Well, I would like for my games to still be playable if the store goes kaput. Impulse is dead and so are my means to play any games I had with it. I also don't like being inconvenienced by DRM. Some stores are good in that regard. Right now, GOG is the store for me. I can download files and use them to install games on computers without internet connection. I'm quite sure my games will be still playable if GOG died tomorrow.
DivineWrath
[quote who="Philocthetes" reply="7" id="3744592"] Has anyone tried to use a hyperlane that you don't own or seen an AI use one of yours? [/quote] I have. It works whether or not if the owning faction is you, a friend, neutral, enemy, or pirate. Hypergates can't link to hypergates belonging to a different faction, but you could always try building a hypergate next to another hypergate (I haven't tested that yet). A warning. Hyperlanes are an excellent way for en
Starbase defense and sensor modules improve your starbase's influence growth. You can play the game without building mining starbases. Most things that need resources are the starbases themselves. You can train more legions, but that process needs 5 durantium per legion. You need a military academy to train legions. Promethean is needed for the promotion of some citizen types.
I don't know how accuracy stacks. Ship combat gets the same results whether it be quick or full battle.
The base game is version 1.53. Version 2.20 is for the Twilight of the Arnor expansion. Me thinks that maybe you bought the base game years ago and never got any of the expansions. There is a good chance you will need to buy the Ultimate Edition on Steam or GOG.
I still play. I left it alone for a few years, but I'm back. Sorta. I don't play every day like I used to.
I know this was answered, but I'm mentioning it anyways. Aid Research is something only a planet with a tech capital can do. Its not the only thing like this. You can only train legions on a planet with a military academy. A military academy is now a 1-per-player improvement. As for the neutral ideology pick that prevents war for 50 turns, it seems to be working fine in my last game. Another civ got it so I couldn't invade them until it was over.
I'm not aware of any feature that ensures you don't you stockpile excess stored goods in that context. Maybe you can destroy some factories to reduce social production below 75.
There no pillaging trade routes in GalCiv 3. There are other differences. Trade routes have a bigger effect on relations with other civs. Civs can get offended if you're trading with an enemy or a civ with the *wrong* ideology. You also can't setup a second trade route between 2 planets. You need to setup trade routes between different combinations of planets. This includes routes established by other civs. If another civ has established a trade route between Earth and D
I decided to put my feedback for the Retribution expansion here. What I'm playing is probably relevant. I'm playing GalCiv 3 from GOG. I have the Crusade and Retribution DLCs installed. Hyper Gates. I thought I would like hyper gates more. I've used them a few times, but I've found that I rather save administrators than use them. However, I'm quite happy to use the hyper gates my enemy builds. In practice, I don't need the speed boost. I like to for
Strange. When I tried to upgrade a cargo hulled ship to a colony ship, it told me that I could not because I had no population on that ship. I did that not too long ago. Maybe the bug has since been fixed?
I find that the planetary and social techs to be cheaper than engineering or weapons. But that could just be me.
Ideologies haven't had many updates (if any) since the game was first released. The population cap for worlds used to be higher. The excess population problems you're having used to be not problems. Also, planet invasions used to use population as an attack force, not legions. Having excess population was convenient.
There will be no sign of a move bonus. You might have a ship that can travel 5 tiles per turn. Using a hyper lane to travel 1, 2, or even 3 tiles will look like you only moved 1. Its like your ships only use 1/3 of a move. As for using enemy hypergates, yes you can use them. I tend to leave enemy hypergates alone because I can use them. I have not tested mixing military starbases and hyperlanes.
1. I don't have much experience with carriers. With the techs earlier now, I suppose I should give them a chance. 2. I'm still happy with troop modules on my cargo hulls. I make a point to clear a place out before sending my troop ships in. 3. I use sensor modules on my troop designs. I think this is a good idea. That said, I also use sensor ships to expand my sensor coverage. 4. I don't know. I've played on maps where life support range was a big deal. <
Hypergates work more like space lanes. Any ship traveling them will have their moves doubled or more (you can research techs for more speed). There is no instantaneous teleporting. Ships will automatically use the space lanes if they think it will get them to their destination faster.
You need the tech "Spacial Manipulation", which should be found early in the engineering tech tree. That will unlock the Hypergate Component. The ship, Stellar Architect, should be unlocked at that point, or you could design your own ship. You will then need to build 2 hypergates. Then use one to link to other to create a lane. With three, you could make a triangle, with each hypergate connecting to another hypergate.
They can? I still got more to learn then.
On difficulties beyond normal, the AI cheats. So of course they're going to have the advantage.
[quote who="lyssailcor" reply="77" id="3740112"] Another option (choice) could be to make improvements exponentially powerful. Example (simplified, not useing the actual mechanics in the game): basic factory -> 1 production advanced factory (can only be built on top of a basic factory) -> 2 production superior factory (can only be built on top of an advanced factory) -> 4 production mega factory (can only be built on top of
Stop making the colony rush harder! I'm a player whose skilled at the colony rush. I don't appreciate efforts to nerf it. That said, I'm liking what I've read about hypergates and cargo ships. By the way, is going to be a way to control what features we from each DLC? I might want the galactic markets from Intrigue, but not the governments or crisis stuff.
I want to be able to upgrade my commanders so they are using the latest parts. By upgrade, I don't mean promote to admiral. They suffer from the same problem I want fixed. The problem I have with commanders is they use a hyperdrive plus engine. This remains true regardless of what tech you research. They don't ever get better engines. Ironically, while they boost the speed of your fleets with their abilities, they can also slow you down because they are stuck using inferior engines
I want improved rally points. In GalCiv 2, rally points were not only a place for ships to go to, but they were also a place to make fleets. In GalCiv 2, rally points had settings, one of which made any ships that arrived to form fleets. Right now, GalCiv 3 can't do this. Instead you get a lot of individual ships in a single tile with no orders. I'm asking that rally points to be given the ability to have ships that arrive to automatically form fleets. I'm also asking that you can
The ship designer, the one accessible from the main menu, works well enough for ship designing, but there are things it can't do. It can't factor in increases to hull capacity, and it can't factor in that many parts can be reduced in size. Near as I can tell, Crusade has techs that can increase the capacity of your hulls by 70%, and can reduce the size of weapons by 70%. If there is some time to work on the ship designer, I would like it if the following can be added to the ship de
Is whats going to happen set in stone yet? Are you looking for feedback to decide what will happen in the campaign? I want to be good if thats still possible.