You probably included a read me but I'll ask anyway. Can we install over the previous version or must we delete all the previous files and ships etc. ? Never mind 😵
Franco fx
I see that Benevolent, Pragmatic, and Malevolent are still in use. Does this mean that the choices of Egalitarianism, Survivalism, and Individualism will eventually place you in one of the original 3 game categories or are you just not finished modding the screen?
Love it Guantlet. Can't wait!!
Distant worlds pirates are great. You can hire them to defend your assets from enemies and other pirates. No one blames you for anything they do. I love it. All in all a pretty good game
Installed it, it works fine, I like it.
The positive/negative traits work fine as far as I'm concerned. It is the pick 2 choices that I believe are out of balance with some excellent picks and a lot of mehh choices
Many of the traits seem very blah, and out of balance with a few powerful traits. I can't imagine anyone choosing some of them except to nerf custom opponents I agree with you on the handy btw.
[quote who="Space Cadet Stimpy" reply="17" id="3682751"] Whoa, if you change your ideology to suit whatever situation you find yourself in, its not a freaking ideology! " I don't believe in murder, ever, under any circumstances, but if that guy walking down the street has a cheeseburger and I'm hungry, then I think it's fully justified and I'm OK with it". The current Ideology system is just another tech tree, and there is no reason not to grab as much of it as you can. I like
Any thing over normal difficulty, they cheat. They cheat more with every level above normal.
Space allows you a lot of latitude in choosing the shape of a ship. I like to think that any civ in their first few hundred years in space will use very utilitarian designs. Of course their species will prejudice the design but there will probably be wings on any ship designed to fly in atmosphere no wings on any ship meant to remain in space. When a species has been in space for many hundreds of years, I can imagine the styles becoming more lavish/decadent and of course the possibility of li
The biggest problem with the system, as it relates to me, is that it does not make any consideration for the player (me) that prefers the rare planet choice. I am 150 turns into my current game and I have made 5 choices. As for the point producing buildings, at 1 point per turn, if I have the building taking a very valuable hex on every planet in a 10 planet empire, I will get 1 point per turn. By mid game, that means it will gain me about one choice every 50 turns. I am sure you see
[quote who="Frogboy" reply="71" id="3682567"] We actually used to offer a subscription service to the entire Stardock line of games. Drengin.net [/quote] I participated in that for awhile. Never thought of it as a subscription but that is essentially what it was.
I felt the same at first. Keep playing, it gets easier.
[quote who="Horemvore" reply="5" id="3676544"] You can remove the terraforming restrictions easy enough btw (Remove the OncePerColony on the improvement) [/quote] What file is that in?
I usually play on the larger maps with rare planets and I have been assigning citizens to my home planet since the 30% of it's production is much greater than 3% of all my colonies. I am starting to think that this is short sighted and in the long run it will be better to go for the 3% on all, and wait for the overall production to rise. Assigning citizens to outlying planets does not seem viable due to the turns taken to get them there.
[quote who="Space Cadet Stimpy" reply="10" id="3681872"] Quoting Frogboy, reply 9 The history of world shows that population is not a huge factor in leadership. Disagree. That map reflects historical dominance of those nations (UK, France Spain, Portugal Netherlands et al) when they did
Thanks for the reply, I enjoyed it. As for Gauntlet's and your diverse work. I really admire it. Creativity is not my long suit and if I created 6 ship sets, the first comment would usually be, "Well damn, they all look the same". I appreciate your feelings on using someone's stuff, I feel the same way. Personally I don't have any strong feelings about my little things. I didn't spend days on any of them and I did them just for fun. I am fine being mentioned or not. Consider m
The ideological system is just messed up in my opinion. The game asks us three questions and we choose, not what we think, but the choice that gets us to the right ideology tree. I think they should offer us choices of the various benefits in all of the trees and let our ideology position be determined by our reward choices instead of the 3 questions. In GCII I was often leaning toward or totally evil. In GCIII I have found myself automatically choosing the pragmatic choice because I
Lots of nice work General. I am sort of a minimalist, and not a huge fan of organic ships, so obviously some appeal to me more than others. The old saw about women getting dressed, is to keep adding on until perfect, and then remove at least one thing, (less is more). Most of yours would be improved for me by the removal of some tentacles/appendages. The Dolph set made me think of The Hitchhikers Guide To The Galaxy film. It would fit in nicely there. I love the Beyura
The 6/13 patch caused a problem with the GRM file with the mercenaries. Game crashes when you open the merc store. It should be a fairly easy fix I imagine. (I am assuming it is not just me with the problem) :)
I love voice overs and even if they are less complicated than a play by play of battles they would be very good for the game. I recall the voice overs from SMAC became classics that lived beyond the game. ("God doesn't play dice", etc.).
[quote who="BIF" reply="7" id="3681580"] The "Capital City" on your civ's homeworld planet can be moved to another planet, yes. But that's not what we're discussing here. [/quote] LOL, I obviously had my head up my ass on this one. The homeworld Capital is just a designation and does not involve a building at all, so anyway you look at it I was having a senior moment. :)
I think I already know the answer to this, but anyway, if you move your capital to another planet, what happens to the hex it was in? Do you lose it or do you gain a vacant hex. Later if you return it to the original planet, where is it placed? I am betting that you lose the hex when it leaves and it comes back to the same spot.
I play with rare habitables and I have spent a lot of time getting that where I want it. This makes the colony rush less frenetic. I play with the trait that gives you a constructor as well as the surveyor and I also take the 3 constructor option first. Colonial settlements is always my first tech followed by planetology to get food going. Artificial grav and interstellar is next. I also only load colony ships with the minimum. The new hubs in Crusade are so great
I'll admit there is nothing currently attractive about trading, and I have not pursued it much. However, I did see an income summary recently, on this forum I believe, that showed a huge amount of income from trade in the late game. I have been planning to give it a better shot.