[quote who="Larsenex" reply="30" id="3638573"] Quoting Borg999, reply 29 I remember advocating for espionage in GCII.once implented, it just didn't mesh with the rest of the game. Of all the features mentioned, I would put it on the bottom of the list. &n
Ragic
loving this mod so far. thank you. by any chance is it possible to increase the size of the icons for colonized planets when the map is zoomed out. they were much bigger in galciv2 relative to the other items on the map and easier to see. in galciv3 they get quickly lost among all the other icons.
I think the anomaly frequency and effect is ok but I wish they were better guarded with ships of all weapon types. I also think the precursor planets are way too common and should all be extreme planets. I wish there was a slider or something in the map set up.
I wish some disputes between factions could be handled by UP vote (thus forcing us to pick sides). the way you vote would be remembered. and you could bring up an issue to the UP for a vote (contested planet or whatever). also wish there a way for factions to petition to get back into the UP after leaving it.
I guess I'm in the minority but I like having a reason to click on my planets each turn. I don't want everything controlled via universal commands. The planets feel more important to me that way. I'm just afraid you want the game streamlined for rediculously large maps to the point where the game can be played from a spread sheet. Don't lose the immersion just for efficiency.
Do Space Balls next. Plz.
i had no expectation that gal civ 3 would be released in a state as complete as gal civ 2. When you hear dlc you have to kind of know by now that means they're going to develop it as they go, more so than just regular patching. But wouldn't you rather have the game earlier and watch it develop (and have a say in how it develops) rather than have it released when 'it's ready'? I have no doubt that it's money well spent and the game will only get better over time.
But by the time you bother to upgrade everything the enemy fleet far surpasses it. Which means you shouldn't bother upgrading star base combat. Even adding a defending fleet doesn't really help. The attacker has to fight the fleet first true, but the star base doesn't really help in that fight. IF star bases started the combat in between the two fleets ( say in the upper middle of the screen) then the star base could fire earlier and more often and those upgrades would be worth it
starbases only become sitting ducks later in the game when larger fleets are roaming around. that's ok. but when there is a fleet defending the starbase, id like the starbase to assist in the fleet to fleet battle, not just sit behind the lines until the defending fleet is destroyed. you could position the starbase in the upper middle of the combat screen between the two fleets so that the starbase can fire earlier and more often (it should still be lowest target priorit