I just got an update for the opt-in.. i wonder what they fixed :O. guessing the Soak issue in the campaign
00zim00
There is no right or wrong way to build, unless you place nothing but farms I guess lol. One thing that I find most people make mistakes on with new planets is that they try an focus to much on what they think they will need later and not what they need now. I tend to always build factory's early on no matter the planet and also a hospital to kick start them. Then I go back an focus it once I have a full pop and decent base production. If your really wanting some help with that th
There is already space monsters, have you had a look at the pink blob minor race :0 eek!
The iconians with the starfaring trait were initially supposed to start inside a nebular. But for whatever reason that didn't happen. I'm guessing the devs themselves had issues with it and so there is no way to do it until they get around to implementing it.
[quote who="Island Dog" reply="3" id="3552737"] I recommend Sins: Rebellion. https://www.sinsofasolarempire.com/features It has all the features of Trinity and then some. [/quote] Thanks Island Dog :D! You should ask marketing to make a pack with all the sins in it :P, or at least make the steam page more clear in the differences. The list of features is hard to understand if you have no understanding or beari
So does rebellion include all the basic changes in Trinity then? Or do they have both different features? I'm not so fussed atm about mods or anything, just want what is considered the most complete edition in one purchase.
[quote who="Starchaser12" reply="5" id="3552690"] Worf smiled. Now and again. [/quote] True, but he is half human.. and he didnt do the Grinch smile like the Drengin do :P
There are a lot of talks about what should be in the DLCs they plan to release. And sure we could get a ship pack, or a new portrait pack. but really most of these are just things that can easily be added by the player or modded in.. what cant be added by mods easily (unless im wrong) is racial abilities. Would love to see a few racial ability DLCs, they are what really make custom races unique, and would add so many extra possible combinations.
Is there a complete pack with all the Sins of a Solar Empire expansions and DLC included in one purchase? Im kinda confused on what im supposed to buy on steam, there is the Sins of a Solar Empire: Rebellion purchase option and also Sins of a Solar Empire: Trinity. Does Trinity include rebellion. Does it include the DLC? Are they two completely different games? :P?
They should have a more Neutral smile i think.. that's freaky.. reminds me of what a Klingon would look like trying to smile :P it just shouldn't happen Lol
Sadly it can be a hassle, but sometimes necessary. On a tight cluster map with most the space empty I have to fill the void with bases to claim the 75% I need for victory.
Could maybe a Dev chime in please, seems most people are confused. Unless a person who knows how to mod can check in the game files or something :p hate to think they are just broken..
The first culture upgrade adds a flat +1 culture per turn. But the other upgrades just seem to add +% values, does the % of influence just effect planets or also the starbase itself. And can two starbases buff each other?
Is it possible to add in the mod a natural bonus to disposition between some factions. Taking star trek for example, make the Cardassian naturally want to side with the Dominion and the Breen. have the Romulans hate the Vulcans. Things like that. That way it gives them incentives to have a more "natural" ally structure that follows the show, but dosnt simple force them into a team alliance at the start which prevents natural progression of backstabbing and things. Also is it
Double Post....
[quote who="Mohobie" reply="3" id="3552064"] It's not practical, would require alot of added crunch in between turns [/quote] This.. Now don't get me wrong, on paper it does sound cool and I really wanted it when the idea first came up, but there are many things to consider, unlike other games doing this would have some large consequences due to the nature of how the game play area is used. basically it has been brought up before and after a basi
You only add the treaty from one side of the table, eg. If I add it from my side the treaty automatically affects both of us. You don't have to add it from both sides for it to work, each treaty is automatically two ways.
[quote who="Bloodlust1983" reply="35" id="3552231"] Quoting 00zim00, reply 34 https://forums.galciv3.com/464542/page/1/#3544558 Check o
[quote who="Bloodlust1983" reply="33" id="3552156"] I've come to conclusion that pirates should be rebalanced too. Maybe give them a later start tied up to some check-event like "races have colonized 20% of planets" or "someone invented galactic warfare tech". First check will allow the players to have the chance to grab some land before pirate shipyards start to appear and the second will let them have a fighting chance by been able of producing armed ships. [/quote] &n
[quote who="adamb1011" reply="36" id="3552142"] Any news on if the Altarian tree lacking terraforming options is a bug or balance choice? [/quote] Last dev stream with Paul he said that it was a choice he made... but he might add it in for them. no promises but it seems likely :P
[quote]1) You can build colony modules on tiny ships for only 38 manufacturing cost 2) You can build ~12 sensors on a cargo ship from turn 1 and reveal most of a medium galaxy 3) You can build ships that have more mass on them than is allowed [/quote] 1) it does sound odd i know, but if you have enough miniaturization you can do that later in the game. Although it shouldn't be happening on turn one, if that's what
[quote]Instead of your production reducing the buyout cost of a ship or tile, when you buy out a ship or tile you just pay all the cost and waste all remaining production for that turn. It doesn't get stockpiled for the next turn of construction. [/quote] i didn't notice this.. but that looks like an oversight of the devs.. im hoping its on there bug radar and not considered a "feature" [quote]With tile buyouts you pay the remaining manufacturing co
Hopefully in the 1.01 patch where it says they added "General AI strategy improvements", it fixes or at least helps in some way what the AI doing, like not colonizing. But since it was annoying me in my game I did some tests and this may just be a coincidence.. but I was able to fix/kick-start the races I was noticing that at a point had stopped expanding. Now there are so many odd factors that contribute to this, so it could be just one of them or some combination of it
[quote who="Arumba" reply="2" id="3552086"] -Cultural festival adds a 10% for EVERY one you have on ANY planet. Not just the planet you have the project on. Eg: I had a 40% Bonus to culture from "Cultural festival" instead of the 10% because I had 4 different planets with culture festival running. Actually you get 10% for every 10 production spent on it, rounded up to the nearest
Some have been mentioned in other posts, but here is my list of Bugs for 1.0 (Not a Bug) -Cultural festival adds a 10% for EVERY one you have on ANY planet. Not just the planet you have the project on. Eg: I had a 40% Bonus to culture from "Cultural festival" instead of the 10% because I had 4 different planets with culture festival running. Im not sure if its just a tool tip