Aurvo

Aurvo

Joined Member # 6738904
5 Posts 15 Replies 1,014 Reputation

I've done some more looking, and it turns out Synthetics are not the only ones with a mostly absent Planetology branch. Silicon based races have the same problem. Also, the Synthetics' Xeno Commerce branch is mostly absent. It only has Xeno Commerce and nothing else (other races seem to be fine). Finally, for Synthetics and Aquatics only, it seems that the Dimensional Fatigue tech (Engineering, top branch) offers no improvement whatsoever while for other races it offers what l

6 Replies 19,305 Views

When playing as the Yor, I notice that there are no techs in the Planetology branch of the Colonization tech tree besides... well..... Planetology (first one in branch). This tech also gives two terminating improvements instead of one (though this may be intended). This means that the Yor, and probably all synthetics, don't have access to most of the terraforming techs, as well as Extreme Colonization, Atmospheric Cleansing, and their corresponding focus techs. I know Yor don't need E

1 Replies 5,201 Views

Looks good overall--especially the cargo ships--but 2 concerns pop into mind: With the .001 default population growth, getting colonies at all, let alone colony rushing, does not seem viable early game. Now that the default growth rate has been nerfed to the point where it almost equals the growth rate for synthetic races (0.01 vs. 0.00), do you feel changes need to be made to synthetic races' population growth mechanics to make them more on par with the other races?<

91 Replies 484,745 Views

The expansion looks great! One thing I hope Stardock releases soon is a listing of all the available government types along with their perks and weaknesses. I don't even care if the information isn't finalized. Also, I find the threshold of 6 colonies before the morale penalty to be a bit artificial. In my opinion, it would be more realistic and appropriate for the morale penalty to gradually increase from the first colony. I'm not saying I believe the penalty should be 1 righ

10 Replies 344,618 Views

[quote]Planetology +1 raw production bonus removed [/quote] I'm a bit worried about what this means for Synthetic and Silicon Based races. If this change goes through, then the Planetology tech would only unlock Bryndal's Observabory (probably spelled wrong) for these races. This is how it used to be for all races back when Crusade had only just launched, and people had issues with it. For example, see this post: ht

65 Replies 186,016 Views

Nice job with today's update. However, I'd like point out some bugs that seem to still be present since Crusade's release pertaining to Civilizations' abilities and starter text: -The Terran and Altarian civilizations still have an illegal number of attribute points. Their "fast" attribute now (in Crusade) consumes two points, yet these races' attribute compositions are still the same as they were in the base game. This results in each of these civilizations to hav

190 Replies 469,597 Views

[quote who="LunarMongoose" reply="103" id="3676217"] Press "Copy" on the base Terran Alliance race to clone it. The result that comes up is immediately invalid because you've spent 6 of your 5 Trait points, because "Fast" now costs 2 points per level rather than 1. Therefore, at least one of your base races, and probably more (I didn't bother to check), are using invalid/illegal stats. Brilliant. Way to make changes without considering even the most BASIC consequences they would hav

190 Replies 469,597 Views

-In the Strengths and Weaknesses section of the Torians' startup screen, they are described as being able to deal with mercenaries even though the Torians no longer have the Discreet ability in Crusade. -When editing the startup screen text for custom races in the Civilization Builder, it does not seem that we are given the ability to scroll when the text becomes too long to fit in the window. -The Productive racial attribute is still described by

190 Replies 469,597 Views

I'll just get down to it: 1. Xenophobic (new Iconian ability): Does anyone know exactly what this ability does? I believe I've heard that it's supposed to increase social manufacturing at the cost of military manufacturing, but after trying to confirm this as the Iconian race, I saw no abnormality in either type of manufacturing. Any insight would be appreciated. 2. Amphibious: This is for the Torians, like before, but it's now a life type (like C

2 Replies 15,226 Views

-While playing as the Terran Resistance, the extreme colonization unlock appeared twice: once in the actual Extreme Colonization tech and once in the immediate preceding tech, which grants access to colonial hospitals. The research time for this second tech showed to be 38 turns because of this. I have not checked this for the other races. -For the racial attributes (clever, productive, etc.) the ones that had their positive levels/versions/options reduced to 5% and 10%

190 Replies 469,597 Views

I've read all the replies so far. it seems diplomacy really does only AI players and not other human players. That's unfortunate. It is, however, a bit of a relief to see that it can have an indirect effect in multiplayer when there are also AI players as erischild mentioned. I'm not sure how often AI players exist in multiplayer games because I have admittedly not done any multiplayer yet :) Hopefully, Stardock does something about this in the Crusade expansion. Maybe the

4 Replies 19,465 Views

I've been curious about this for a while. As you know, in Galactic Civilizations 3, each player has a certain skill in diplomacy that, along with a bunch of other factors, determine how much the AI players think of him (or her, let's assume he's male for now). This skill can be modified by various planetary improvements and the Likable/Unlikable race attribute. What I would like to know, is what effect does this skill/rating have on other human players.

4 Replies 19,465 Views

This is all nice to know. Thanks :) Does anyone know any additional significant advantages other tech trees have that haven't been mentioned? Are the only advantages of the Drengin tech tree their improved manufacturing and research buildings plus the Slave Pits and its upgrades? While I'm at it, anyone know what advantages the Terran tech tree has? That one seems like it has nothing unique.

7 Replies 28,403 Views

Hi all. I've had this game for a while, but I've only just noticed this. The Drengin's main manufacturing and research buildings start out by giving you +25% manufacturing/research and can be ultimately upgraded to give +60%. For the other races, these buildings start out by giving 15% and can be ultimately upgraded to give 50%. I haven't been able to find anything about the Drengin tec

7 Replies 28,403 Views