Empress_Fujiko

Empress_Fujiko

Joined Member # 6202054
10 Posts 172 Replies 1,162 Reputation

Thanks for the feedback and I think you are both right. I checked in my game and the untradeable resources are those with an active deal with that faction. It has to be a nerf, because that is new. However, it would be good if the resource would be greyed out with an informative tooltip instead of missing without comment ... but now I know.

3 Replies 7,074 Views

In my current game (started with 1.8, opt-in-hotfixis activ according to steam) I'm sometimes unable to trade certain strategic resources to some factions. Let's say I'm trading with the Terrans, i can select and trade alle resources I have - durantium, thulium, antimatter, elerium and promethium. In the same turn I trade with another faction, for example the irdium, and I can only select durantium and thulium, the other resources just don't show up, and yes, I still h

3 Replies 7,074 Views

I would like a survey option that makes the survey ship stop at the anomaly and doesn't survey it but to go into the idle-queue. The reason is, that some anamolies finish the current research or give 25% of the current research - if the survey is automatic you risk loosing that advantage because the current research will be finished in the next turn anyway.

7 Replies 9,767 Views

It sounds like you are stuck mid-turn, because there is something the game can not resolve. In the past there have been several bugs which caused such mid-turn-stucks and of course several fixes for them. If you search the forum or the internet for "turn stuck" or something like it, you should find them. I say your options are: 1. Go back to an older save, find what causes the mid-turn-stuck and avoid it so the game can continue. In the past there have been instances w

11 Replies 14,794 Views

There are several technologies that reduce the mass of components or increase the capacity of hulls. You probably just need more of the technologies that do that. Since having multiple modules on the constructor is quite a good buff, it is no surprise that the needed technologies are not available too easily. There are also improvements and I think even some trade resources that give extra capacity.

6 Replies 9,572 Views

I'm talking about issue number 2, Taslios, and the fix is not the management screen or some arrow on the galaxy map, but instead a "turn-alarm" when there is an unused constructor-module at a starbase. Just like the idle-ship alarm or the idle colony alarm. I would even accept if the remaining constructor would autoeject at the starbase and go into the idle ship queue. It's really great to have a more automatic system, but like with all automated systems, it needs monitoring -

10 Replies 22,875 Views

[quote who="Taslios" reply="3" id="3632814"]Any starbase that can be upgraded that has a constructor in orbit has a green up arrow next to it. [/quote] True, but on the immense map I'm playing I have already 53 starbases and victory conditions say I still have to get control of 62% of the galaxy to get that influence victory. So please forgive me if that reminds me of the hitchhikers guide to the galaxy where the earthlings could have filed a complaint against the plans for t

10 Replies 22,875 Views

[quote who="COSIAN" reply="2" id="3632798"]You can kinda make it work by establishing a cheap one constructor module design ....[/quote] True, but constructors with multiple constructor modules are more cost-efficient. For example in my current game the base constructor (only hull with const-module) has a cost of 58.7 and a constructor with 3 const-modules plus one "hyperdrive plus" as a cost of 110.5. Meaning if I want 3 starbase modules with the base constructor it would cost me 176

10 Replies 22,875 Views

It is probably a combination of galaxy and game setup and a good starting location that gave the drengin in your games such an advantage. In the games I played the Drengin were a middle power at best and several times they were one of the weakest and first to go. I play bigger maps with around 20 or more factions where the initial military advantage the Drengin have does not help them much, because on those maps you need to focus more on economy and a more long term development.

6 Replies 17,900 Views

It is the same if constructors with multiple constructormodules are send to a starbase with the automatic system and the module queue does not use up all the constructormodules. The constructor with the remaining modules keeps in orbit and you never hear about it.

10 Replies 22,875 Views

In addition to the points already mentioned I think the research cost for the more advanced technologies should be massively increased. I usually play at least large maps but with game and research rate set to the slowest possible pace. At the start, with only a few planets, the research rate is indeed slow and research duration of 10 and more weeks is the norm. That is ok with me. However, in mid to late game when the empire gets bigger and the research capacity is increased, you sta

16 Replies 77,219 Views

Good points. In addition I would like an option that the sponsor-settings-screen shows up automatically when a starbase is created, just like the sponsor-screen when building a shipyard. Just because I am a control freak.

5 Replies 18,973 Views

A a simple influence threshold is not enough because there are ways to combat the danger of culture flipping. For example there is the ideology trait that makes all planets immune to culture flip. Also it is possible to boost a planet in that regard with improvements and starbases that increase the resistance and influence. In order to be clever the AI needs to calculate if a planet in someone else influence zone can be kept from flipping with all available means, just like the human player d

5 Replies 26,320 Views

I love trading technologies with other races. I really do. However, in order to know which technology is available and what faction offers it, you have to go into the trading screen with every single faction. On a map with many factions this means a lot of clicking around and it is hard to keep track of who has what. I propose to enhance the technology-screen to show what faction offers a technology for trading. It could be a list in a tooltipp, but I think the best way would be to sh

3 Replies 22,672 Views

[quote quoting="post"] - I'm a malevolent race and should be hated by all who are not malevolent themselves, yet many civs even like me, despite being of a different ideology. Seems a bit strange? [/quote] There are several things that factor into how much another faction likes you. Your primary ideology choices is just one factor. In the diplomacy sreen you can hover with the mouse over another faction an see why they like you or not. [quote quoting="post"]<b

11 Replies 21,023 Views

[quote who="Larsenex" reply="7" id="3628955"] Minors have always been in the Gal Civ Series. I like them but they do need a bit more. The espionage event where they stole all of an empires tech and you had the option to buy some or all of it needs to be returned back to the game. [/quote] I think that is already in. I had a game where a minor race showed up wich had many tech

15 Replies 21,577 Views

I think a normal movie would not work, since a movie needs to follow some characters - but GalCiv is not about individuals, it is about whole civilizations. Of course you could write a story that is located in the GalCiv universe, but it would not be "GalCiv the movie". If anything a fake documentary would be the way to go. You could do some documentaries about the colonizations, the techs, the wars in the GalCiv universe with fake footage, some historians who explain why the Drengin

9 Replies 27,113 Views

[quote quoting="post"]This is what I find myself doing for a good chunk of the game, just pressing the End Turn button rapidly in succession, while I wait for my colonies to build up and for me to research the tech for large-size hulls. Only much later can I start to build up a fleet and do anything really proactive. [/quote] So you are not exploring the galaxy? You are not hunting for anamolies? You are not securing resources? You are not trading? You do not use money to rush bu

14 Replies 28,572 Views

[quote quoting="post"]8- Snathi vs Snathi revenge. They are always both on the game when you activate snathi revenge and minor races and both are lead by versions of snarky which i thought was funny and would get fixed and here we are months later and i'm still fighting two snarkies.[/quote] I believe all space squirrels are called Snarky. 10. The animation of the happy Yor-Leader . He nods his head like he is at a rave or so

3 Replies 13,508 Views

[quote quoting="post"]Consequently I make lots of them so could you add the ability to organize them like planets are. But do it so in the Rally point screen I can organize them and also in the "set ship destination" rally points I can find them easily. [/quote] I support this request. Sorting by name would be a very helpful thing for rally points. It would be also great in the shipyard list.

7 Replies 7,628 Views

@Westmark Another option would be to use the savegame-folder as a cloud-folder (dropbox, onedrive etc.) - so the cloud would synchronize the savegame between you and your friends. If this works you don't need to send the file by email but just inform (by whatever means) your friends who is next to play.

24 Replies 109,812 Views

[quote who="ForesterSOF" reply="1" id="3624601"]If we could not get one then being able to put passwords on in the set-up screen would allow us to make a round-robin of the save game.[/quote] I think you can put up a password to protect a multiplayer game. At least it was possible when I just tried it.

24 Replies 109,812 Views

I remember that this was a topic in a dev stream and the point was that Stardock thinks the number of people who would use a feature like this is to small to justify valuable development time ... so if you are able to show that there are a lot of people who want this, you may change their minds. However, as far as I know you can save multiplayer games - and a saved game is just a file somewhere. So I guess even if there is no button in GalCiv 3 you can work out a way to play by mail.<

24 Replies 109,812 Views

I totally agree, there exists sort of a "point of no return" where the player gets so powerful that the rest of the game is just a mopping up action without any real opposition by the AIs. I approve of Lord_of_Voids ideas. Another idea would be to have the chance that smaller AIs who are lacking far behind in power not only form an alliance but actually unite into one new faction, that also gets some bonuses in technology to bring this new faction up to the level of the leading factio

14 Replies 12,699 Views

[quote who="MacsenLP" reply="32" id="3619851"]The fact that many people value tech trading isn't in dispute the values of money I used were just to show how one system could overall be more worthwhile in having and that most would be happy to make the exchange for despite "losing something" they like. [/quote] Well, but if you touch on something like that, you better really consider the community of all players and not just your personal taste and also offer a damn good vision of

43 Replies 199,485 Views