Fortunately, the Devs see the problem with the Crusade population->raw production formula and a change is in the works: https://forums.galciv3.com/484215/GalCiv-Journal-July-2017-Polish-and-Balance Who knows which life forms will come up on top after all the balancing? Based on the past 18 months, though, my money is not on the Synthetics.
corgatag
Looks like the Consulate downgrade problem was fixed with Friday's patch, but I still want an easier way to stop the auto-upgrades for Factories. My Duritanium is too precious in the early and mid-game for that.
+1 On a way to turn off auto-upgrades. Factory upgrades are too expensive. Influence upgrades are actually downgrades (this is probably a bug though).
I totally agree with OP. As of 2.21, the equation still sits at: Raw production = sqrt(Population) This hits diminishing returns way too fast. Examples: Three frontier colonies of 4 population each will out-produce, out-research, and out-tax a 25-pop core world easily. It only takes five frontier colonies of 4 population each to match a 100 population megalopolis. In the original GC3, both the quality of your colonies and th
Oh I guess I should submit it as a typo then. :(
Is anyone else not seeing the Colonizers trait giving +5 administrators for settling a colony? Is that intentional or a tooltip bug?
For the combat case, Carriers combat is implemented by temporarily adding fighters to your fleet, then removing them. During that temporary period, your effective range is decreased, but it has no real impact on the combat or your movement thereafter. Not sure about your explorer case. - Did you use a wormhole and leap outside your range? - Did your explorer join a fleet with a shorter-ranged ship? - Did you decommission/destroy/trade a planet or starbase
[quote quoting="post"]I t is still possible to bend the ai too much by stacking Diplomacy buildings (Thalan and Diplomo line) and using starbases to multiply that effect. [/quote] Looking at the tooltips in my current 1.9 game, I don't see a Dipl
That's a good question. I honestly never remember having to renew an alliance just like Open Borders or Non-Aggression Pact. It's either permanent or a much longer duration.
You can form two ships into a fleet by moving one onto another. Note however, that your empire has a "Logistics" limit that caps the size of a given fleet. Each ship has a Logistics size (with bigger ships having a bigger Logistics cost), and the sum of the Logistics sizes for the ships in a fleet cannot exceed your empire's "Logistics" limit. Attempting to combine fleets into a mega-fleet that would exceed your Logistics limit will fail, and those two fleets will re
Played a 1.9 game on a Large map as Terran against Easy AI. Here are my thoughts: Loading and turn times seems faster. Nice. Despite all the object cap increases, the galaxy still seems relatively empty. I had to go to the other side of the galaxy to get any Elerium and Thulium. Found a bug: https://forums.galciv3.com/481045 I like the influence changes: You can't accidenta
Repro steps Load save game (Terran Carrier Test.CG3Sav) Select fleet "Terrans Fleet 17162" Move to adjacent Ship Graveyard anomaly Yes - engage them in battle View Battle Battle Summary indicates pirates lost 2 units, Terrans lost 0 units Return to strategy view Expect : Terran fleet still alive, anomaly explored Actual : Terran fleet destroyed, anom
Thalian - 1 more terraformable tile than others (2 more than silly Altarians) - Unique %capacity techs for those 4-module support constructors (or 19-module huge constructors) - Best unique hub building (Hive). Maybe Drengin have better. - Excellent unique wonder (Gaia Vortex) - Still has access to Starbase Support Extension tech (unlike Snathi) - Still has access to Power Plants and Singularity Power Plant wonder (unlike Drengin)
[quote who="Frogboy" reply="8" id="3649164"] We've considered this. But there is a general consensus that there's be enough people angry that the new game won't be including the aliens from the classic series that it could negative affect the perception of the game before it even has a chance to show off how good it is. What we are hoping to do is be able to demonstrate that this is a fantastic game in its own right that captures the spirit of the classic ser
[quote who="Publius of NV" reply="2" id="3647217"] According to the 1.82 patch change log, this has now been fixed: " Stray particle effects from battles were traveling across the galaxy before timing out. This appeared to be a stuck turn. This should no longer happen." [/quote] Oh good. That bug was pretty annoying. Maybe I'll give it a go this weekend.
Hi all, After playing the RoT DLC and doing some achievement hunting, I have some new QoL requests which I hope won't be too hard to implement: 1) "Move to Top" button for the planet construction queue (you did it for the shipyard queue, so it can't be that bad!) 2) Per-shipyard toggle option to disallow future starbase requests (until the option is toggled off) 3) Starbases should cancel and reissue any queued requests for constructors when the preferr
Excellent. More story DLC. (Or at least it sounds like story DLC.)
Update: I tried zooming in far enough to see the ship models, but the issue still repros intermittently (1 in 3 attacks). Could definitely see the rogue projectiles shooting off into the distance each time too.
Hi, Sometimes when I attack, the animation takes >60 seconds. When this happens, I am not able to do anything with the attacking fleet or initiate another attack with a different fleet until the problem resolves. Notes: I play zoomed out just enough that everything is an icon Sometimes, I can see a projectile fly past the target and off to the distance Moving the view away to a different part of the galaxy does not seem to reduce the
I also see this. Selecting the invisible ship and moving it also makes it reappear.
Just finished Rise of Terrans DLC, pretty good. Got some more ideas for future DLC: Story scenarios are fun New races don't need new Tech trees - A new leader model + trait is flavorful enough. There should be a trait that allows you to research all tech specializations, but at a price - The last mission of the RoT campaign was a bit challenging because the starting tech tree had so many specializa
The other DLC only really added content for modder-type players (and Rise of the Terrans is still newish), so it's not terribly surprising they weren't as popular. Favorite DLC: Snathi Ideas for Future DLC: - Espionage - More races - Planet construction / Artificial Planets - Stargates / Artificial wormholes
Nice! Story content!
Thanks all. Looks like the answer is "not yet, but maybe someday." *crosses-fingers* for another QoL patch.
Hi all, After finishing Battlefleet Gothic, I finally got around to playing 1.7. Overall, it has some nice QoL improvements, but is there a way to bulk update all Starbases to use a new model of Constructor? The "Set as default constructor" option only affects new starbases, not existing ones. I also tried obsoleting all other constructor models except my custom constructor, but all the Starbases then decided to use a hidden/secret model named something like "Bas