In reading it .... I guess you can only build one data center per planet now. Doesn't explain why I could build multiple computer cores but oh well :)
COSIAN
For some reason I can no longer build in the data center tree. I should be able to build Xeno Research but neither Data Center or Xeno Research show up. Yet, I can build multiple Computer Cores on each of my planets?? Don't know what happened. To check, I went into god mode and checked the other factions and their build actions looked right. No computer core because they already built it and they get the option to build another data center or xeno research??
[quote who="ManiiNames" reply="3" id="3633778"] Personally I think sensors are in a good place now. The low end sensor modules are bulky and don't provide much vision. The high end sensors give incredible vision but are extremely xpensive. much better balance than we had before. [/quote] Yep! I think they are fine as they are. Given the strategic nature of the game I think they get the job done without introducing more c
[quote who="pshaw" reply="1" id="3633295"] Quoting , quoting post So I did some testing. One thing I had done was create a constructor specially designed to be used in the auto upgrades called Construct Auto. The thought being that since you cannot upgrade all existing star bases to a new design when you improve
I thought to review all my star bases in my current game...115 of them. Just to make sure there were no upgrades that needed to be applied due some of the current bugginess in utilizing stationed points. As I was doing this, I started noticing that ALL the default constructors selected for the bases had changed back to the Basic Constructor M1 model. Crap! So what could have caused this? There is regrettably no feature to update all existing st
[quote who="Empress_Fujiko" reply="4" id="3632819"] Quoting COSIAN, reply 2 You can kinda make it work by establishing a cheap one constructor module design .... True, but constructors with multiple constructor modules are more cost-efficient. For example in my current game the base constructor (onl
Good Stuff!
You can kinda make it work by establishing a cheap one constructor module design .... but then if you have the pragmatic 2 constructor points per constructor module perk it will leave the extra point in there. Further, from my testing it seems that the base will not order another constructor because it has that stationed point in there. So while the new auto upgrade feature is on the path to a great idea, there is still a bunch of manual intervention due to this 'bug'.</
I usually play immense tight clusters with 5-6 opponents. This is probably an advantage for the player. It lets you get setup and going before you immediately have to deal with a major. The AI does not seem as fast expanding out of their initial cluster, but then again, i go pretty fast and heavy for speed.
[quote who="mqstout" reply="7" id="3632682"] Thanks for the input. The Pragmatic 3 constructors was often my first choice, but I'd use them as constructors. Upgrading them to colony ships feels cheap, but I'll try it. *sigh* I think you can rationalize it. :) Someone gave you something that was not quite what you needed so you modified it. And it does cost credits so i
I am liking the approach with the Available Ship screen but I have some questions .... I initially posted what I thought was a bug because the gold icon on my TI (Tiny Interceptor) ships reports Guardian and these TI ships do in fact have a role of Interceptor. But now I see what is going on here. The initial gold icon fo
I think in a game of this scope there will always be a need for UI improvements. That said, things have improved consistently since launch largely based on player input. Post in the New Ideas.... 1. The control of a resource is dependent on who gets their mining starbase up first. You would have to destroy his or try to have him give it to you in a trade. 2. There is a ton of video and guides out there for GalCiv3. Ther
After evaluating this further, I think it may be working as designed. I think the way this information is presented on the Available Ships screen may need to be reviewed . I thought the first icon for a ship represented its class ... Interceptor, Assault, Support, etc... But it appears this icon represents a derived 'ship type' based on what modules are installed. So in my case, my tiny interceptor is 'calculated' to be a Guardian I assume because it
Aye Thanks!
Hovering over my Research for any colony shows Trade Secrets -5%. How did I get this negative bonus? I don't recall clicking on something that would generate this. Was this a colonization choice? Should it be effecting every colony?
I am deep into the builder tree for pragmatic and have the: - all starbases start with an additional construction module - all ship construction modules give 2 points instead of one I had not unlocked mining barracks yet and established a number of mining starbases by just selecting the mining ring. I setup the mining rings and then ejected the constructor to go about their business. The miining starbases showed one ad
Just checked in my game. It appears morale boosting starbase modules do auto upgrade. Yours must have been maxed out.
As an additional comment. I'm lobbying for more control by allowing you to specify what modules get updated and which do not. The fact the OP mentions that morale modules do not auto update is a good thing methinks until we can control which modules particpate in the auto update program. In general I would seldom if ever want the morale modules to auto upgrade. Just rarely need them at their highest level. To Manni's point.... I think the feature
No way i could choose just 5. :) So I am going with top play times .... 1. Europa Universalis 4 2. Crusader Kings 2 3. Galactic Civilization series 4. Distant Worlds 5. Sins of a Solar Empire
Can't you just remove the ship yard on the new star base SPONSER SETTINGS screen when you place the star base? You can remove your high production military ship yards there. That said, having a control at the ship yard itself would alleviate having to adjust sponsorship on every star base as you set it up. But I adjust the sponsorship regardless to take off the auto upgrade if needed and and set to manually manage sponsorships so I am in that screen regardless.
First, I think the new starbase management tool is a substantial improvement. Kudo's! What I would like to see is a control on each of the installed modules that further defines what installed modules are auto upgrade-able. As an example, I may have an econ starbase supporting a couple specialized research planets. I want the labs to auto upgrade. However, I may have initially installed a starbase factory to boost up manufacturing while building out the pla
The new ship designer Available Design layout is showing a Guardian ship type for an Interceptor build. I built a tiny interceptor and the detail clearly shows its an interceptor but the a hower over the new icon for the ship type in the Available Design layout reports Guardian.
I think the whole 'rock paper scissors' thing is fine and serves to add some decision making into the ship design and production process. The issue the AI's ability to change and adapt as needed. If the AI is changing designs as the need to do so presents itself, things will not be so predictable. Also, an option should be provided to randomize a races preferred tech and ship designs so it is not predictable. Problem solved.
https://www.galciv3.com/game/gameplay/features Hey it's just day one in the forum. I haven't even looked at anything yet ... :) Just saw Gal Civ III and got all giddy! Yep, multiplayer is in! Yea!
Crap ... apparently not multiplayer? Or I may be reading too much into that. I guess if an internet connection is not required it could just mean yes you can play the game single player without an internet connection?