Empress_Fujiko

Empress_Fujiko

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

Stars, pure space tiles and nebulae tiles are also useless. I tend to think of class 0 planets as yet another type of unusable space, that just happens to look different. Also useless terrain adds to the value of usable terrain. Think about it, if you discover a solar system with 2 habitable planets and 3 dead planets, the two habitable planets appear far more valuable. Ok, I can see a certain appeal in making some of the dead planets usable, but don't go so far and make all of th

11 Replies 136,895 Views

[quote who="Pawel25" reply="18" id="3591568"] wait until all bugs are sorted out [/quote] That means waiting forever. In modern, complex software such as this game, there are always bugs, there are always things that could be better and things that could be added. It is impossible to reach a point where GalCiv3 is free of bugs and finished in sense that nothing is left to add or improve.

24 Replies 69,497 Views

If you ask me, the game is worth the regular price. Especially when you compare it to the price for other entertainment products. For example: How many times can you visit a cinema for the amount of the money? Compare that to the amount of hours you can play the game for the same price. As for your questions: > Is there anything gamebreaking you have to pretend does not exist all the time? (I read influence mechanics...) No. > Are there significant parts

24 Replies 69,497 Views

[quote quoting="post"]I think that by the end of 1.4 the complains about GalCiv III's AI should be largely put to rest for most people. We shall see. The opt-in for it should be available in a few weeks.[/quote] I argue that some people will only stop complaining about the AI when it has become sentient, founded the Yor-Collective and took over the world.

89 Replies 332,268 Views

Terra and Sol are latin terms, these are the latin names of earth and sun. I guess since latin is sort of a global language which is also widely used in science, sci-fi authors tend to use them to make it sound more sciency. Also for a united planet it would seem appropiate to use a name that is somewhat "multi-languaged" - and because of the latin origin and the usage in science "Terra" and "Sol" are understood not only in english but in other languages too. Also some of the planets

12 Replies 57,187 Views

Well, this is a bummer! The game mentioned on my post from August 15th got stuck mid turn because of a bug, see this thread for details: https://forums.galciv3.com/471191/page/1/#3587394 Over 600 turns and 53 hours, several gaming sessions on evenings and weekends ... I was near an influence victory ... and I can't continue. While I'm not really mad - after all, it is just a game - I have to say I&#39

7 Replies 29,079 Views

[quote who="redviper37" reply="5" id="3587121"] The only "workaround" (not much of it, actually) I found was to reload from a really earlier save, somewhere around 10 turns at least. [/quote] I tried to go back, but it didn't help. However, the oldest save was not very far back, I think like 4 turns.

70 Replies 318,911 Views

This depends on how you enjoy your game. Personally I like really large maps but with only a few things in and with large voids between stars, so that space actually feels like space. So my favouritge set up is insane map size, tight clusters. Stars, planets, resources set to uncommon or rare. Pirates and extreme planets set to common to spice things up. I choose only a handful of opponents too, maybe five majors. But be warned, this is a set up for a longer game.

4 Replies 7,419 Views

[quote who="Annekynn" reply="2" id="3587022"] Ive had the same problem, even with 1.2. Theres a simple workaround: while youre stuck, just save your game, and then reload that save. Youll be at the beginning of the new turn you were supposed to be at. [/quote] I can not save, the option is disabled. The only active options are "resume, options, retire, exit". I checked all the ships like the forum threads regarding this bug suggested, but no luck. I also declared war

70 Replies 318,911 Views

Correction, it probably is a little different. I found this thread, which describes the same behaviour I have: https://forums.galciv3.com/471191/page/1/#3586984

7 Replies 12,191 Views

I have the exact same problem. The turn button is active. If I hit it, the game does some ship movement. A greyd out "idle ship" info apears on the turn button and I can tab through that with the short cut. I actually can issue command to three fleets and upgrade a starbase. After that the game hits the "wait"-status described by MottiKhan. I too can only exit and have to kill the process with the task manager. This is the save game (zip file): <a href="https://drive.google.co

70 Replies 318,911 Views

I too lost a game that way hundreds of turns in. The game started with 1.2, the bug occured with 1.3 opt-in (no, opting out didn't help). I checked all the ships like the forum threads regarding this bug suggested, but no luck. I also declared war on everybody - I saw my ships move and the AIs attacked my fleets ... but at some point the turn still got stuck. So I suspect an AI ship is the cause.

7 Replies 12,191 Views

[quote] Colonies are sortable by name [/quote] Thanks a lot for this. This may seem like a minor thing, but for me it is a huge matter of convenience ! ... but please don't stop there, every list needs a sort by alphabet option.

92 Replies 116,452 Views

I don't get it. People complain that it is to easy to over specialize planets but if a planet does not get 100% perfect stats and all possible bonuses they also complain. How about you don't see it as "sucky" but as challenging? Because with all paradise worlds with 30 tiles and 100+ production everybody can win.

3 Replies 13,817 Views

[quote who="Frogboy" reply="7" id="3585145"]In GalCiv II, you could go to the details of any planet and get all kinds of information about it. Stats, a little history, man on the street, etc. What we want to do with GalCiv III in the long-term is move it more so that players can make each planet feel unique and interesting but also do it in a way that doesn't require a lot of work on their part.[/quote] Yes, yes, yes! Planetary history, alien on the stree

44 Replies 219,312 Views

Thanks for this clarification and look into the future, frogboy. This post in combination with answer #7 in this thread "Why getting rid of the wheel won't fix the problem." really put's my mind to ease. Now I'm not afraid anymore that the death of the planetary wheel is just a cheap way out, but indeed a well thought through decision and hopefully a step towards an even better game. Also I'm glad to hear

18 Replies 35,438 Views

[quote quoting="post"]We ARE going to get rid of the per planet spending wheel. ... In its place will be something different. We'd like to hear what YOU would like to see in there.[/quote] As stated in the thread "The doing away of the wheel" : The ability to control something puts me into a position where I get the feeling I'm being able to play around, explore and figure out stuff. To pla

95 Replies 588,360 Views

Thinking about it more the following aspect comes to mind: The ability to control something puts me into a position where I get the feeling I'm being able to play around, explore and figure out stuff. For example the ship designer allows me to figure out that I can build a constructor without engine to make a cheap constructor, which is advantageous if a starbase next to the shipyard needs to be build. The planetary wheel allowed me to figure out the example with the const

36 Replies 112,539 Views

On a practical level the wheel allows me to quickly change the planetary mission instead of waiting 30 turns before the changed buildings are done. The best example I can think off: It doesn't make sense to put industrial worlds to 100% industry all the time. Let's say an industrial world is building constructors - that can be done with only 20% of the manufacturing points the planet can produce per turn. So the wheel goes to 20% production and 80% money, granting me a few hundred ext

36 Replies 112,539 Views

[quote who="Kreissig" reply="6" id="3585013"]It has already been stated that "the wheel" is not in keeping with the spirit of the Galactic Civilizations franchise. Full stop. There therefore is no point in asking them to keep it. [/quote]Well, there were times when people complained about it and the developers said "Tough luck, the wheel stays in." So there is always a point in asking for something, you just shouldn't expect that they actually give you what you want. Al

36 Replies 112,539 Views

I remember this problem from GalCiv2. Apparently GalCiv in general has the problem that you can reach a point where your empire is so powerful that nothing challenging remains - and unfortunately this point can be reached long before you achieve the victory conditions which results in a tedious endgame of mopping up. I remember in GalCiv2 not even bad mega events like the Jagged Knife could endanger my victory after reaching that "point of no return", because even with loosing half th

10 Replies 43,382 Views

I don't understand why the wheel has to go. Would it not be a far more better solution to integrate tools that allow you to foucs planets more efficient, but also keep the wheel if the player chooses to micromanage? Why not have three buttons like Annekynn suggests, but the buttons set the wheel? There are also other possibilties to ease the micromanagement problem without taking away the option to do the micromanagement. I understand the issues people have with the w

36 Replies 112,539 Views

It would be very helpful if the name of the rally point would appear an the map under the arrows that show where the rally point is. I often tab through the "idle ships" with a zoomed in view. So all I see at first is an anomynus rally point with ships on it. Because there is a fleet selected, the bars (? how is that area called anyway) at the left bottom corner only show information on the fleet and don't show the rally point name either.

1 Replies 4,882 Views