hakufu_sansaku

hakufu_sansaku

Joined Member # 6422462
2 Posts 24 Replies 4,844 Reputation

I had two games, both on huge maps with custom civs. On one I focused heavily on population and on the other I neglected it completely. Game 1: Prolific + Slavers, Fertile Ability. By turn 120 I had 60 colonies, 1000 population. That gave me 1000 social and millitary construction, 800 research and some income. Every colony had several cities and hospital which quickly filled with population. Game 2: Ancient + Engineers, unfertile. By turn 85 I

6 Replies 26,940 Views

With Crusade most civs which don't have special traits are bad - mediocre in utilizing certain game mechanics. One of them is population growth and it's bonus to raw manufacturing. TL: DR: My opinion on this If you don't have the prolific trait you don't need to bother with agriculture (tech + buildings) and cities. If you do you should heavily invest into population growth. a discussion related to that: <a href="http://steamcommun

6 Replies 26,940 Views

Thank you very much for your answers, seems like I have to accept the one building per turn limitation. I had the impression that in GC 2 you could build the latest improvement without previous buildings. If you wanted older versions (cheaper) you had to specifically select them. But for constructors it is a different story. You can easily improve the manufacturing, research and income of a planet with several starbases fully developed in one

13 Replies 99,164 Views

Yes that's a good idea, it is a bit tedious to browse through each civ for a specific tech specialization. I would think it could be even more useful if one could see the technological progress of other civilizations in the research window. Like clicking on a specialization and it would show which civs have already researched that tech and how much it would probably cost. I don't really like that you cannot see the trade options when in research wind

1 Replies 2,814 Views

I have already played Galactic civilizations 3 for about 100 hours. Few years ago, also the GC II. Last time I wanted to play a little game, but I had to build everything from scratch. And somehow that's the problem. You indeed gives us many options such as the conditions at the start of the game and choise of Civilization, but every game still al

0 Replies 10,733 Views

[quote]I might want to enact some policies, such as mass castration or perhaps even genocide of the Altarians [/quote] Well it's nice to see how you would treat you hard working citizens [e digicons]:cylon:[/e] . Would love to life in your empire. These "additional options" after and during invasion are asked for in other threads. As a mean to earn ideology points later in the game aside from the special buildings. What I would have for invasion are th

2 Replies 9,285 Views

As for luxury route. It takes the Trade Planet Incomes (A) and multiplies it by 2. had 10.3 Trade Planet Incomes -> 20.6 with luxury route Everything else is not affected. I had 527 bc income from trade routes before luxury routes. After unlocking them I got 830 bc. But must say that my planet had 100 Population.

9 Replies 99,459 Views

[quote who="peteincary2" reply="2" id="3559229"] One thing I noticed with starbases is that their description states the trade bonus is for planets within the ZOC that have a trade route [/quote] You're right, thx for correction. Only starbases which are in range of the trade planet are giving bonus to the multiplier. And it seems like every 1 Billion people adding + 0.1 to A. (Trade planet incom

9 Replies 99,459 Views

Well it works something like this: (correct me if I'm wrong plz) First the base value of the trade route is determined, there are 3 factors which give the base value. A. Trade Planet Incomes ( which includes boost from luxury trade routes from pragmatic ideology) B. Route Lenght C. Route Age Base value = A + B + C After that several multipliers are applied d = overall trade bonus of your empire (race traits, technology, ideology - pragmatic

9 Replies 99,459 Views

[quote]Converting credits to research or production is a huge waste of resources. [/quote] Money is at the moment really weak in comparison to production. They lowered rush cost multiplier from 15 to 10 in 1.02 but in my opinion it should be much lower. I played Endless Legend (a scifi 4x game) and there the rush costs were about 3:1 so I used rushing more often. I rarely have a planet generating more than 400 Income, and considering that even the basic f

59 Replies 263,407 Views

[quote who="econundrum1" reply="2" id="3557694"] [...]that make no sense for synthetic life [/quote] One issue I also have with custom synthetic races it that you have to select the YOR tech tree. With other tech trees you get the basics [growth, food, ...] which aside from making no sense, makes the race almost unplayable.

8 Replies 10,290 Views

[quote who="Medu_Salem" reply="7" id="3557323"] -) ... an anchoring/unanchoring mechanic can be added to the star bases so that you can tweak the positioning later on, which is especially interesting when you couldn't reach some of the resources before but thanks to range extension upgrades you can, so you don't have to build an all new starbase/tear the existing one down. [/quote] Good point Medu_Salem. I never shift shipyards but would love to move starbases a bit.

14 Replies 20,944 Views

@abomination5. I also agreee with the things you mentioned. And would like to elaborate some parts. [quote who="abomination5" reply="38" id="3557846"] there could have been more effort to reduce micro. Stardock could have implemented a new system to make constructors less time consuming, or implement smarter, more customizable governors. [/quote] +1. Stardock is harvesting a lot of ingame date atm. It should be clear that with increasing amount of planets<b

63 Replies 244,905 Views

Good work Sansloi37 . If you're at it already could you create a dropdown menu with already designed constructor variations? ^^ For me the whole building of starbases is somewhat tiresome and very repetative. - Build constructor -> move constructor -> click on build starbase If you missclick you get a shipyard ^^. -

27 Replies 106,211 Views

As Kyoss79 said planets have to be busy all the time. If you have build on every tile of the planet, the game still demands for you to keep the colony busy. For that you have to choose the last projects like cultural festival, or income generation. As these are ongoing the planet will be busy for a infinite number of turns, but will build things if you order it.

3 Replies 14,672 Views

Yep just tried it out. Got 80 % of the colonies for free. After declaring war on each of the players the deal was nonexistent so my 100.000 BC per Week did not have to be paid. pretty insane could not believe it first.

4 Replies 6,617 Views

Regarding Warp Gates: They coud be very useful to - maintain some highly productive core planets and move these ships to the outer areas of the empire - assembly of large robot forces and populating outer sectors within some turns - defend a vast empire with a reasonable amount of capital ships ( combined with large scanner to detect enemies from far) To build them certain ressources should be required. (2 Antimatter ...), which would s

20 Replies 174,116 Views

With approval I've got some numbers. Had a planet with 22,3 Billion People. Started with 20% Approval and 104 Manufacture Points @ 100 % approval 126 Manufacture Points ~ 21 % plus on Production. Didn't care about growth as was playing with synthetic race. Especially in the early game with unhappy population (-2 Morale) one gets stuck with a slow economy. Because everything (Production, Income, Research, Influence, Growth) is negatively affect

14 Replies 39,634 Views

Good points so far, and many are really needed to improve gameplay. Thing I would to add to this list: 1) Ideology Information : show points generated/turn and necessary turns for next point. Show planets without/witch specific ideology generation. 2) Rework Ideology: Some Ideology paths are clearly better than others. Like influence, Research, Invasion, Starbases/Mining. Everything else is weak

34 Replies 160,412 Views