I'm on board with never ever subscribing to a game. For pretty much the aforementioned reasons. Being affordable within my budget has nothing to do with it. I have, however, bought all the DLC for GC3, because I wanted them, and each was a one-time purchase.
AdamMG
been wanting global auto-upgrades from the start. I don't mind the Research/Economy projects repeating, but yeah, take Garrisons off that ... just like the auto-upgrades, it uses/wastes resources where they are not wanted.
My faves are Mercs, Precursor Worlds, and Lost Treasures. I have (and like) them all.
there are already a lot of "ship construction" improvements, as well as a lot of social adjacencies. Be nice to see some "all construction" planetary improvements.
I continue to enjoy the updates to Influence. It has been my fave strategy for a while now, and it nice to see it get some respect.
thinking about it further... if any of you use Leaders for the double-all-planet bonus, which can be swapped at will, you are using socialism placing citizens on planets is localizing the resources, hopefully for a big gain, but pulling out is difficult. That is capitalism.
I do not buy Starbuck's coffee. I cannot afford a house because I occasionally spend $4 on DLC. and I do not understand why "socialism" is a bad word, nor how it really applies to the OP.
@admiralWillyWilber the colony ship penalty could be resolved by giving Xenophobic a -20% to Admins (citizens only give 4, techs only give 3.2), with a lesser penalty to ship construction. This wouldn't target colonies directly, but would certainly make colonizing more difficult. to be sure, I'm not certain I like this, but it would be a way to mod for extra colony cost, with allowances for warships, and seems to fit for Xenos
rewriting code with a new architecture (no pointers? ugh!) sounds very frustrating and difficult. personally, I'd pay a little bit more for some polish, with gameplay being at the top. But how much more $$ for how much more polish is a tough question. One of the reasons I enjoy this game, is having to deal with those sorts of balancing acts in a fictional universe (and ignoring my real-life dilemmas). the AI work on this game has improved so much since
ditto here. 404 emptiness. EDIT: or hell, why do I not try modding some of this stuff myself. Seems pretty simple.
thank you Publius. I think adding unlock-techs is a great idea, and will be testing it alongside cities in my next game.
@Jeremy, there is a mod with scaled cities (parallel to the actual city tech) which fix this issue as well. It works fine, other than all the city tiles appearing at the same tech (and he is working on it, so time will make it better). EDIT: link https://forums.galciv3.com/483401/page/1/#3679967
Well, I have recently decided to absolutely love the Onyx, but started a game on United Earth due to silicon city issues. I really like the Influence fixes, and the City adjacencies work out nicely as well.
Asteroid mining is a civilian activity. You can force them to redirect for a while, but it is cheaper and easier for them to just ship to the nearest planet. Talk to the union rep.
also, I've noticed that the pods don't give whole amounts. I love seeing 0.3 of a resource in my inventory, from anomalies. I also really appreciate the color coding. Nice job on this mod (and also the resource missions one)
Will check out update. I've liked this so far, but I've had one bug.. sometimes I'll get a defended anomaly, and will get the "fight" screen, but there is never a fight, it just closes out. I believe it is always a Capsule-lightly defended which does this. It stays on the screen forever.
agree on some points
down the food tree makes sense, having a separate tech line really doesn't make sense for this one to me
with a quick test-game, I like it - balances approval with max pop
Sounds good, will check it out. Are these in addition to, or do they replace, the standard City? Also, what are the food/durantium costs for each?
Not sure if anyone else already mentioned this, but here goes All Construction adjacencies will give a bonus to every Manufacturing type (All, Social, Ship). All Construction buildings will only gain a bonus from All. The exception is the Slave Pit (and upgrades) which claims to be All Construction, but actually gains from Social and Research as well. I think that's just a bug in the tooltip text.
[quote who="Moser_Alchemist" reply="10" id="3679908"] Unfortunately, for those of us who like to play synthetic, it seems like just another advantage for "flesh bags". [e digicons];)[/e] [/quote] True, a potential solution would be to give synthetics a higher bonus from Capitals (even 1 higher than the filthy biologicals would be nice)
Agreement here. Movement counters and the stupid auto-upgrade thing are my biggest annoyances with both standard GC3 and Crusade (especially now that upgrades cost valuable resources). I don't know how many times I've forgotten to unclick auto-upgrade, until I realize that I'm spending Durantum faster than I can produce it. I'm sure the devs have a lot on their plate, but those things have been requested since the beginning, and would make play SO much easier.
Rather than a tile improvement, I wouldn't mind seeing a planetary project to aid ship manufacturing (similar to Aid Research). Perhaps dismantling a ship in a planet's orbit could be used for "swords to plowshares" as a one-time boost to Social (at some percentage of the ship's cost). Naturally, both of these would require a tech.
I like the 1 citizen every 10 turns the way it is. Citizens are a resource, and the player decision as to how and where to place them adds a lot to the game. Basing their frequency on population, in my opinion, ruins the Tall vs Wide leveling. Not to mention that there are techs which unlock specific citizen types (e.g., spies, legions*), as planetary projects, right now. *legions are technically not a citizen, but being able to build them means that I do not HAVE