Hi, 1. If you delete (in game, via obsolete / delete in designer) the core designs for colony ship and/or constructor and then pick up the first tier ideology trait that should spawn either a colony ship or 3 constructors, these do not spawn. I have tried this on a few different games. * I would like to ask for the possibility of restoring obsolete designs in game. 2. If you use the intuitive trait, which i do, and save the game on t
ExNihil
Well for me a community is important, really is the only way to get dome really got players. I agree that simultanous turns are the biggest problem, also need a turn timer and to be able to edit the game description.
Hey Guys, I'm generally a fan of the game series, I am also a hardcore MP gamer - focusing on strategy games of all sorts. I was very excited about GC3 getting MP support, which probably accounts for something of my disappointment. Simply stated: the multiplayer is horrible! No proper configuration (turn timer, transparent galaxy configurations, password lock on games and so forth) and the "community" is a. very very small, and b. composed of jerks. Unless MP will u
ok, what builds are you using? By the time I get tourism I usually developed my core worlds to the point that I won't bother with rebuilding for tourist bonuses. As for trade- I usually take -2 diplomacy and I get on wonderously with everyone without trading. In general I find money to be quite a bit worse than manufacturing. Trade could be made better by buffing research, growth and influence.
Hi All, I got to play this game on SP for a few dozen hours and I would like to make a few suggestions / ask for a few features. I'm sure most if not all of this came up in other threads, but I am too lazy to go digging up for these threads. Ok, here we go: 1. Automation: Micro-management can be fun, for a while, but there really is need of some serious automation to be introduced. I hope for some (programmable)-preset based colony automation, but other auto