AChallenge

AChallenge

Joined Last seen Member # 6271813
7 Posts 80 Replies 687 Reputation

[quote who="Space Cadet Stimpy" reply="17" id="3682751"] ... Snip ... Otherwise, don't call it an ideology system - doing whatever you want, whenever you want to get immediate or long term benefits for your civilisation is not ideology. [/quote] It is an ideology. It's called Pragmatic .

24 Replies 153,732 Views

[quote who="erischild" reply="9" id="3682283"] I believe in the concepts of primary Ideology and Ideology purity. As you accrue Ideology Points, whichever major Ideology has the most of your points is your primary Ideology. That is how you get diplomatically labelled. The ratio of your primary ideology to your total points is your purity ranking. This raises your diplomacy rating with factions of the same ideology and lowers the diplomacy rating with the two

24 Replies 153,732 Views

The two simple solutions to this issue are: Trade for it; Take it from someone else with that Fleet of ships you have hanging around your home world to impress the locals. Why do so many people think everything needs to be "balanced"? Obtaining resources is just part of the challenge.

5 Replies 9,274 Views

[quote who="Seafireliv" reply="3" id="3682598"] I have the Steam version too, but hate being chained to Steam. My internet goes and my game goes. Also less resources being used up by the Steam client, I`m old school, etc, etc, etc. [/quote] I get a "play off line" option for most games when that happens. Does it not work for GC III?

9 Replies 57,238 Views

[quote who="Taslios" reply="6" id="3682603"] Easy current solution. Queue Station Garrison then Queue Aid Research or Aid Economy. They only repeat if there is nothing else in the queue... [/quote] Problem is that won't tell you when your list of production requests is finished. There was once a list that told you what had been finished on each colony and shipyard as production finished. The was such a convenient feature, I knew it wouldn't

10 Replies 14,101 Views

Yes. You need to manage all of the spooks without having to reopen the screen every time. Not changing selected sorts for lists (ships, planets, Star Bases...) would be good as well, but at least the info list you selected stays on the catagory.

3 Replies 34,363 Views

A small investment in a new concept called DOCUMENTATION could help. They have these things called Tech Writers who can do that. (I used t be one and I'm sure they aren't extinct yet.) The game is completely different than it was when it was released, so I think it may be time for what seems a small investment to give people a chance to understand the newest version.

86 Replies 374,323 Views

[quote who="Mystikmind" reply="1" id="3651897"] Well the ships defending the starbase always fight their own battle when attacked. Only if the defending ships are defeated, will the starbase get involved. Its effectively a 'separate' engagement. [/quote] A major flaw in the combat system, IMO. The defending ships should never attack an incoming fleet beyond the umbrella of the station's weapons. That's just damn stupidly suicidal.

6 Replies 7,289 Views

[quote who="Mystikmind" reply="2" id="3651898"] Goodness me, do you think American forces knew how many planes they had on their carriers during WW2?? [/quote] Sorry, couldn't let this pass... Yes, the US knew day to day the number of planes on a carrier: and the number of nuts, bolts, forks and rolls of TP. Someone is accountable for every bit of inventory in the military so it must be kept track of.

9 Replies 8,603 Views

Remember the list of things that happened, were built on the turn, or just needed your attention? (Like foreign ships in your space) Put it back. It made it easy to keep track of where each of my 40+ colonies and shipyards were focused.All I get now are a bunch of "Idle Colony" or "Idle Shipyard" notices. When I've got a half dozen or more colonies all finishing production within a turn or two of each other, especially if I'm shifting focus from say econ to research (or any other chan

52 Replies 51,094 Views

Starting out I try to research hulls up to medium and provide them with a single weapon system I research beyond the base level. (one or two additional levels if possible). Which ever one I choose -- and it changes game to game -- is my primary weapon type and make up the Big guns of the fleet. I research advances in the other two as opportunity permits and use them as secondaries. I rarely have all three types on the same ship until I get huge. A Battleship needs a lot of variety. <br /

16 Replies 41,959 Views

Population provides the raw numbers for production, research, money, etc. The facility (labs, factories, econ buildings) add percentages including both a basic level and an addition for each level of building. Power plants, the database and other special additions like the associated capitol (manufacturing, research and financial) add to both the base number and percentage. You are taking the output of the populace and using the buildings as force multipliers. Building doesn't cau

5 Replies 16,554 Views

I like the game too admiralWW, it when I can't delete unwanted saved games, ship designs and so on, even if I wade through the folders to do it, functionality isn't what it should be -- there's a button for that, but it doesn't work. The economic model changed from Planet-centric to strategic and back, and the AI governors need to go back to school to learn how to develop specialized planets. I do like the game. The interface is good; ship design is fun and varied; the

12 Replies 13,990 Views

I agree military starbases need more purpose than a place to store a defensive fleet, which they do very well. That is the reason those castles mentioned earlier (and towers as well) protected a region: available troops could work to repel raiders and had a secure location for rest, repair and resupply. With this in mind, I agree there needs to be a way to deploy against encroaching ships, but it should be ship based. It was the troops in the castle, not the castle itself that threatened inva

22 Replies 29,414 Views

After wading through five pages of commentary I have gained enlightenment. @Janhardo As Darkscis mentioned every strategy has its own specific requirements to succeed. The expansion strategy Marigoldran is trying to explain means you want to be what I call a hyper-expansion race. So in the race design you want to select those traits, skills and talents that improve population growth (on which production/research/economic numbers are based). Expansion traits that increas

160 Replies 413,526 Views

It comes down to what you like to play. As you noticed, population (race) density is what matters. If you want a deep-space resource-grab game your optimal would be different than if you like long development and late wars. You don't need to invade planets to have a war over usable resources. Currently I'm using a Large Galaxy with eight races including my own. I think the set up I used for this game is a little too under populated: Abundant Stars and planets with Habitable Pl

3 Replies 15,566 Views

I like this idea. Just being able to rename rally points and such would be useful. Naming map features would make organizing the empire's expanse much easier.

6 Replies 6,451 Views