Yeah....I'm with you on the last sentence. I am cautiously optimistic about M.O.R.E. from the Polish team. An Indie title for sure - and with a low budget - but I hope it turns out well. I also really like the GC games, and I hope some good modding will continue on this game.
Kreissig
This is a great idea - even if it ends up as a mod. (I hope at least it will end up as a mod)
The Influence zone in this game is a big deal for the developers as it makes their game unique. I think its here to stay as it is.
Someone has taken action on the economy and AI specialization fronts... Here: https://forums.galciv3.com/471184/page/1/
[quote who="marigoldran" reply="13" id="3586673"] We need to diagnose the problem before finding the right solutions. The problem is not unknown. I should have written that an argument about the "definition" of the symptoms would not solve the problem. However, arguing about the symptoms of an illness has never cured anyone. Only action matters. A German saying is roughly, "don't fight with your arm, but with your head".
You don't own territory in this game. That border you see is an "influence area" and differs conceptually from a defined empire border.
Arguing about the symptoms does not solve the problem. Since there are multiple threads discussing the economic model/system in GCIII, my hope is that it will get some attention from SD or at least modders - like Naselus or others - with the skill and heart to tackle it.
1. I always like the ability to trade with another empire - and have that trade be subsequently effective in providing a relational bonus. Treaties that worked. 2. Several hundred - whether its playing the Total War series, Sword of the Stars or Gal Civ games. 200 to 400 is great fun! To be able to come back to it after work and some thought about future strategies - mind that I mean as a Galactic Leader, since I tend to prefer to add "What would a leader
Naselus, I have a small question. (I apologize for not continuing the flow of the special projects bug discussion!) I have spent the last few hours reading through this thread about your mod. Thanks for guys like you who put in the hours, days, years on this kind of thing! Do you think this mod is "optimized" - or maybe another word is a better choice - for the largest map sizes, yet with scarce recourses? It seems to me it would still be great strategic
[quote who="Tetrasodium" reply="26" id="3586009"] The I'll folder should go in documents\my gsmes-\galciv3\mods\ not the steam galciv one. The constructor module has the raised vodt, not colony module. It's not currently compatible with the 1.3 opt in because there is soo much Flux with its 3 or in progress state . Once that chsngee, I'll update it for 1.3 compatability [/quote] Tha
I can't seem to get this mod to work. My work sequence: I have downloaded, unziped and placed the files in the directories they are supposed to go in. ( I double checked by looking at the game files) I have enabled mods in-game, then exited game....restarted. All to no avail. I know the mod is not working because I first check to see the cost of the "Colony Module" and it is always 27. It should be 108 with this mod. Most of your files
[quote who="marigoldran" reply="3" id="3585616"] Fox News is pretty supportive of the previous president. As long as you act like George Bush those propaganda centers work just fine. [/quote] With that rhetoric, all news agencies are propaganda centers in the United States for sure. Which is clearly not the case, they are more focused on propping up the US system, rather than any one leader...like a state-run media system wo
Hmmm...
Uh..."you (as the president) trying to get your democratic government to do what you want them to do and sucking up to them and building planetary propaganda centers like Fox News (so you can influence the press) so they'll listen to you." Fox News is definitely not in support of the current president. Pick a better example.
@ Tetrasodium - To be honest, the United States began preparing for a major war way before most people are aware of. Read the Washington naval Treaty of 1922. The particulars are very telling about where the US wanted to be positioned in the new global situation - industrial, powerfully interconnected world that it was becoming. <a i
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.
People like to play however they like. I say...more power to you if you like the play style you've chosen above. However, since you have posted this, I'll make a suggestion. You could try to add some RP to your game. Try playing/thinking as a leader of some race that has far less info than we are able to access, and not do things like building a ship full of galaxy viewing sensors. It can be quite fun as well... I try to set my own house rules ins
I would like to second this: If you are going for something different and the theme is going to be "less micromanagement", how about turning the buildings vs. population the other way round? In the current system you have a population that produces "generic work" that is then split with the eco wheel and then these are affected by the bonuses from the buildings. The need for the eco wheel comes from the basic setup that you have a population generating the base points. What if it