An 'explore resources' command would seem like cheating, at least until you researched a tech that could run long-range scans for them. If by "explore space," you mean "run a logical map-revealing pattern in coordination with other units running the same task," then I've been waiting for that since GalCiv I and would jump for joy to see it finally happen. I never thought about an explore command that focused on star systems, and that also sounds like a mighty fine
Philocthetes
[quote who="General Pants" reply="17" id="3661698"]I agree with erischild, we need to get our leftover movement. However, please check, there are already forum posts on this topic. Not that it doesn't maybe need a bump![/quote] I was just muttering about this to myself whilst cleaning up after sloppy automated scouts. I've got a new extra-clicking habit of pulling back to the last full-move node on a long-distance order. But that fails on really long moves when the UI
[quote who="Empress_Fujiko" reply="12" id="3661557"]Also it would be neat to show the little icons of ships in fleets with the same red overlay showing the hitpoint-status that you see in the battle-confirming-window.[/quote] Fine idea. That would cut way down on click overhead for fleet triage.
[quote who="wolkstation" reply="10" id="3661464"]Seriously, if money is the problem, make good UI a DLC, I will definitely buy it.[/quote] Me too.
"true hairs of the Dread Lords?" screencap
[quote who="jirkaesch" reply="4" id="3661173"]Politics would be also in, right? Factions, governments, ministries, elections...?[/quote] Yes, please. I've flirted a little recently with Stellaris. It left me wanting to play GC3 again and imagine that the political economy was almost entirely different than it has been so far. I tend to sympathize with the "tall" concerns above about both the habitat designs and the economy. Some of the things I've read here & in ot
And now, after many years of haranguing that mods are annoying distractions that 'pollute' the game, I've installed my first one ever. Those linen-that-got-into-a-hot-dryer maps made me instantly claustrophobic. Thanks, Old-Spider.
[quote who="Philocthetes" reply="6" id="3660831"]Is there an ETA for folks owning via GoG?[/quote] There is now. It's now! [e digicons]:star:[/e]
Is there an ETA for folks owning via GoG?
I'm not online here very often these days, and I hope that's most old-guard folks' excuse for not ponying up for this request. Otherwise, I'm quite disappointed with 'the community.' https://1drv.ms/u/s!Apvo3o1FQ5RJgYEgrdEv7R2uNC13RQ
[quote]New hotkeys[/quote] Yay!
Maybe the devs would buy this idea if it was separated from the existing upgrade (by mysterious universally available nanotech or invisible space barges)? I vote for a station-requiring Refit command, perhaps with a tech line of its own. Basic function(s) cut costs for upgrading ships when you do them at an equipped facility: yards by default, bases with necessary module(s), planets with necessary improvement. Higher functions enable reverse engineering, the component
[quote who="admiralWillyWilber" reply="7" id="3651039"]That lists exist. t's actually easier to retrieve than any other list; instead, of looking at planets on the main screen click on fleets. I don't know why it is called fleets since it shows all your ships. This should be called ships, and the as you highlight your ships it tells you how many moves they have. [/quote] Thanks for the workaround notion, Admiral. Like all of the lists, that one needs work to ma
[quote who="erischild" reply="9" id="3651018"]There are exceptions, things that can improve the entire empire dramatically and immediately, (Supportive Population can transform my struggling early empires.), but keeping them rare makes them feel like accomplishments.[/quote] Indeed. I think this point applies to Precursor Relics as well. Early in a game, 5 or 10 percent boosts to morale, research, or income can make a big difference. Even in later games, I can get a real sense of a Bi
[quote who="werwortmann" reply="15" id="3651003"]I didn't hear anything regarding diplomacy, but Brad did say those mentioned are not all the features. They still not ready to talk in detail yet.[/quote] Thanks for the answer.
[quote who="Kazriko" reply="40" id="3651002"]As for finding real world wisdom in games, It's possible in some limited instances to do so, but you should be aware that even the most realistic simulation will not entirely represent a realistic view of the world. They will often more represent the biases of the one producing the simulation.[/quote] I didn't mean to imply that I was divining 'truths' in the GC series, just that playing this sort of game can be a sort of &#
Mods are fine for folks who like messing with them, but my hopes are always for updates to the base game.
[quote who="trims2u" reply="9" id="3650846"]double click selects tech to research[/quote] That would work for me. Maybe a full tech web view with details on select and a pair of Cancel and Accept buttons?
I've seen plenty of 'floating bonuses' after invasions that destroyed tiles. At least once, I was able to reclaim the resource through a...habiforming?...tech.
I don't have time yet to listen to audio. The word "diplomacy" isn't in this thread yet. Please tell me it is on Brad's devvy-do list.
The only way to speed that up is to rush-build the steps along the way. If a planet is already developed enough that improvements are down to 1 turn each, you just have to be patient.
[quote who="Kazriko" reply="34" id="3650597"]Aside from that though, the old adage in business is that if the business isn't growing, it's dying...[/quote] In the long run, sometimes conventional wisdom turns out to be very wrong. For example, this old saw could also roughly describe the 'success' of a cancer. One of the things I love about the GalCiv series is that it has given me a long run of playtime that also feeds into my past training and current hobby-t
Much of the UI needs more 'stickiness' like this. Sorts in general, filters on the Starbases tab, turn-range on the graph tab of the Govern window....
[quote who="erischild" reply="1" id="3650794"]The really good techs can work with 0% land. [/quote] Then why can't a lower terraforming tech take advantage of a well-terraformed tile and work on a neighbouring tile? Yes, I know, probably the greed thing. Still, I'd rather have the occasional Crazy High PQ world than have yet another build queue item that will never go away because I can't or won't build it.
[quote who="trims2u" reply="5" id="3650765"]Which means, don't go into the Tech tree and click around. As soon as you do, you can't go back to option A.[/quote] Which reminds me how much I've long wanted a "confirm change of research goal" dialog/second-button something. I've never really understood why the tech UI assumes that they only reason you'd ever be there is to change your research goal. This is a 4X game. Long-term thinking is a large share of my fun.