, culture, and social policies to be integrated into one mechanic as it is in the Civilization franchise. The ideology system in Gal Civ 3 was and still is its weakest point. Citizens were a fun mechanic but it seems to me they should be tied to your civilizations approval, it would make sense that a happy civ would produce more loyal citizens and it would give the player a strong reason
implodinggoat
[quote who="G_Kar" reply="9" id="3732377"] Thank you for your answer. Now I can find them. Trandals look ok for GalCiv art style, but other three look a bit silly. [/quote] I don't know I kind of appreciate having a few more comical options. I wouldn't mind seeing that Overmind AI added though, the game could use a few more synthetic races.
Have you guys considered importing some of the races from your new Star Control game in as DLC civs for Gal Civ III? You've got the animations for the leaders done, which I'd imagine to be the most expensive bit. Just slap on a few paragraphs of lore and some custom ships and starbases and you'd have a new faction.
[quote who="Frogboy" reply="20" id="3704440"] Yea, GalCiv has a ton of small files on it so it's very sensitive to disk fragmentation on normal drives. [/quote] I defragged, hadn't remembered to do it in a while so it was pretty fragmented. That definitely helped, saves and loads are still slow; but much faster than before and it doesn't seem to be prone to crashing. Would the number of custom ship designs and steam workshop files I have be effecting it?
[quote who="Frogboy" reply="11" id="3703949"] Do you have an ssd? [/quote] No, I don't have a SSD and that's probably one of my PC's weaknesses. Loading times just seem longer on the latest build than they used to be using the same hardware.
I don't know man something about the current build doesn't seem very well optimized. I've been playing on Huge with 8 players and my rig has been hanging up on loading. The game itself seems to play fine. Each turns take a completely reasonable amount of time to process; but when I load a save it takes a freaking eternity and sometimes it just freezes completely particularly if I'm loading from within an active game and not from the main menu. I've got a Intel
I'm cool with the food system as it is; but I think its too Monsantium dependent. Monsantium isn't super common and its required for every food upgrade beyond the basic farm. I also think adding orbital farming improvements (as well as morale boosting improvements) might be a nice upgrade for Influence starbases to make them a more viable alternative to economic starbases.
[quote who="Philocthetes" reply="12" id="3703402"] If this means 'let us choose Colony Central as part of colonization procedure,' I would really like to see that. I'd settle for yet another AI tweak that would eliminate the painfully common Stupidest Spot Imaginable choices that have been reliable through every version of GalCiv I've played. [/quote] We've been asking to let us choose where the capital goes forever and it doesn't happen. What I'm suggesting i
Will you please make the colony and civ capitals into spaces that we can build on? Like the tile bonuses (caverns, wild grain etc) are? https://galciv3.gamepedia.com/Tile_bonuses This would be a simple change and it would FINALLY get rid of the continual annoyance of the capital being randomly placed in an annoying spot.
[quote who="JerkClock" reply="20" id="3702344"] Yeah, kinda weird that this only happens upon colonization. A simple idea for how to do this would just be to make it so that that these random events can trigger for already colonized planets, including the home planet, but with the stat boosting events being limited to the first 5 events for a given planet (7 if a home planet), and having diminishing returns. After that, only the ones that award BC and stuff can trigger.
Saving new files seems to be working better now that I'm deleting old files and saving new ones. Loading from the main menu still works; but loading while playing still seems to hang it up. Saving over the old game (and I save a lot) may be having a cumulative effect on the size of the save file so I think the damage may have already been done. After I finish my current game, I'm going to delete old saves and make new saves from the start rather than saving over old
[quote who="Boz46" reply="17" id="3700201"] -I had to disable auto-save. Saved games that were saved on the same "Saved game file" over and over again like auto-save had it the worst. I am BARELY able to play right now as when I create a new Saved game, 50% of the time the game freezes up and never saves the game. [/quote] Oh, now that's interesting. I've been manually saving over my old files. I'll try creating a new one and see if that helps.
Also have this problem, also running on a laptop (2.4 GHZ Intel i7, 12 gigs of ram, 2047mb Nvidia Geforce GT 740M). I've had the game since launch and I've never had performance problems until now. I've got every expansion including Crusade and Mercs and I've played with Crusade before without these problems. Game seems to take a long time to start up. I've been playing on a huge map and saving takes a long time after I've been playing a long time loading is taking
Is the ideology system going to get any refinement? We're two expansions in and its still more or less the same primitive colonization event dependent system that it was at launch.
[quote quoting="post"] making planetary improvements more destructible [/quote] Excellent.
[quote who="Seilore" reply="51" id="3691336"] 2. New Bazaar feature, broker buy/sell durantium/elerium/ect... for credits. 3. Ability to upgrade merc ships by contacting Bazaar and gives option to upgrade ship for x resources x credits. [/quote] Agree on all of these. The Bazaar is a neat idea; but it could do more. I'd suggest.... 1: If a Merc is destroyed or retired then a new random one takes its pla
Wormholes. Not just temporary ones that you find in anomalies. Permanent ones that become strategic shortcuts across the map that need to be defended. Maybe the sort of place you'd plop a starbase on.
1: The ideology system still stinks and is WAY too dependent on colonization events. Ideology points should be tied into the influence system. I'm amazed that after two major expansions the ideology system is still as primitive as it is. It really needs to be tied into an existing system like influence generating buildings in the same way that the CIV series social policies are tied into culture generation. I don't object to colonization events
[quote who="admiralWillyWilber" reply="12" id="3689072"] Some of the buildings if you.could destroy them after you build them, then there would be no reason to rebuild them. Ie. Brindles observatory. This is why they did that. [/quote] There are 2 improvements like that the one that reveals a class 10 planet and the one that reveals the location of the other player's homeworlds. If they want to make those two permanent fine, I can cope; but that's not a good reason to
[quote quoting="post"] Unique planetary improvements can no longer be destroyed. [/quote] I'm really not a fan of this. I'd much prefer the ability to destroy them and rebuild them where I want (at the obvious cost of the industry and resources needed to build them again). Sometimes I build something early that gets in the way later on and I have to make the choice to permanently destroy it (without the ability to rebuild it) to better exploit the plane
[quote who="MJX3o5ir7n" reply="1" id="3688914"] I am opting in for betas. I had version 2.5 yesterday and the graphics were great. Apparently, an update installed today, now the text is much smaller. [/quote] I noticed that too. For me in the options menu the UI size under the graphics tab had been set to "small" instead of "normal". I reset it to normal and restarted the game (the change won't take effect until you do)
[quote who="jirkaesch" reply="13" id="3688588"] I believe they should get real buff AND wholly new functions (like area/invasion denying). [/quote] Maybe you could station your legions to a military starbase instead of to a planet and then they could defend any planet within its area of effect.
[quote who="tetleytea" reply="9" id="3688542"] Actually I'd like to see military SB's come into play more. But it's the same problem: SB's don't move, ships do, and you're spending an admin point for something that can't move. [/quote] I think the military Starbases are really a waste. I just can't see myself wasting an administrator on one rather than colonizing a planet or building an economic, mining or cultural starbase. Military Starbases
[quote quoting="post"] Minor races are no longer shown here but instead can only be communicated with via their planet and only if they are within sensor range (i.e. you need to keep a ship or sensor beacon nearby). In Crusade they are just speed bumps (though they will be getting a free update in the future to make them more distinct). [/quote] I'm thrilled to hear that minor races are going to be expanded on. They're one of the feature
I hope you guys improve the ideology system with the next expansion. Maybe tie it into influence generation and make it less dependent on colonization events. Espionage could also use some work, maybe a mission based system like Civilization Beyond Earth had. I'd also like to see another synthetic race added, maybe a more peaceful and pragmatic one to complement the Yor. That's my two cents, keep up the good work.