ChaosGuy
Nope, tried it & still no luck here :-/ I haven't had the 'not loading' issue & most of that mod is quite good, so its kind of a shame. The tech tree changes are quite well written and the designs are cool looking, but in not recognizing the ship names, I don't get awarded any bonus ships whether from events or ideology choices (game doesn't seem to recognize them even in the design folder). You can play around this but its
I'm with Larsenex, its a better game as-is. Still, it’s nice that Brad has a bigger plan as we’re just going in circles here in this thread I think. The idea of a “hard” political border is a fiction. History is full of examples where war broke out after someone crossed a border, but that’s because a) they got caught doing it & b ) the other side felt it warranted going to war. <p
Interesting ideas. Reconnaissence gives a scout ship at each planet you own-- I was expecting to get one at the starbase, not one per existing planet. Not sure thats what you had intended?
Yet again, influence isn't a border and you don't have force fields protecting your "zone". There are always open borders treaties, to solve a lot of these problems, but if the "possession is 9/10 the law" scenario (meaning who can get their 1st with a gun, regardless of what a map says) isn't to your liking, then you're not much for history. I like the challenge of having to figure out how to allocate resources to make sure the things I 'claim
When the French were initially defeated by the Germans in the 2nd World War, a significant portion of their military assets went over to the British, not the Germans, in fact their entire naval fleet couldn't decide who they should join when the land forces were defeated (until the British made up their minds for them) so there is a precedent for the existing method. So, you're going for making it a more enjoyable experience for you as a player, I get that, but you're also
Hmm, seems any "gift" ships do not appear-- whether Ideology or ships from debris fields. Nice work overall though.
So wait-- now we DO need transports? This was just a troll post wasn't it?
[quote who="marigoldran" reply="5" id="3561701"] The point is you don't actually need to even go to war to win the game on the larger maps. That's how broken the mechanics currently are. And did I manage to hit a nerve? Oh I'm so sorry. I apologize for hurting your feelings. ... Would you want... a snuggler colony? [/quote] I don;t think you hit his nerve, I think he was just pointing out t
Posting to pretty much agree with and re-state the three main points made already: 1) Thanks for making this thread Frogboy! While its possible you may take things in a different direction from what's discussed in this thread entirely, being open to the idea that the players might actually have useful input is quiet nice. 2) The Trade imbalances that even "beginner" players can take advantage of need to be addressed somehow. Particularly the "trade strate
Hmmm then perhaps something isn't right with the abundant setting. i see another thread out there with someone surprised how few stars spawned when he set it to "abundant" for that. Still, 12 major and 4 minor races on a huge map (clusters) do make it seem busy so much so that if I had gotten say 9 black holes instead of just 5 I probably wouldn't have thought it was lacking, but yes, 12-13 was what I would've expected as well.
Impressive work! The ship designs are very creative and the tutorials are quite helpful. Are any of the races available to download yet?
Didn't know that, but seems like they've swung it hard the other way then. A single ship of 2.5 pop attackers has a very good chance of taking a 10 pop world. Again I can work with that from a fluff stand point since just to attack, the attacking fleet has to have air-superiority over the target world (space superiority?) which can allow a smaller force to deal with a bigger one. But the attackers should at least get more attrition though if nothing else changes. &nb
Hmmm just found this in another thread: http://galciv3.gamepedia.com/Ground_invasions So, based on how its set up-- the more developed a planet is the less likely it is to defend itself... (because you divide defense by the number of tiles). As development also tend to correlate to population, the argument could also be presented that the more population and factories a planet has the less
Since there doesn't seem to be a link on this anywhere-- does anyone know how planet defense works? (Are we sure its been turned on?) I had a recent match where I had planet D at 10%. Enemy attacked with a single transport ship, had 'Soldiering" -- looking at the numbers, my 10% planet D cancelled his 10% bonus from soldiering on his side of the ledger. That left 2.5 pop attackers versus 2.6 pop defenders (out of something like 9 pop, multiplie
Not sure either, but as you note, from the math it's most likely that 0% defense. Which could make sense-- as having 8.3 million people who are willing to fight but have no stored weapons to do so versus 5.2 million well armed soldiers is very likely only going to end one way. Still, probably needs to be tweaked in that even though they wouldn't win, the civvies could still cause a decent amount of casualties.
Is there a way to tell which parts these are when designing a ship? I just wanted to be sure my game had downloaded that from Steam.
As a long time 4x / TBS gamer, I'm not sure I'd go so far as 'best' but I think you can make a really strong case for in the top three. I'm new to Galactic Civ and I found my first 20 turns of my first game to be "meh", but I played a little longer and sometime after the 30 turn mark, the "one more click/one more turn" monster got a hold of me and hasn't let go since! I really like the design choices and direction the developers have picked
Well, no offense, but this is not Star Trek (as cool as such mods may be). And I've got two words for you: "Guantanamo Bay". Regarding that military base, ask yourself-- who's country is it in? Who actually owns it? & Are they historically friends? For those playing at home, the answers are Cuba, America & No. (Its a long convoluted history, but in essence, the Americans got there first). What the real issue is, from a playe