AdamMG

AdamMG

Joined Member # 6817027
20 Posts 588 Replies 684 Reputation

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.

97 Replies 437,457 Views

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.

12 Replies 36,821 Views

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.

97 Replies 437,457 Views

@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

78 Replies 240,390 Views

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

97 Replies 437,457 Views

@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

34 Replies 95,167 Views

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.

2 Replies 12,910 Views

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)

61 Replies 218,663 Views

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.

61 Replies 218,663 Views

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.

25 Replies 194,971 Views

[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)

12 Replies 43,227 Views

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.

8 Replies 20,883 Views

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.

1 Replies 7,986 Views

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

37 Replies 127,900 Views