dansiegel30

dansiegel30

Joined Member # 6427378
23 Posts 388 Replies 14,531 Reputation

Its probably because even the peaceful AIs dont fear you. If you have no military yet, and are pure empire building, why would they fear an incursion? I've left the Iridium alive as "pets" in my current game, ignored them completely. My military is absolutely huge now however. They havent enter my space at all. I just checked to be sure, I did see one incursion, but hahaha, I just flipped one of his outer planets :) He's headed home, not trying to colo

55 Replies 361,881 Views

The number shown by the Victory Condition is the % success you have, achieving the 76%. I'm at 90% right now. And it states in the window, i need to spread my influence to 3% more of the galaxy. At 100% victory condition, I will have 76% of the galaxy under my influence. Concerning the drastic change, sounds like you may have lost a planet with a LOT of space in between. Were you invaded by the enemy?

6 Replies 5,648 Views

That would make sense. Seems odd to need the tech to accept an offer, but yeah, just trade them the tech. I would be nice for the AI to do the same, if it happens to research it, and finds you would make an appealing ally, but you dont have the tech yet.

6 Replies 23,129 Views

I havent played carriers. I have fought again many however, the AI truly likes them once they get to that tech. So, they are SEVERELY flawed IMO, and here is why. Carrier modules have lots of value and very good threat. However, the threat is MEANINGLESS, because the real threat are in the fighters which have already launched. Remember, there is no retreat in combat. The VALUE is MEANINGLESS as well, because if you kill the fighters, it wont have fighters n

13 Replies 19,871 Views

Or perhaps they went to the local brothel and caused a population spirt? (all 1.7B soldiers in a one tile brothel as well) haha. ok, I do see your point. I never bothered checking after the invasion to see if I'm getting 'cheated'. Good to know, will keep a lookout.

7 Replies 22,563 Views

ok, well I can buy it now. Yes, those techs are FUBAR for a tech victory. If they have some silly reason for those precise techs, then they should tell the player which ones they are, so they can try to tech victory rush, rather than wasting time researching the entire bloody tree.

12 Replies 35,176 Views

My mistake. So, yes, when they ask for peace, there is only the option for YES or NO. However, you can say no, and immediately offer peace, and receive some concessions. The concessions will be quite small when you do this immediately. Haha, I was only able to squeeze a few hundred credits out of the Yor. However, I am certain that if you continue to pummel them, and offer peace later, your concessions will be higher. If not, then th

5 Replies 12,172 Views

So I didnt need to, but I kept the Iridium around as 'pets' while I am finishing off the Yor. I got an Alliance with the Iridium as well. I also had Military Alliance, but I still havent seen that do ANYTHING. So, the Yor asked for peace, I accepted. I then started to bump up my influence, which pissed off the Yor, and they pre-emptively attacked me (they even said they shouldnt, but it was a matter of survival, haha). My "allies"

6 Replies 23,129 Views

It has to do with planetary invasion mechanics. Check out the WIKI, http://galciv3.gamepedia.com/Ground_invasions . It was very enlightening. It explains resistance and the most important factor, planetary defenses. If Planetary defenses are at 75% (from an Elurium Shield for example), then you lose 75% of your troops before they even land. You can get planetary defenses well above 100% as well, with

7 Replies 22,563 Views

Very interesting point, but I dont think that was the case. Unless techs which I didnt research like culture and tourism and military have all the TechVictoryPoints, there was something else borked with Tech Victory. I didnt get first place until I had researched atleast one of the pre-cursor final techs. Yes, I'm sure that had a lot of TechVictory points, but what about all of the Age of Ascension Techs I already had (had them all before researching the final 3), and th

12 Replies 35,176 Views

Hard for me to say its not balanced. I prefer fewer, tougher ships (even if there was no logistics limit). I only have a few shipyards, especially if I'm Terran (and love that 0% decay). The planets that feed them are all geared towards military manuafacturing. I suppose if you didnt have your empire have planet specialization, and had shipyards on nearly every planet, it might make more sense to lower the cost. I just think its way mo

4 Replies 18,127 Views

Correct me if I'm wrong, but I thought when they sued for peace, a peace treaty shows up on YOUR side of the bargaining table. Therefore you can put credits, tech, planets, whatever on their side? Hence, you can "sell peace". I thought it worked when you propose peace as well. And the game figures out who peace is more valuable for (who is winning the war). No?? I'm absolutely certain I have gotten something for peace before.

5 Replies 12,172 Views

So, we all have faced that difficult decision of destroying food tiles, because you feel pop is fine, you need to add more approval buildings, or some new sweet building just became available. However, there dont seem to be any consequences for not having enough food for your pop. You can in fact kill all of your food tiles, and your pop will simply not grow. Shouldnt your population starve and shrink, or atleast lose some approval for being starved??? An obvious exp

12 Replies 15,827 Views

Agreed on the autoResolve vs RTS, it would take a lot for the AI to adapt (it would need a killer focus fire algo, and positioning algos to make the best of own and enemy fleet capabilities). It wouldnt be the Manhattan Project however. SD2 AI during RTS does a pretty decent job. Its weakest part it focus fire. However, if I had a wishlist, it would be to create ships like in SD2. I'm right brained, not left. I would enjoy doing that, hoping to optimi

29 Replies 120,294 Views

"Ascending" to the next tech age always requires a certain number of current age techs. It helps prevent tech spamming. BTW, I noticed a bug where Alterian was always #1 in Tech Victory ranks, forcing me to out tech them. It turns out, they were pathetically behind me. The Tech Victory ranking lied terribly. Dont know how repeatable this is, but if you doubt your tech victory ranking, start a diplo session with the enemy and compare techs just to be sure

12 Replies 35,176 Views

There is only 1 way for this new version of MOO to be better than SD2. They need a development staff larger than one person. I'm not sure if thats possible :) Owning both SD2 and GC3 (and never owning GC2 or SD1, almost 2 decades since I played Civ or MOO), it really comes down to play style. Both games have some very unique features, which are great. Both games have some pathetic downfalls, which are sad. Replayability is quite important, and GC3 wins that

29 Replies 120,294 Views

I'm certain the number of turns also comes into play. I dominated the entire galaxy, but killed them slowly. It would make sense that score would favor the aggressor, if your plan works. My current game, first one on challenging/gifted, is taking FOREVER, because the Yor without resistance from me, became 4x anyone's power. Solution, get everyone to declare war on the Yor, and when they surrender, they surrendered to ME because were were Cordial. I was ho

8 Replies 7,669 Views

There is plenty of talk on the forums about building more than 1 building or ship per turn with overproduction. Most likely, it wont change. I'm 50/50 on the matter. However for TECH, your extra research DOES CARRY OVER. Always select the next tech up the tree, as excess tech points will carry forward. However, the pain with this is when you hit a specialization branch. By default, all tech points carried over go to the TOP one (miniaturization

4 Replies 14,824 Views

check out the WIKI: http://galciv3.gamepedia.com/Official_Galactic_Civilizations_III_Wiki The sections on ship roles and ground combat gave me a LOT of enlightenment. Example, want to counter a missile boat spamming and you have shorter range beams or kinetics? Just define your attack ships as ASSAULT and your defensive ships as ESCORT. Or, if you have

13 Replies 19,871 Views

Yes, a bombardment function when blockaded (no space defense for a while, no shipyards, etc) is indeed needed, at very HIGH tech levels. I've just been playing around with a previous game's save file where I had a tech victory (so I can fargin better understand the techs, the tech tree needs more tool tips, to give more info). So, I was experimenting with plantary defenses, now that I understand that mechanic (thank you GC3 Wiki Writers!)....with the appropriate techs and

52 Replies 201,136 Views

Well, I would propose a full cutoff. Most planets can sustain themselves, if they go full economy mode. I would think that they should be as well cut-off from the empire treasury, to prevent speed rushing defenses. The blockaded planet would need to have its own mini-treasury in fact. A true stand-alone "empire". If that planet can't sustain itself ecomically, then you have to start to sell buildings. You can produce social manufacturing however, but s

52 Replies 201,136 Views