Nilfiry

Nilfiry

Joined Member # 6459125
2 Posts 253 Replies 455 Reputation

[quote who="lyssailcor" reply="13" id="3713303"]At 100% tax one would think a "normal" civilization would collapse, because why would anyone work anything if they would receive no money for that? Either all work is done by machines (what would mean "100% tax" then?) or it some kind of communism or whatever [e digicons];)[/e] [/quote] Fortunately, in a simulated universe within a simulated universe, you can tax 100% as long as you build enough approval improvement

28 Replies 122,387 Views

Tourism is a lot more profitable now than it has ever been thanks to it being based on territory, and since cultural growth has gotten a huge boost, even without any financial improvements, you can make hundreds per planet on tourism and a few economic relics alone. Basically, to properly play a economic civ, you also need to focus on being a culture based civ. They pretty much go hand-in-hand. Those diplomatic bonuses also help keep others races from attacking you while you rake in t

28 Replies 122,387 Views

If they are not getting bonuses from the scenario itself, then keep in mind that different races have different tech trees, which gives them access to variant techs than what you have with the race that you are playing as. 1. Population is directly tied to your raw production value. You want as much of this as possible. More production means you build things faster, get more money, more research, etc. Naturally, the more people you have, the more you ca

22 Replies 58,118 Views

To be fair, I have not played many scenarios, but I do know that the AI almost always have some sort of advantages over the player. This is part of the challenge, and in some cases, part of the scenario (where you are supposed to be disadvantaged). For example, if you play on higher difficulty levels, the AI will basically get cheat bonuses, like more money, production bonuses, movement bonuses, and even free tech. This is because if the AI started out on an even playing field

22 Replies 58,118 Views

[quote who="eXistenZ2" reply="8" id="3713141"] I don't want to design them this early in the stage of my learning process of the game (and also not for what is a short scenario). And the standard ships the game unlocks should at least be somewhat on equal footing with what the AI has. Your success should not be dependent on ship designing alone, thats in my eyes bad design. This is foremost a 4X strategy game, not Kerbal Space program. [/quote] If you are not designing your

22 Replies 58,118 Views

I mean...why would you not design your own ships, and how is it not fair? Did you know that the AI cannot design its own ships? This means you can customize your ships to be better and more suited for your needs in every way compared to the AI. This is a HUGE advantage over them if I have ever seen one. Standard ship designs always come with components that you do not really need. For example, if you only want to build a fleet of ships to defend your territory, why waste capacity on l

22 Replies 58,118 Views

You can get away with just one weapon type, and on higher difficulties, it is better to just stick to one weapon type. This way, you do not have to waste turns researching multiple weapon types. The AI itself generally only focuses on one weapon type as well. Researching multiple lines of weapons is more or less a luxury if you have turns to spare. One type of weapon is usually more than enough to deal with the AI. If you do have turns to spare into the research, then it is worth havi

22 Replies 58,118 Views

In the later versions of galciv, food is basically just another resource like Durantium. There has never been a consequence to negative resource values other than simple math (i.e. if you are at -2 food and build a farm to get +2 Food, your total balance would be 0). So you can technically trash all of your farms once you have all of your cities, and free up that space for better stuff. lol

10 Replies 54,035 Views

I just want to point out that the Embassy's "One Per Player" is broken because when you upgrade it to Diplomatic Ministry, it becomes a "one per planet" improvement. When an Embassy is built, the improvement disappears from the action list for all other colonies like it should, but once you fully upgrade it to its final form, the Embassy improvement reappears on the build list again. This way, you can rinse and repeat until you have one on every planet. Cannot tell if it should be one

12 Replies 59,823 Views

[quote who="laws2150" reply="2" id="3712073"] Quoting Nilfiry, reply 1 Pff, who upgrades ships? I just decom and build new ones. Upgrading can be too costly, and I can pump out new ships just as fast as upgrading. Unless you're on the other side of a large+ galaxy and at war. I can upgrade shi

7 Replies 14,262 Views

Pff, who upgrades ships? I just decom and build new ones. Upgrading can be too costly, and I can pump out new ships just as fast as upgrading. But seriously, that is probably because the game sees it as making an entirely new ship anyway. As it is, you are basically just taking a preexisting ship and trading it in for a new one, rather than actually changing components on the old ship.

7 Replies 14,262 Views

It is definitely a bug with some improvements not appearing in the action list. I cannot build ANY culture improvements even after having researched them on the vanilla game in 3.0

12 Replies 59,823 Views

Yeah modern mice with tons of buttons often need to be configured before all of the buttons will behave the way you want them to. That is one of the reasons I like sticking to simpler wireless mice. lol

6 Replies 19,480 Views

Does your mouse wheel count as an actual third button, or it is just clicking because of the mechanics? Not all mice, especially older ones, have a third button that actually functions as such, and in some cases, you may need to actually configure your mouse so that the button works normally. It works for me on my mouse at least. I just press and hold the mouse wheel (the third button), and move the mouse.

6 Replies 19,480 Views

[quote who="neilkaz" reply="14" id="3711854"] I'll cast my vote for the game needing at least somewhat more Durantium and also ways to capture more than one with a single mining base. [/quote] But you can already capture more than one. They just need to be within the area of effect of your mining starbase, which is 5 hex by default. All resources, including relics and crystals, not already captured by another starbase will belong to the starbase they are in range of. You can

19 Replies 55,877 Views

[quote who="Horemvore" reply="11" id="3711674"] Durantium is controlled by the MinableAsteroidChance (MapSetupDefs.xml), which is very similar for all choices, rare - abundant (few percent per level) which probably makes very little to no impact in game due to the amount of asteroids now, again this does not vary much due to the same issue, such small increments set in MapSetupDefs. [/quote] I was too lazy to read through the xml files to figure out the exact

19 Replies 55,877 Views

[quote who="Taslios" reply="9" id="3711616"] Elerium is expected to be the most common resource Antimater the next most common even on abundant Durantium is expected to be the most rare. it will always be the most rare. [/quote] So I spent some time creating and destroying a bunch of galaxies--because I am evil like that-- with fowtrans enabled. I used Gigantic and and Tigh

19 Replies 55,877 Views

[quote who="Taslios" reply="7" id="3711599"] The Game engine can only support X many static objects. if you set Everything to Abundant the game tends to roll over some of the settings to rare, or even none... You are likely seeing a lack of durantium specifically because you have everything set to abundant. Turn the things you don't want as much of to rare or uncommon and see if that improves the things you actually want. [/quote] I considered th

19 Replies 55,877 Views

[quote who="Tod Jones" reply="5" id="3711593"] Those two facts are clearly causal. Antimatter scarcity is based on the abundance of black holes. The default settings for black holes is rare, and I had to bump it up to occasional in my games just so all the anti-matter isn't all horded by one or two civilizations. Abundant black-holes means you are going to have more anti-matter than anyone needs in the game. As for Duranthium, you do have to make it a priority to find i

19 Replies 55,877 Views

[quote who="leiavoia" reply="3" id="3711513"] The balancing downside is that it takes an excruciatingly long time to manually build their population up. [/quote] Which is ironic considering it should take much less time for a machine to build another machine than to organically grow a person. But on topic, no, the Yor is terribly weak now in the hands of the AI. They are almost always among the first destroyed, and in less than 100 turns on highe

7 Replies 28,155 Views

[quote who="Horemvore" reply="2" id="3711579"] And of course, nobody likes kinetic weapons, but if you do, then you are screwed because between the low supply of Thullium and cost of terraforming, you are going to wait for a while. Kinetic weapons are king. Simple. if you have not realised this your missing a trick or 20. Aside from that, from what you have said your playing vanila GC3? or pre 3.00 for that matter? Cause 90% of

19 Replies 55,877 Views

Anyone played the base game without Crusades/Intrigue recently? Is it just me, or have Durantium and Antimatter swapped positions since the earlier versions of GalCiv3? Way back then, Durantium was everywhere but no one really cared for it while Antimatter was pretty useful, but rarely found. Now, Antimatter is EVERYWHERE, but who really cares until you are closer to endgame. On the other hand, Durantium seems to be so much rarer now, even more so than Elerium and Thullium, and it does not he

19 Replies 55,877 Views

Eh, I move population between my planets to circumvent the pop cap/growth rate all the time. Honestly, it is a great way to help new colonies get a head start or simply to funnel raw production from weak planets to more powerful ones if you already have a decent infrastructure to support it (i.e. a few established planets nearby and transports/colony ships). Been doing it since version 1.

28 Replies 175,062 Views