I haven't kept up with Switzerland's politics over the years, but "back in the day" they required every male citizen to do a military stint and every citizen was armed. They are not an example of a country that had no deterrence. They may have gone the extra mile to avoid war, but they made it clear to everyone that they would not go down easy if war was forced on them.
Franco fx
I like peace as well, but peace is impossible without a strong military. You have to build up your manufacturing capacity and build enough military to stay a little ahead of the AI. You may still have to fight but at least you will win, and it will be fun. :) Edit: Rereading your post it appears that you do not want to build a deterrent military. I may be wrong but I doubt this is possible in this game, or in real life.
What you say may be true but it deserves more specificity. My starting surveyor is substantially stronger than a typical pirate fleet and it will always win an encounter, but it will not win without taking damage to hit points. This seems to disprove your generalized comment. What exactly are you sending and what/who are you going against.
LOL, Brad says on livestream there will be no nerfing of sensors. He builds them himself all the time.
I buy a lot of lower priced games on impulse, (no pun intended), and most are a waste of money that I ultimately regret. This was the most I have ever paid for a game and it was worth every penny, if they stopped adding stuff today. Congratulations on the release and I wish you much success.
I am happy to come out for better sensors on star bases. I do not like leaving modules unbuilt because they are not worth the effort and star base sensors are worthless at this time. I think you should get 8-10 radius at the highest tech level.
I really like the idea but I am pessimistic about seeing it any time soon.
Well, my strategy is not very creative. It is based on staying ahead in tech and presenting overwhelming force. If I am behind in tech and don't have superior production capability, I am probably in trouble with a competent AI. The GCIII combat innovations that seem most important from a game designers standpoint, are the support ships. I have not yet been motivated to explore this strategy, in spite
Will the parts include logos that can be placed on the ships? I have missed that from GCII.
[quote who="AlLanMandragoran" reply="108" id="3548238"] Perhaps because planets are spheres, not squares, and they orbit stars due to gravity. The point: the game is built within a universe that mirrors core fundamentals of our own universe. Realism is part of this deal; to what extent is subjective. Projectile cannons shooting unicorn horns or laser beams shooting candy canes might score a 0 on the realism factor and a 10 on the fun factor, completely subjective depending upon
I updated (edited) my previous review. I hope this will work as a new counter
I have seen them dwindle to almost none and suddenly they are all over the place. I am not sure how they are programmed to appear.
1. I don't care for the pirates. They are one dimensional, boring, and a general pain in the ass after 50 turns of dealing with them. Not a problem though, some like them fine and I can turn them off if I wish to. That's fair, as the AI says. 2. I am sure the ideology works great on abundant everything but in the more sparse games I play, it takes me 150 turns to activate 1 line of traits. I don't consider this much of a problem, if it were faster the insane map abundant p
[quote who="Kordanor" reply="93" id="3548158"] Now just a hypothetical question: Would you like it if current missiles did 100 times the damage they currently do? And if no, why not? [/quote] I wouldn't like anything that was rammed down my throat. The sensor ships are optional. You can build them or not. And...no I would not care if some player wanted to build missiles that would blast anything out of the sky from turn one. Apparently, you can mod, er
[quote who="JorgenCAB" reply="86" id="3548126"] I also have no problem simply ignore stacking sensors on my ships, the AI really don't do this anyway so I don't feel the need to. I always play with some kind of modded files so scoring is really of no interest to me, neither is multi-player. [/quote] I wouldn't call anyone arrogant if I had been arguing this point while using a modified game. :) I apologize, I thought I was debating an adult.
[quote who="JorgenCAB" reply="81" id="3548061"] please give me ONE reason to put sensors on stations and NOT use dedicated sensor ships instead [/quote] That's easy, You don't think sensor ships should be in the game. That is a perfect reason. You could always put a sensor ship on a star base and pretend they have powered up the star bases, or not. This is all about pretend you know. Read about cognitive dissonance and see if you underst
[quote who="Kordanor" reply="77" id="3547965"] if you do not use Sensor ships, you are a shitty player. You will never be able to compete with a player who utilizes this possibility. [/quote] First of all I do not agree that they are the huge factor you seem to think they are. I only started using them in the last 3-4 months and my performance in games has not dramatically increased. I don't get the competitive thing if you are speaking of single player. If you
The bottom line is simple. If I don't want super sensor in my game, I don't build them. BAM! that works, and I can still hate those who do. To insist that sensors don't stack is saying. I don't like them, I don't build them, and I don't want anyone else to build them either. That is childish, cognitive dissonance. The sensor buoys must be designed. There is no such ship in the game to tempt you. I will never understand why anyone cares what others do in a singl
[quote who="Stalker0" reply="66" id="3547753"] Strategy games are as much about the limits of choice as they are the choices they provide. Someone might want to play chess where every piece gets to move like the queen (hey more choices now!) but it would be a far weaker game. [/quote] Chess involves another player, who would hav
[quote who="Chris McMahon" reply="4" id="3547536"] I think my current game is set to Immense scattered, occasional everything. I think I might try everything "uncommon" to cut down on the number of planets. [/quote] One thing I have found playing uncommon and rare, extreme planets become extremely irritating. It's just me :), but it seems like all the very few high quality planets are extreme, even when they are set to rare. I just wish they would set extremes
I mostly agree with you. I have never finished a mega-map game in GCIII. I usually play until I am far enough ahead to feel like the outcome is certain, (or until I am screwed). I don't think I have ever gone much over 250-300 turns. In GCII I only played 5-6 huge map games to the end. I have gotten the GCIII mega-maps scaled down by playing with fewer stars, and occasional habitable planets. This usually keeps all the empires well below 100 in the rush phase. The construc
[quote who="ArakisKhan" reply="5" id="3547469"] That's how I know its time to stop playing GalCiV3, when my mouse hand starts to go numb. [/quote] I just start using the enter key. (I'm serious) My wife thinks I am nuts. I have been playing until dawn on too many occasions. It is my neck that finally forces me to stop.
I play another game called Making History that lets you alter history by re-fighting WWII, WWI, etc. You get a penalty for war weariness, logistic penalties, and when you conquer a city, you can use the city for production, with a penalty, but you can't recruit troops from the population until you have conquered the entire county or made peace based on existing borders. If you are weaker than the greater nations there are serious hegemony implications from starting a war.
You are screwed. I did the same thing awhile back and tried everything I could think of, but you can't build a constructor that the game will accept. I hope they will make it possible to use our own ships in the near future, but for now it's their way or the highway. I have noticed that even though they use the single module ships,the system is way more efficient than me in getting the ships where they need to be. I just queue them up and forget about it
I expected a reaction from those who perceive the game as a 4X shooter