[quote who="TheFunMachine" reply="3" id="3676115"] Should just have a way to auto-cycle the current projects. [/quote] I agree, apart from that all could stay as it is, much better than old planetary projects imo.
lyssailcor
[quote who="FreedomFighterEx" reply="6" id="3675828"] Gifted AI has a lot of buff. Check it in wiki, you would be surprise how much they got. [/quote] I'm not complaining, just stating. I know that the AI gets buffs, but I also understood Brads posts about AI in the past so that AI buffs would be reduced in Crusade because the AI as such is better and doesn't need that much buffs anymore. And I want to understand: I met my first race aroung turn 50, they had 11 plane
[quote who="Frogboy" reply="3" id="3675800"] Don't choose expansionist AI players. [e digicons]:)[/e] [/quote] I set most of them to random, with all AIs gifted. The one other discovered faction (old downloaded custom race) has those traits: Productive, Infertile, Economical, Influential, Handy, Dense, Tough, Unadventurous, Organized, Poor Traders No expansionist to be seen far and wide ... ?
[quote who="pshaw" reply="5" id="3675701"] Quoting lyssailcor, reply 4 Ok, thanks. Yes, I enjoy the game so far, plays very differently, to the better [e digicons]:)[/e] I will watch out for strange trade glitches, I'll let you know if I find something persistent or reproduceable. As for the m
[quote quoting="post"] For some reason I thought the game was changed so it's not all about early planet rush, first civ I met has 30 to my 12. [/quote] Same here (but I met only one other faction yet).
Ok, thanks, but that sounds as if it's not ultimately decided ... Hm, if nothing else a galactic wonder should at least give a considerable permanent morale boost and the destruction of such a grandiose building should give an even greater permanent morale penalty. What would the Americans say if the government decided to raze the Statue of Liberty to build some AAA shopping mall ;)
Sadly you can still spy on your adversaries by trading with them: you still can see every ship and starbase and planet they own, complete with stats. Now that espionage is part of the game you shouldn't be able to see that unless you are allied or the AI does really want to trade those assets (but then show only those that they are willing to trade, not everything).
Another question: what happens when one builds a wonder and later removes it? Will the effects of the wonder go away then? I. e. Strategic Command (the only one I built so far): gives one general and five legions, do they disappear when I destroy the building? What happens when I use up the legions and destroy the building only then? Does the Strategic Command have some more hidden effects? Because it would otherwise be useless after the general and the legions are lost in battle.
[quote who="pshaw" reply="2" id="3675678"] Hello, I hope that you are enjoying Crusade so far. Here are answers to your questions. Using old factions doesn't affect trade. There's probably something else going on. Mods will very likely need to be updated. [/quote] Ok, thanks. Yes, I enjoy the gam
I just began playing Crusade and have two questions: 1. I have five custom races that I downloaded from steam some months ago. They show up in my new game and they even have some new text (I play the Onyx, and met one of those custom races recently, since then all three turns or so they tell me something like "What are you supposed to be, some kind of rock eating worms?" Can there be problems with those races, since I assume they won't have all the new traits, and don't konw w
Seeing that weapon and defense modules for starbases need all the resources for all three weapon types, wouldn't it be a better idea to break up those modules into three seperate ones so that you can upgrade all starbase weapons and defenses individually, according to the availabiliy of resources?
Can we now build modules on starbases to give them more HP? When designing starbases can we determine the weapon layout (number and strength of weapons)? Do starbase weapons also fire individually like ship weapons?
[quote who="Go4Celerity" reply="28" id="3674686"] Quoting lyssailcor, reply 24 I read that in Crusade every single weapon on a ship is fired separately. What about star bases? Since they are now also designable, that should apply to starbase weapons as well, shouldn't it? Read where? <br
[quote who="zuPloed" reply="25" id="3674651"] Quoting lyssailcor, reply 24 I read that in Crusade every single weapon on a ship is fired separately. Really? Interesting. Here's a question: Will the missile weapon rate of fire exploit be fixed? From the first specialization tech,
I read that in Crusade every single weapon on a ship is fired separately. What about star bases? Since they are now also designable, that should apply to starbase weapons as well, shouldn't it?
[quote who="Larsenex" reply="4" id="3674525"] It used to be that if you click on the shipyard (or planet back in GCII) days you could pick the launch direction of the ships from that point. It would seem like a simple feature to code but it has been missing since GCII. [/quote] Something I don't understand down to the present day ... something more to wish to be brought back in Crusade ... ?
There is no hard limit to population. I play usually on gifted everything, and for my play style I don't find it difficult to keep the population reasonably happy (mostly by techs and starbases, only in the beginning I also need approval buildings), but I seldom have more than 40 pop units on any one planet. I don't play for mathematical exercise, but for fun, and so don't tend to try to exploit the rules to my best advantage, so I cannot provide you with a mathematical formula for the best r
Agreed.
What do you mean by being able to inspect exactly? According to the Dev Diaries you can now see the resources on a planet before colonizing.
I just ignored those comments. Brad's explanations made it worth while ;)
Look what I found: https://www.reddit.com/r/4Xgaming/comments/665eqx/after_30_hours_with_galciv3_crusade_i_can_say_its/ Lots of new information from Brad about Crusade mechanics interspersed here and there :)
Some thoughts that come to my mind: - Missions: it looks like you can see and follow the civilian ships. Can they be attacked? What happens then? - UI usability: what about all those widely requested sort and filter functions in lists? And a lot of other changes (which I can't remember off the top of my head right now) that would enhance user friendlyness? - In the economic overview screen the numbers (income and spendings) still do not add up. - All in a
[quote who="shayvaan" reply="3" id="3673562"] @Syrkres Above the minimap there is a tab labeled "power". If there is a yellow symbol next to the name you can trade with them. Clicking the name will even open the screen to talk to them. [/quote] The time a trade agreement lasts has nothing to do with the time that has to pass between two successful negotiations. The former is something like 50 turns (don't remember exactly), the latter something li
And what about an indicator about the time a trade agreement (like tading away resources and trade goods like Monsantium) lasts? And while we are at it: I can't remember whether there was anything said already, but are treaties now symmetric as they should be? Meaning that if you enter a trade treaty, then *both* parties benefit (proportional to the power of the respective trade partner, so that in an e. g. research treaty the faction with the bigger research capacity gives the partne
Hm, doesn't seem the invasion discussion thread had much impact ... :(