Very good question. Also, I don't see a problem with some stacking - after all, a single top tier production building gives the same kind of bonus 4 or 5 starbases would at maximum development, compared to some other bonuses starbases are almost marginal atm.
ExNihil
we are in the era of google my friend, i suggest using it next time: http://www.skyandtelescope.com/astronomy-resources/how-many-stars-are-there/ http://www.space.com/25959-how-many-stars-are-in-the-milky-way.html
Well, it doesn't seem to bother you as far as shipyards are concerned and these receive bonuses from planets that are substantially further away. Also, if this sudden peng of realism is the issue, consider that using the same scaling system the Milky way should be roughly 70,000 hexes across and 20,000 hexes deep and of course contain something like 100,000,000,000 stars.
Hi, will there be another opt-in patch soon?
Sign me too plz 😃
These would be helpful, no doubt.
Defintely need to scale this one down, or else allow the AI to do the same - it's just ridiculous when I can mass spam sensor ships with 20+ sensor radius or create sensor augmented colony ships early on, while the AI is spamming huge fleets of rather worseless scouts. Why not limit the amount of hardware of a certain type that a given hull can carry? Also, why not limit the size of cargo hulls and tie it to tech - you want a huge cargo hull with a size of 100+? res
Well, this is all well and nice, but the size of the bankroll is directly tied to the amoung of income you have, what I am talking about is making the possibilities of spending your dosh more versatile and flexible. Being able to accelerate certain things using money will also scale and will also be dictated by the enviornment and immediate/longer term objectives. For example, if rushing something that has 4 weeks, i.e. an x amount of production costs 1000 credits, and something that has 8 we
Ok, here are some ways to limit Starbase spamming abuse while still allowing multiple starbases: 1. make x amount of planetary population within the operating radius of a starbase a prerequisite for the construction of a module. For instance, only a single economic module can be constructed for every 15 planetary population units. For example if there is a single planet with 10 population than you can build only a single economic around it. Alternatively, it can receive the benefit of
[quote who="econundrum1" reply="4" id="3558489"] I agree with you on this but that's actually how I like it money for moneys sake is a bit dull and most of your suggestions would make money far the most important thing in the game. [/quote] Well, money for money's sake might be a thing in RL but in this game it simply a resource that is interchangeable to a degree with other resources, namely production in this instance. It would be (in my opinion of cour
As of version 1.02 this is still there.
Thanks! I understand why there is a need to limit starbases, but there are more flexible and surely better ways of doing this then a rigid x hexes rule. In fact if you guys are up to it, I think we can think of a few other ways to limit starbases that fit the bill better :). I will do so once I'm back home in a few hours.
I agree minor races are currently boring, and would love to see them made special and interesting. I made a post with some suggestions concerning money, one of my suggestions was the ability to outsource projects to 3rd parties and to buy unique ships and such from minor races using a new market tab.
Proposed Features: In my opinion the game is currently heavily biased towards Research and/or Production in comparison to Credits. I would like to make a few suggestions and would love to have some input on these from the community and the dev team. I suggest that credits will be used to accelerate and/or enhance any of the other “resources” or “outputs” in game: Production, Research, Influence, Growth and Food. For instance, one way to do it wou
you are, can you as a player initiate contact without having UT? no... hence unfair.
Well, return to the OP and read my input, clear enough regarding the point that the AI is able to trade without the UT tech.
Look its fairly simple: I encountered an alien faction, something like turn 8, and it didnt have the Universal Translator tech. How do I know? because a turn later (turn 9) I get a trade offer from that faction which asks me for Universal Translator in exchange for 130+ credits. This should not be possible - how can a faction that does not have the tech offer a trade? Answer, because the AI is able to trade without the Universal Translator tech. I am using version 1.02, latest build, btw.
It crashes quite often, in loading screens and once or twice in a menu. Here is what windows says: Problem signature: Problem Event Name: APPCRASH Application Name: GalCiv3.exe Application Version: 1.0.2.6 Application Timestamp: 5568ac10 Fault Module Name: ltc_game64-96675.dll Fault Module Version: 1.0.0.1 Fault Module Timestamp: 555556ba Exception Code: c000041d Exception Offset: 00000000000943ab OS Version: 6
Look, when the AI wants to buy Universal Translator from me it means it doesn't have it. Then I see it tech trades with another AI - which also has no universal translator.
Well, I have played several games in which I encountered the AI very very early and it did not have the Universal Translator because I could sell it to it. Last game I encountered the AI on turn 7 and on turn 8 it sent me an offer to buy Universal Translator for a 130+ credits.
AI can trade without Universal Translator, this is stupid and unfair.
Hi, It seems that contact with alien species only happens once you encounter an alien ship (or perhaps station). If you only encounter a planet by an unknown faction it does not initiate contact, at least it hasn't for me in a few games now using 1.02.
Hi, I'm using version 1.02. In game when I encountered a costum faction it does not make contact or appear in diplomacy. Please see the savegame and factions I am using in the following link: https://www.dropbox.com/s/kajrqkrnbfnr1rz/Save%2BFactions.zip?dl=0
Well, I'll give it a go [e digicons]:)[/e] . Here are a few factions - I tried to write down interesting concepts and be consistent with the sci-fi feel of the game. https://www.dropbox.com/s/bh4t3gf0ci9bzzx/Factions.7z?dl=0
Well, I'll give it a go :). Here are a few factions - I tried to write down interesting concepts and be consistent with the sci-fi feel of the game. https://www.dropbox.com/s/bh4t3gf0ci9bzzx/Factions.7z?dl=0