stevezar

stevezar

Joined Member # 6553992
8 Posts 55 Replies 646 Reputation

Minor civ wants me to give him money in exchange for "open borders". What borders! He doesnt even have borders! Who is he kidding? And btw, do these minor civ guys ever colonize? I dont think I have ever seen them do it. I think they should colonize and be able to promote themselves to a major civ in-game after passing some sort of minimum requirement. Like...after colonizing! And then they can have borders. Now we are talking! (tho

4 Replies 14,693 Views

Well, I am still not sure what my captains are doing while the opposing fleet is running...looking for the power button? Navel-gazing? But if a retreat must be implemented, how about researching a tractor beam module, and once armed with it an enemy fleet cannot run away. But really the only place it makes sense to me is when attacking a fixed target like a starbase or shipyard. At the very least, the running ships should ta

30 Replies 124,745 Views

Having to chase down straggling AI ships does not sound like much fun. Stay and fight! But anyway, I dont see any terrain barriers that should prevent a fleet from keeping up with a running fleet, so if someone has a retreat option, I should have a "keep following and shooting until they are dead" option to cancel it out.

30 Replies 124,745 Views

So I got the pragmatic benefit of "no one can declare war on you for 50 turns" benefit, before the "4th Reich" (custom civ) could declare war on me. All good. We are not at war in the diplomacy screen. Then its time to vote on a resolution, and when I mouseover the 4th Reich icon, it claims our status is "at war". Leaving the vote screen and double-checking, I am still not at war with them (though they are furious, probably because my pragmatic benefit prevents

1 Replies 4,257 Views

On the subject of trade routes...what type of modifiers is a concern? In particular, does it matter how far apart the planets are? The level of the planets? Also, I assume the various trade route modifier buildings are only effective if on a planet that actually has a trade route...is that correct? Or can you just put them on any planet and still get the benefit?

5 Replies 12,291 Views

I am still learning this game, some of this post confuses me: #5 Starbases: Do you build Economic Starbases? I always build 5 starbases around my capital and load it up with wonders. After that, having starbases around other planets is optional, because at that point I've already won. The AI does not make good use of starbases, so it will always lose. What do you mean by "wonders"? I

78 Replies 321,945 Views

Thanks for the replies! So to clarify: 1 - if a ship has say a elerium based beam, and the trade runs out, that beam stops functioning? If so then the game keeps track of where each element was used so that specific ship loses its resourced ability? I dont remember more specifics on the battle, but as long as there is no fire issue for multiple different types of attacks (like only 1 firing at a time) then I can figure it ou

4 Replies 14,839 Views

I enjoy Gal Civ 3 a lot so far. I have a few questions if someone can answer: 1. How does trading resources (like durantium) work? If someone trades me some for a turn limit, what happens when the turns run out? I dont think my ship suddenly loses it and is left drifting in space...but it just doesnt make sense to me. Is it some sort of flow variable, like I can use one per turn? 2. Same questions with the other type of resource like "Snuggler colony". Bonus to adjacent improv

4 Replies 14,839 Views