This game mechanic have its advantage - like it in SW:EaW self, but here it is at lore not possible to going in the space between planet systems - so here it make sense .... For GC3 i am happy to have the option to going in the space between .... but i think only, as the planet systems self are to limited (small/uninteresting) so nothing from value i get from the planet system self ... The same problem have Stellaris - one of the reasons i stop playing it .... The plan
R-TEAM
Have one problem with 4.01 just found .... Play as the measured race - and my Citizen have all pictures from other Races (except the first Leader) ...
mhh - can be that you are right with the city ..... maybe i have wrong remember this (durantium <> promethium) ;)
Play as Slyne (Silicon based life form ...) City need durantium (this is o.k. - foreseen it is no durantium source on planet that is weird for an civ that have evolved here ...) Colonizing Center need to build Food ....................... ??
It is no question that unknow station/shipyards/watever is hidden .... But an important (or even non important) object for your "Empire" should marked as "ghost" or semilar on the map if it dedectet - this should not an "high tech" in the actual time frame - but it looks so in the future ................................... many-many .. to many game mechanics relay on game mechanics already in games from the 90tys - and ar significant improved from many other games in the past
@Old-Spider yes - a workable "workaround" for an thing, an halfway modern UI in 2020 should offer to an leader of an Glactic Civilization ... @ DivineWrath all are nice points ... ;) - but think not we will see many fixed/improved in the next years ...
[quote who="admiralWillyWilber" reply="3" id="3788853"] Ship construction used to go to social if you didnt Sponsor a shipyard. Then a lot of people complained that didnt make sense, so now the production gets wasted if you dont have a shipyard [/quote] this is the only point i see Stellaris realy miles away in development .... the Planetary ground game mechanics (buldings musst have workers and the workers limited on the population) with production<>population.
ahh - o.k. .... this make then the whole discuss over "locked" ideology obsolete ;) Thanks to look into this (still an bug, but should be not to hard to kill... ;) ) (maybe use the last dominant ideology if 2 are equal - so no change to the last dominant, if not another get clear dominant)
oh - additional - one missunderstand here is maybe my expectation that all player controled races start with an "neutral" ideology settings - this is as i have read here not always (and then the info is even more needed at race picking ..) [by the ".. <span class="tlid-translation translation" lang="e
@rhonin_the_wizard In the civilization builder - yes .. but i have never build a civ self - this is not needed if you are happy with the available and in-game i can look at this too (if the game alrerady running..) BUT - not at game start if i pick a race - i dont see here dominant ideology, and still dont know is this changeable .. so it is not an user friendly solution, musst first look at all available races in the civ designer and then remember at every gam
yea - can understand, if the races was by creation balanced with this "restriction" in mind (cant change ideology) ... but then the ideologic points systemmusst addopted ... for races that "can" switch ideology and start "neutral" no changes ... for races that are pinned at one side - the choice should be for AI, as you say, pre-defined for players it can maked "hard" to pick the "wrong" event by gradual decrase the points you get ... as example : if th
o.k. - The Measured start with Malevolent ..... this is at first an surprise - as the info text i have (in german) dont suggest it start as Malevolent (and i have anyway thinked all races start with neutral - as the whole event system and especial the bonuses make not much sense otherwise... which would be sad, not the first time in GC3 ...) and i have not seen an info that an ideology is "not changable" ..... So both would (if this not an bug that the ideology
mhh - this new to me that an civ is "hardcoded" to an ideology ..... And have thinked the start is "neutral" and only affected by your action .... musst check this .... anyway - have here upload the save file.. Save file
Hi, have this in Benevolent (used bonuse and Points) : Picture from the Ideology Benevolent screen this in Pragmatic : Picture from the Ideology Pragmatic screen and this in Malevolent (NOT ONE Bonus used - ZERO points ! ) : <a href="https://drive.google.
After moving an shipyard and anchor it again - the lines dissapear and come not back (only save/reload help)
all DLCs - W10pro - Xeon 12 core 16GB - AMD FirePro w8100 8GB self modded , but no diplomatic events or UP related (only ship and improvements values)
Hi, after any United Planets thing happen (voting) , an try to open after this the diplomacy screen freeze the game .. workaround -> after an UP thing >>save - then load - then diplomacy works ..
@Horemvore i have no problem with your prefered game style - i can understand you like the game to play in an way "simply" you like... but our views over how this special game mechanic should work are completely opposite - it make no se
for the better readability and to not clog the thread with unrelated nonsens i will not answer replays that are simply to dumb or from such an unlogical behavor that i musst suspect it was writen by an child or puparian teenagers with unprocessed compl
I dont say we should get the strict border system from stellaris ... this is way from perfect (but "if" an border system available then i prefer the which work - and not an fake where is always open borders ...) I would say, sneak in space from your neighbours should always possible - and if you doing it right and stealthy enough he dont notice it ... but - if he notice it, it should get consequences .... not
@AdamMG if people bring such hillarus ideas as DMF ...... and i know it is (sadly) way more broken game things in the game ... but this is one, even fresh players complain at first and so an good start to not shoos new player from the start ... and -> " <span class="tlid-translation
even a good friend musst stay to the rules (or - from an good friend i expect he stay with special care to the rules to not harm me ...) .... china is an good friend from europa ... so we should let go his army straight in european towns ...... - and no, i dont expect an sensefull answer .... -> can i have discuss companions with more "level" .....
@dfriedman the AI in GC3 is not the best .. but this is in many strategic games .. so GC3 is here not an negative or positiv example ... many (nearly all) games push the AI on higher difficults with "unfair" bonuses - i criticize GC3 - but dont support unrealistic bashing ! ------------------------
I think you simply dont get it .... work as intended mean NOT it is horrible broken ... or have you never seen an part of an game where work as intended from the devs - but is pure bullshit and if it was not here make no difference ... or would be even better ... this is, simply broken ... but as i have stated already - no logical or sensefull <span
NoNo - i dont want an field where no can enter - the handling of an violation from an closed border is an full other story ... but at first it musst get to the devs that the actual mechanic is broken and dont give me an option ... The ideas with derailing of the influence from the "real" border is an very good and imho the only right idea at first ... the handling of the border self than, diplomatic related and other is then a different beast