Moser_Alchemist

Moser_Alchemist

Joined Last seen Member # 802082
6 Posts 147 Replies 518 Reputation

[quote who="leiavoia" reply="3" id="3711513"] The balancing downside is that it takes an excruciatingly long time to manually build their population up. [/quote] The Yor haven't lasted long in my last few games. In fact, I've had to prop them up with tech, etc to keep the other races busy.

7 Replies 28,187 Views

The synthetic AI can easily be hamstrung by a lack of either Promethion or Durantium. Early game the Yor build colony ships with 0 population that can't actually colonize. Those admin points should be used to mine the above resources. The Yor need to go tall rather wide early game, until they reach a high enough population to colony rush.

15 Replies 1,182,886 Views

I play synthetic so I set it at 100% tax rate (no morale penalty). Note: synthetics have fewer econ buildings. I'm guessing that you're playing non-synthetic and thus need to build more econ buildings and have more trade routes. You might need to build a few economic (money) planets to build GDP.

5 Replies 42,812 Views

"2nd up, when your economy shows you gross, say 342 per turn and your spending is 109, yet you are in the red and not gaining those credits per turn. Missing something here?" What's your tax rate? Lower taxes mean less goes to government spending.

5 Replies 42,812 Views

"Upgraded an admiral to "defend" my borders but every action seems to be an act of war ie attacking ships/starbases in and out of my territory is a hostile act. Is it just bugged or am I doing something wrong?" Admirals aren't like Privateers. They're treated as normal warships. Only Privateers can freely attack without war.

51 Replies 1,193,461 Views

"After I captured a colony I put it to "Aid Economy". It said it will take 5 turns. In every turn it asks me again what to build (not after 5 turns). The build list is empty every turn, and I put again "Aid economy"." That's because you also captured the colony's accumulated excess production. Until you burn through it, you will be able to build things in one turn. I usually will use large amounts of the accumulated excess production to r

11 Replies 14,130 Views

Here's an idea! The first thing you need to mention is the version you are playing. Base game? Crusade? In Crusade, military production and social production are independently derived from raw production. You can't convert one to the other. Shipyards need to be assigned to planets to not lose military production. (Design decision, not a bug)

1 Replies 20,330 Views

Publius, your link is for SoL's anomaly mod. I think you meant the link to go to SoL's mission mod. https://www.nexusmods.com/galacticcivilizations3/mods/109/ You can increase costs as you see fit.

3 Replies 27,981 Views

Overall population max cap is now the same as planet quality. Ie A PQ9 planet can only support 9 population. The cap can only be increased by "terraforming" new tiles which raises PQ.

4 Replies 31,871 Views

FYI: 1)if you have xanthium, you can send out the mission to get free random ships. You can get constructors, colony ships, and surveyors (the latter 2 can be decommissioned to get 1 administration point). 2) You can "scavenge" constructors (as well as colony ships and surveyors) with privateers for extra points too. (scavenge abilty) 3) You can buy ships too.

27 Replies 127,800 Views

"I would have to say no to that. From a realistic standpoint it would be impossible to build a large enough habitat in space for 1-10 BILLION souls (10 if you are lucky enough to get 3 nearby stars and they all fit in the SB aoe ring). Increasing pop cap by .1 might work within a sci-fi aesthetic but not a full point." Realism? Are you kidding me? You mean like moving billions to another planet. ;)

53 Replies 255,636 Views