thebanshee87

thebanshee87

Joined Member # 6481827
1 Posts 6 Replies 125 Reputation

[quote who="Petri Kokko" reply="2" id="3584728"] Alternative idea: make the buildings output directly manufacturing, science and money and have the population affect that output. Define how much population a single building of a given type needs to function at "normal" level and then penalize the output it if you have more buildings than population to run them, and perhaps some kind of diminishing returns if you have more pop than buildings that can use them, o

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I just changed that value to 256 and it did nothing to help with my core problem- the lack of war declarations altogether. I then played the game by just continually hitting turn, and disbanding most of my fleets to see if I could trigger a declaration of war by anyone. Nope... I just get more ships scattered in my territory. Check out the updated screenshot. Plus, on some trade screens I can see that AI factions are "at war", but will not be at war on the diplomac

14 Replies 35,058 Views

I also have this logistics issue on top of by big problem of AI not going to war, some AI's have logistics of 53, some 10: https://forums.galciv3.com/470533.

3 Replies 5,546 Views

I am having a major issue with GC3 that makes it unplayable, and it started when patch 1.2 came out. I have started a few different games and had the same results. The AI WILL NOT: Declare war on me, no matter our relationship. Declare war on each other, no matter their relationship. Strategically attack each other even when I have caused them to go to war via trade screen. At best, I can get the AI to attack each other's

14 Replies 35,058 Views