[quote who="eviator" reply="78" id="3600365"] So, if coercion is implemented can we get rid of the Large Empire Penalty? [/quote] Yes, Frogboy stated that already. [quote who="eviator" reply="78" id="3600365"] An immersion issue arises for me, and it was stated in other posts but I will repeat it. If my planet is 90% research labs and I set my planet production to 90% research, then I'm not coercing them into research jobs I'm allowing them to work in th
lyssailcor
[quote who="Nilfiry" reply="70" id="3599707"] Morale penalties? Can I just make that moot with my awesome Virtual World surrounded by improvements that provide at least +2 to Approval and a bunch of approval relics? I see a flaw in the research production though. There are plenty of real world ideas basically suggesting that the more tech you have, the faster your tech will grow, such as Moore's law for semiconductors or the law of accelerating retu
[quote who="naselus" reply="69" id="3599703"] Quoting lyssailcor, reply 68 Despite my hate of caps that would be a good idea [e digicons];)[/e] Yup. No-one actually hates caps. Everyone hates ARBITRARY caps. Just saying 'you can only ever produce 500 a
[quote who="naselus" reply="67" id="3599696"] Quoting lyssailcor, reply 64 I hate caps. [e digicons];P[/e] Depends on the cap. I'm not in favour of a cap on output. But I am in favour of a cap on population. Being able to build up
I hate caps. [e digicons];P[/e]
[quote who="lyssailcor" reply="45" id="3598963"] I have no problem with Frogboy's proposals and strongly agree to the "no free lunch" paradigm. That said, the coercion concept seems a little complicated to me. I have another suggestion that is likewise game changing, but if a coercion mechanic can be programmed in relatively fast, why not another system as well? So: Give every tile on a planet a property that says what can be built on it:<b
[quote who="Frogboy" reply="47" id="3598967"] That's a very interesting idea. I think it would take a lot of work to implement that though. [/quote] I take it you mean by that, more work than implementing the coercion system. But too much work to be done? [quote who="Frogboy" reply="47" id="3598967"] For all of GalCiv's history (until GalCiv III) there was a morale price to be paid for moving "the sliders". That is, players we
I have no problem with Frogboy's proposals and strongly agree to the "no free lunch" paradigm. That said, the coercion concept seems a little complicated to me. I have another suggestion that is likewise game changing, but if a coercion mechanic can be programmed in relatively fast, why not another system as well? So: Give every tile on a planet a property that says what can be built on it: - a manufacturing building - a research building</p
One other point: On fully developed, specialized planets for research or wealth with no nearby shipyard one can only choose one of the projects (with fixed, very small bonus percentages). But the bonuses they give are ridiculously small. Why not give a bonus with a percantage equivalent to the manufacturing output? That's still fairly small on specialized planets, but it feels more logical and it would not feel like such a waste of resources.
I play always long games on insane maps with nearly everything on rare/occasional. For me the new button system works well since now i don't feel compelled to tweak every planet every turn anymore. Just put in an option to play with or without wheel, only modding it back in wouldn't do the job for al those players playing strictly vanilla.
Wow, thanks for this comprehensive explanation :)
I have a question: does a trade module on a starbase only affect planets with outgoing / incoming trade routes or also a trade that traverses their area of effect? I couldn't find anything about that in the manual or the forum or the wiki. The wiki explains how trade route value is calculated, but according to that starbases with trade modules affect only planets. Is that still the case? Is the calculation explained there (<a href="http://galciv3.gamepedia.com/Trade#Creating_a_tra
[quote who="a0152570" reply="17" id="3591813"] Quoting Director, reply 16 Ah. I've never used kinetics beyond burning up some Durantium by putting in a prototype driver. I can see that thrusters have a use there. Durantium being so common, you can make very powerful kinetics with the dur d
[quote who="a0152570" reply="6" id="3591179"] Quoting naselus, reply 5 TBH, just anything that makes pop growth relate to existing population size would be a good way to nerf colony spam. How? Obviously new colony would grow slower and host would replenish slower but early on pop growth
[quote who="peregrine23" reply="2" id="3591083"] Considering what you are asking for is bsically what FE:LH uses, I am guessing they made a conscious decision not to go the same rout for GCIII. I personally would like to see some more ways to boost organic growth rates, but I'm not sure that the connection between excess food and growth is a great mechanic for this game. [/quote] What is FE:LH? Edit: oh, I thought only about space 4X games, you mean Fallen Enchan
[quote quoting="post"] Are there any plans to change the overly simple population reproduction logic (for organic races anyway [e digicons];)[/e] )? As stated already in some posts by others, not everyone is happy with the current system, including me [e digicons]:)[/e] I would like to see something like this for pop increase per turn (pit): pit = 100% + ([general reproduction rate of race in %] + [building modifiers in %]) * (1 - [current pop] / [max po
Are there any plans to change the overly simple population reproduction logic (for organic races anyway ;))? As stated already in some posts by others, not everyone is happy with the current system, including me :) I would like to see something like this for pop increase per turn (pit): pit = 100% + ([general reproduction rate of race in %] + [building modifiers in %]) * (1 - [current pop] / [max pop]) The new pop is then [old pop] * pit / 100% And if p
Right now, the explore command is as much as useless (independent of implemented search patterns) because there is no feedback of things an automated explorer discovers and on a large (that is, immense, insane, whatever) map I cannot manually check every turn all my automated explorers. One simple solution to this would be to automatically show all movements of automated explorers (better: all automated ships, even better: give us options for explorer only / all automated ships / all
Ok, I have submitted some savegames under ticket # QNA-308-97006 .
I should have one of a short time before I destroyed most of those idle transports. Have to see how I provide it to you though, don't know the instructions by heart.
In my current game the Altarians declared war on me. But I found they produce a lot of transports which just sit idly at their shipyards instead of attacking me ...
[quote who="Annekynn" reply="5" id="3587020"] Im seeing LOTS of unclaimed resources in 1.3 optin 2. This used to never be the case. One step forward, one step back... [/quote] When claiming resources came from an omnicient AI that could send constructors to every resource on the map without scouting, than I see it as improvement when that isn't the case anymore. Whereby I don't claim to know the reason for the changed behaviour ...
[quote who="eviator" reply="8" id="3586978"] I disable them. They serve no purpose except to force me to move my ships one tile at a time. [/quote] That's exactly what I want to make unnecessary with my suggestion in another thread ( https://forums.galciv3.com/471197/page/1/#3586800 ).
Another very little request: Give wormholes another color like in GC II (obviously somebody had good reasons to do so back then ... ;)). In my current game I got the event that spammed wormholes everywhere. Now, since I cannot tell them from other anomalies I have to move the mouse over them all the time to see whether it's a wormhole or an unexplored ship graveyard (they tend to remain unexplored quite a long time since my survey ships seldom have an escort) or another an
Hmm ... I never saw a starbase culture flip in my games yet. Is that really possible? If it's not, please developers, make it so (like the asteroid mining bases in GC II). Then the problem with the AI placing starbases in one's zone of influence wouldn't be a real problem any more ...