Dan4GS

Dan4GS

Joined Member # 6037893
6 Posts 15 Replies 667 Reputation

So the technology in game still says it unlocks tourism, but I have not noticed any change when I research it (other than building the Port of Call). In previous iterations, the tech would actually generate tourism at each planet. Now it seems that they don't unless you build a tourism specific building (Port of Call/Paxton's Emporium etc). Am I missing something here? Doesn't Paxton's still generate tourism if you build it prior to researching the tourism tech

2 Replies 20,851 Views

[quote who="swestcott" reply="1" id="3720792"] Right now the company is kind of at a state of limbo with Gal Civ 3. We're still monitoring bugs and helping the community with any issues that they find, but right now a lot of our focus is just trying to meet deadlines for Star Control: Origins. After our release date in September, you can expect more love and care for Gal Civ 3 and other Stardock titles, rest assured. [/quote] Cool! I've always known Stardock to be an o

4 Replies 36,036 Views

[quote who="Publius of NV" reply="1" id="3647986"] Or at least decommission it and get the ship component back. [/quote] You can decommission it and get the component back. I've done it numerous times in numerous different games. I think only upgrading is bugged.

8 Replies 54,988 Views

The funny thing about me choosing Malevolent is that I'm not a war guy, I'm more a builder. I like to start by getting Intimidation buildings then jump into benevolent for the missionary centers. The missionary building gives +2 bonus to approval so combined they give me free points in both benevolent and malevolent and I rarely build any other approval buildings (or influence for that matter). I find that by turn 150-175 I'm almost done with 2 of the 4 paths in

12 Replies 68,894 Views

So on bigger maps at high difficulties (top 2-3) is malevolent the only true viable starting path? To get colony ships out quick enough seems like you need the extra production and shipyard +100% bonus from malevolent. Without it I always seem to feel left behind. Thoughts on this? BTW, this isn't to say that you can't go into other paths later, but if you want a consistently good start if feels like it's a must.

12 Replies 68,894 Views

Future request... Can we get a notification when one of our planets doing Birthing Subsidies hits max pop? It'd be super helpful, especially when you have lots of planets! Thanks for your hard work GalCiv team =)

4 Replies 14,578 Views

Love the mod (at least the concept). I'm sure I'll love it more when it gets working, I have the same tech problem as stated in the thread. I can start a game with the Arceans but can't seem to load one after starting it, making it unusable at the moment. Great work, though! Look forward to the finished product. Thanks for the effort!

23 Replies 18,820 Views

So...here's my suggestion... Diplo penalties/bonuses should be weighted by how far you are into each ideology. So let me give a few examples: Race A: 3 benevolent ideology traits; Race B: 2 benevolent ideology and 1 pragmatic trait; Race C: 3 Pragmatic traits; Race D: 2 Pragmatic, 1 malevolent trait; Race E: 3 Malevolent traits Race A should really like Race B as they're very similar (+2.5 diplo bonus). Race A should be

25 Replies 148,574 Views

I've had problems too...but the game doesn't just crash, it completely restarts my computer. Even more curious, after my computer restarts my wireless keyboard doesn't work until after windows boots back up (I get the option of starting in safe mode or regular but have to wait the 30 second countdown before it starts up). I've got a new rig that I built myself 2-3 months ago...high end stuff. Computer has never crashed, restarted, or had any problems whatso

16 Replies 9,278 Views

Every time I go to the UP, whatever race is in slot "A" always wins. I think I've only seen "B" once through all play throughs...anyone else observed this? Possible bug or do they put the expected winner in "A" on purpose?

6 Replies 21,806 Views

Looking for some help...I've finished several Tech victories, but I seem to be missing something. I research all the clear pre-reqs for the final 3 techs (1 in each of the 3 trees) but those 3 techs don't seem to show up for some time after. Is there additional pre-reqs required to research each of those or do you have to have a certain % of the tech tree researched before they show up? I've noticed similar when bee-lining a tech, for example Atmospheric

12 Replies 35,139 Views

Thanks Frogboy and GalCiv team! Threads like this are a big reason people will always support Stardock and GalCiv. Don't have much to add yet as I just started playing the game recently, but the AI really shouldn't offer peace 1 turn after declaring war. Keep up the good work, I'll add more suggestions as I play more.

150 Replies 729,984 Views

First of all, love the game and think Stardock again has done a great job. I look forward to seeing what other ways they make the game better. I'd also like to suggest that there be more Lore appropriate content. For example, The Yor and Iconians hate each other...but in the game, when they meet they act as strangers and are generally friendly (at least until they choose different idealogies). Why not make it to where each race has certain Lore appropriate bonuse

2 Replies 13,079 Views