Yes, this is beta. Yes, you are working hard on making the UI better. I bet everything I say in this post will have already been said before, but I'm not going to read all the posts to get rid of the duplicates. Also, I've been playing the game only a few days, so there's the possibility I missed something. First, I have not and will probably never use the Civilization-wide production wheel. My planets are too diverse for this to make sense. This means I will be microma
eviator
I started and finished a new play-through making more use of farms. This time through I did make use of at least one approval building on each colony, and approval wasn't much of a problem at that point. Farms in combination with production bonus buildings appears to be the way to go. How long is it before the end of the Age of Colonization? It seemed about 185 turns. On a small map that is WAY too long. I have a feeling the devs are planning on some scaling that will allow planet
Yeah, but my ideas are so good I need official recognition for them. [e digicons]}:)[/e] I understand the desire for better graphics, TC, 3D, and so on. I just don't care about those things. So I suppose I'm more of Stardock's target audience.
I bought the game a few days ago and up until today I was messing around just getting a feel for how production works. Today I actually tried to play a real game. It's a simple setup, a small galaxy with one Beginner opponent. I'm naturally comparing my experience with GalCiv2. My first impression is that the pace feels much slower. I just hit turn 134, and it took this long to explore and colonize the galaxy. Researching feels extremely slow. The shortest time to research any
I see you have already expressed another idea I had: auto-adjusting allocations to maintain an approval level (in your solution, a bouy). I need to come up with something clever not already thought of by Gilmoy. I had fun micromanaging in GC2, though I didn't worry about every single fraction of a production unit as you like to. The amount of micromanagement that seems to have been introduced in GC3 is an order of magnitude greater, it seems. They (or a modder) might need to come
The fact that the same techs are in different ages for different races means to me the intention of ages is to give some distinctiveness to the different races in how they play.
Additional information. An example is given. At 93% approval the production bonus should be 25%. The previous turn, the approval was 95%, so the production bonus was 40%. Let's look at the math. Manufacturing has a 33% AllocationPercentage. ApprovalMod-Old & multiplicative:</
That's good thinkin'
Am I missing some UI function that allows me to idle a colony? I cannot go to the next turn until I tell it to do something when there are open tiles and nothing in the queue. In GalCiv2 it was sometimes prudent to idle a colony's social production while tiles were open in order to either a) put those resources toward military production, or b) not incur maintenance costs until I could afford it. Maybe these reasons don't make sense in GalCiv3. And yes I can put the Manufactur
I thought it might be nice to include some locks on the production wheel. Clicking the appropriate button creates a curve intersecting the current point along which the production slider can move Example 1: Click the Manufacturing icon to lock the manufacturing value, allowing you to vary your wealth and research as needed. In this example, Manufacturing would stay at 4, but the others would vary. <img style="float: left;" src="http://i1295.photobucket.com/albums/b621/gotyoke/
I found two related bugs. Bug #1: If you change your production wheel such that it changes the approval and thus the high approval bonuses, the manufacturing/research/wealth values do not reflect the new approval bonuses. They use the old bonuses. Even if you click "Done" and then return, the old values are still used. The values using new approval bonuses are displayed the next turn, though I was not able to determine whether the new or old values are used when you click "Turn".
I appreciate your perspectives on the strategic aspects of this situation. I was hoping that the decision for the defense wouldn't have to be so stark. For example the starport if within a couple hexes could enter planetary orbit to enjoy the protection of the ships, with the downside that the shipyard stops producing ships or does so at a reduced rate. I'm okay with the way it is, if that is the final design decision. It just means starports are much more vulnerable, uniquely
Consider a system with one developed planet with a starport nearby. I get surprised by the arrival of an enemy fleet of two ships and a transport. I also have two defensive ships in the system of approximately equal quality, but the enemy ships are outside my range, so I decide to keep them defensive. I'm unable to rush more ships. Unfortunately I have a choice of two poor options to make because the enemy gets to choose his target. 1. Keep the ships in planetary orbit, but I lose my star