Im experiencing this too- i have techs for different invasion methods but mostly only 2 appear- even if i buy remaining techs from Ai, they do not appear, info tech never appears.
zingo77
Well the game is fine as single player, Gal civ has always been about single player. Where most new games lack is support from Devs, so far Stardock has met everyones expectations as far as updates and communication between community goes. If that doesnt stop, people will overlook small things because they know- Devs actually care, its not like next money grabber thing like khm khm... Civilization.... just for the show. Multiplayer is there because market demand
It has to be some modifiers, though haven't tested it deeply and haven't noticed immediate changes, as when these techs are unlocked, you have already big influence.
Yeah I agree there is a problem with approval. This is when you have over 200 planets: https://forums.galciv3.com/464403/page/1/#3544291 A previous post about this- in short- it all goes very well until it all brakes down, for me it was just 1 planet which i took by invasion and my mighty empire crumbled in a few turns.
Dont ignore approval buldings! :D Unless playing Yor. Trust me, Approval affects everything, if you loose it, your empire stalls. It doesn't affect manufacturing but it affects buildings that affect factories- so yes- indirectly it affects everything. It also gives a big boost when your planet is fully happy. Happy planet- no problems- unhappy- empire problems!
Yeah I second this. It just gives you conventional and i choose tidal as the last invasion method. it doesn't give more, even if you have tech for it. (Altarian tree)
Got back to my pc, These are some photos I took, keep in mind every turn the number goes down to 0, I did have aprox 10 planets with 100% but the number is going down. Before everything all planets were 100%. As you see something is eating down the approval numbers. <img src="http://i5
Sadly no. The pc I played on is in a different place from where I am currently :) I did send a ticket to support with save game, so if else, they should know what really happened here. From my memory: Actually the large empire penalty kicks in from start, when you start to go over lets say 15 bases(don't know the actual number) your approval goes down if you dont do something about that. So early on i started to fish out approval relic
Nope not that. Flat line i was countering it by a very large margin via relics/ ideology traits/ research tech/ planet strategic resources etc, even starbases had +3 approval built on them. Only After i took the last unflipable Drengin homeworld by force, then all approval just poof- gone. Thereafter In 2/3 turns my empire just came to a halt. :\
Playing latest opt-in game 6.1 patch. I have noticed, that when you have a big empire and when you start to war with someone you get a SEVERE penalty. This has happened in every Beta so far. In this particular game I have half map(excessive) won by influential means. The last Drengin planet wont flip for some reason- they do not have immune ideology unlocked, my influence is way over 22x on their planet, but it wont flip. So i build some ships and
Found a small UI bug in 0.95 Overlapping icons.
Played from the beginning, love the work put into making this game, so onwards we go: Performance is good. From small maps to large maps the game plays nice, though latter 2 still take a bit time between turns starting from mid game. The current build started with couple crashes to startup- not sure why, after that it was very smooth. I have autosave feature turned on to save every 1 turn, maybe that was causing issues. Play
[quote who="Frogboy" reply="23" id="3542091"] Not happening. I am very very much against the idea of being able to pick all 3 specializations. They're supposed to be a CHOICE you're making at the exclusion of the others. [/quote] Hey Frogboy !!! What am I hearing? Did you or did you not give us full tech tree from start- for 5 Betas you gave us full tree! In Beta 6 you li
Seems a business strategy in favor of certain people. We all know what half baked games are and their premium dlcs(huh huh EA). As you see that company has managed to actually reduce its player base and its fans by a great margin. So it all comes down to each company how it values its supporters. More profit- less people, less profit- more longevity, manage it just right- aka. make it fair and transparent and you have a sweet spot where you make a little p
This is 4x, not rpg or mmorpg, there is a difference. If you look at some of the favorite 4x genres there is, some of those tiles have progressive research, like you can research 1 item N+ times with diminishing returns. Also Tech tree is one of the 1x of 4x that makes 4x fun. The concept of locking techs and forcing trade to get them is sound one if it was that from get go- in the beginning. Some people have gotten used to having all tech tree. T
Clearly they should make this optional. There are rushers who benefit from less tech, so they can get stuff faster and there are Turtles, who just want to enjoy the game and tech everything. Give people a choice to choose so both parties are happy. Also rushers/turtles change their role at some time- lets say after 20 games u just want to relax and chill, play a sandbox game to your liking- why should you be restricted. Once
Same here! When survey ships comes across pirate ships- the performance on auto resolve4 combat is veryyyy slow- all game hangs for a bit. If you select manual resolve- there is a slight hick-up before the animation kicks in. The sad part in all of this (I did play on insane map), is that at some random point it just wont let you move on(overflow?...), the end basically. Also turn gryed out and save/load locked out. Hit exit- reload and hit exit-
9 GB? really? From my observations: When i started immense map the Ram started from 2,5GB basically- it moved up to 4,6GB at mid game, now in the late game when all the action is loose- it idles around 3.1 GB. Maybe it has something to do with timings. I do have 16 GB ram total.
The immense map is great but it also introduces new problems. What worked for small maps doesn't work for large ones. Couple concerns: 1. When are you planning to introduce shipyard/planet governs? 2. Also in the shipyard "repeat" or "repeat loop" button would be fantastic! Its ok to micromanage 60 shipyards, but when you get over 100+ its such a hard work. Kinda frustrating when shipyard runs out of build orders you have to shut it do
Subitmed support ticket too- Hope it helps! As for bugs- most as here posted happens to me too. Heres the text clipping https://www.dropbox.com/s/3c0j4725o19umbs/Screenshot%202014-12-12%2022.47.06.png?dl=0
You have several announced and unannounced games in development! You say you are a small company- so HOW does shifting resources(engineers etc) will impact the quality of Galactic civilizations 3. (If Brad now works on sorcerer King he does not work for Gal civ 3 right? and if he does work on both- he splits his 100% to 50-50 which is only half of his performance)
I agree about the tech tree sub technologies- they are confusing. Maybe make a diffrent color or what because when you unlock many techs to research its all a big mush and mesh and subtechs show equal to main techs- they need to be distinctive.