Since acceleration depends on mass drive size should either scale more with hull size (mass, although mass of components is not taken into account this way) so the formula to calculate drive size should be more like + , e. g. 5 + 20% of hull size. But even better (imo) would be a system where drive output (in form of energy) and drive size are constant (or scale like it does now) and speed is calculated by <drive
lyssailcor
[quote who="Larsenex" reply="4" id="3684397"] Those uneven trades are normal. The ai is angry with you in them thus the trades are overvalued and will never give you a good deal. I get very good trades when the ai's friendliness is on the other end of the bar. The game has come a long way since release. [/quote] But: if trades can have that very unbalanced form that means the trade mechanic was not tested with extreme boundary conditions. It may not ma
Although Crusade is a huge improvement over GC 3 base, the OP sums up a lot of not direct bugs, but things that are at least (very) annoying.
We seem to be the only ones that think so ...
Not a bad idea.
[quote who="Gauntlet03" reply="5" id="3683805"] Yeah... I just think that if I can relocate Garrisons freely than there are few or no consequences to my decision as to where to put them. I'm fine if returning them to a pool has a industry cost... thus costing time and opportunity. Prevents you from shuffling that legion across the empire too easily. [/quote] That's why I said legions shouldn't be global but should have to be carried to where they are needed.
[quote who="Gauntlet03" reply="2" id="3683769"] I prefer it as it is mostly... It creates a consequence, and bear in mind that those resources are likely less about man,power and more about infrastructure (fortifications) that can't really be returned to a pool. [/quote] I disagree. After all you can take your attacking legions with you every time you invade, why should they be different from garrisoned legions? I prefer to think o
[quote who="Taslios" reply="2" id="3683626"] Also add a way for us to see how many legions are on each planet... that is waaaay too hard to find. [/quote] And yes ;)
[quote who="tetleytea" reply="1" id="3683619"] Also, under the Uncolonized Planets section, can we add all the asteroid field hexes now within our influence but with no asteroid mine built? I spend an awful lot of time checking that manually. [/quote] Yes.
[quote who="Larsenex" reply="4" id="3683597"] @lyssailcor, after a couple of years many dlc and two expansions what are you waiting for to 'feel' that GCIII is finished? [/quote] Yesterday e. g. I discovered the population discussion on the Steam forum ( here ) what leads me to think that this mechanic will be rebalanced. Also there are discussions going on about the invasion mechanics.
I play always with rare minors, but since Crusade I didn't find any yet. In my pre-Crusade games I had no problem finding them on rare.
That sounds great :) Although I won't play mods until I feel the game is "ready" (meaning there are no basic changes anymore). Can there be more than 4 chains and 5 levels per chain?
There is a population discussion over at the Steam forum where Frogboy made a suggestion how pop could work since a lot of people are not content with the square root formula. I quote Frogboy here: "I almost think what we should do is something like this: Population = Production points. and then you balance things around making population harder to incr
Give trade routes more variety: When reaching a foreign planet with a freighter select whether you establish a conventional trade route that yields money or whether you get instead one of the resources the planet produces (providing there is at least one and perhaps dependent on diplomatic relations) in small amounts, e. g. 0.1 per turn, increasing over time. Perhaps you could even trade for research (e. g. yield calculated with the same formula as money yield for conventional trade r
[quote who="erischild" reply="10" id="3683262"] Personally, I think it would be an excellent basis for an Expanded Events and Flavor Text DLC, with "extra snark" option. [e digicons];)[/e] [/quote] I would buy that DLC, especially if it would also introduce state variables with which one could mark progress within a story and the possibility to write such stories as modder.
I now got this message for the first time in my still 2.3 opt-in game and it behaves just like you described. I had to decline to go on.
Yes, reported since 2.2.
Money and resources (shown in the tooltip when you hover over one of the available modules).
In my current (still 2.3 opt-in) game I see a citizen transport ferry sitting idly around doing nothing for a couple of turns now. I assume that is because I invaded the original target planet the ferry was heading to. That seems to be a bug to me (if it's still the case in 2.3 proper) ...
Don't know whether it's intentional but Prototype Durantium Driver still needs 12 Duratium as of 2.3 opt-in (I didn't start a new game yet after 2.3 came out, so it may be changed/fixed by now?)
The same problem exists with Mercenaries giving flat influence bonuses. I haven't checked inn 2.3 yet, but your observations indicate that the problem is still there.
[quote who="DeathMaker9000" reply="3" id="3682740"] Quoting lyssailcor, reply 1 I do not agree with everything, but see also that weapons seem somewhat unfinished. What we should have: - Resource cost should go up per tech level in a consistent way. - Weapons without resource cost should be
Good to know you can mod production by population, but still I like my suggestion better than the current system ;)
I do not agree with everything, but see also that weapons seem somewhat unfinished. What we should have: - Resource cost should go up per tech level in a consistent way. - Weapons without resource cost should be weaker overall than weapons with resource cost of the same tech level. Apart from that I disagree that every weapon of the same tech evel should have identical stats and just a different damage type. That would be bland. Actually it's one of the points
Distant Worlds: Universe has pirates that act pretty much like requested.