DivineWrath

DivineWrath

Joined Last seen Member # 2500482
46 Posts 622 Replies 2,136 Reputation

In GalCiv 2, culture flipping required that you not only needed over power a planets influence, but do so by a factor of 4x. Once that happened, there would be a random chance that the planet would flip. I hated the last part because the culture flip could happen in 10 turns, a 100 turns, or even 300 turns. In GalCiv 3, at this time, culture flipping requires you to over power a planet's influence, and then wait 10 turns. It will even tell you how many turns is left before the

30 Replies 30,103 Views

Yeah. It does work like that. There are many levels to terraforming, each can add another tile and allows for more kinds of tiles to be terraformed (what soil enhancement can't reach, another can). In fact, there is a level that can terraform *any* tile. Normally each can only be built once, but there is that one that can be used any number of times. Actually, since you can use a more advanced terraforming to terraform soil enhancement tiles, and you get one that could terrafor

15 Replies 16,023 Views

That is odd. I was sure what guard did, but I decided to go test anyways. The guard command is working differently than what I expected. I even reinstalled the game and removed all the data that I could to start over. When was this changed? I know how guard worked in GalCiv 2. I'm sure that other players know the same thing. I wonder how many other players will be confused by this change.

9 Replies 4,848 Views

At this time, it seems that you can't build starbase modules that you can't use. For instance, economic modules far from any planet. If you are far something a mining starbase could mine, then the modules might not show up. At least, I couldn't build economic starbase modules far from my planets. For GalCiv 3, to mine resources, you need the resources to be within starbase AoE in order for the mining modules to work (which also means that a single starbase can mine many resources

3 Replies 2,047 Views

Well, if people are changing the topic to other commands. I've also been considering an auto attack command to cover a given area. Designate an area (in radius of hex tiles) and it'll attack any ship it sees that enters the area, so long as the opposing ships stay in that area. You would be able to make the area in question cover the same area as a military starbase, if you didn't want to lose its benefits. I'm not sure about program actions. It seems to be very com

9 Replies 4,848 Views

I've been asking for this for a while now (since GalCiv 2 release), asking for a command that will make ships do nothing. I've been calling it a fortify command (much like the command in the civilization games), but I've asking for so long that I'm willing to let it be called just about anything else. The problem is, I don't like the sentry or guard commands. I like keeping ships idle. I don't like how those commands will wake ships up and demand orders. I don't li

9 Replies 4,848 Views

Welcome. [quote]-Is it intentional that my ships/colonies and shipyards MUST be doing something before I can end my turn? What if I don't want to be building anything? I have not figured out a way to end my turn without having all my things doing...things.[/quote] It seems to be intentional. Things like planets, ships, and research could be doing stuff. The alternative is you could be wasting what they could be used for. Not efficient, so game was designed to help yo

5 Replies 14,182 Views

In GalCiv 2 Dread Lords, I complained about the lack of defensive ability for starbases. After upgrading a starbase to max (including researching all techs to do that), they were not well suited to their own defense. Fleets could be made that could kill a fully upgraded starbase. It was better to keep a fleet on the same tile to defend them... if you even bothered. It became worse in Dark Avatar when the combat system got changed and starbases did not get improved to take advantage

16 Replies 4,165 Views

I tried to win a tech victory the other day. I ran into a problem that prevented me from completing it. It seems that I can't build an ascension gate. I'm under the impression that it is a planet improvement. Unfortunately, I can't seem to find it as something that can be built. Has anyone managed to win this victory type? I'm trying to figure out if this problem is just me, or if it affects everyone.

4 Replies 4,242 Views

Speaking of the UP, does the cease war option (or whatever it is called) work? I tried to rush too aggressively during the colony rush, trying to see what would happen if I left myself vulnerable. For some reason I ended up at war with the Drengin. I first tried to pay the Drengin to end their war with me, but they declared war on me the very next turn. I then tried to use the UP to force the war to end, but they also declared war on me again. Isn't that vote option supposed to force peac

16 Replies 6,460 Views

I like the colony rush. I like growing my empire with an explosive burst. I like beating the AI to planets. I like ending the colony rush with the most planets. ...I also like ending the colony rush without leaving myself vulnerable. I have played many games of GalCiv 2 where I screwed up and ended up having wars declared on me before I even researched weapons. In those games, I had put everything to the colony rush. It was a lesson that I learned that I should know when to end my

56 Replies 210,412 Views

If you become the head of the UP, you can have this act cancelled (one does not remain leader of the UP forever). In fact, if you want to be a jerk about it (lets face it, the AIs were jerks voting it in the first place), then you could strategically place colony ships so they could colonize all the remaining planets within 1 turn of the act being cancelled. Unfortunately, it sounds like getting enough UP votes to make this happen might be the hard part.

15 Replies 50,544 Views

Also, if I recall correctly, the devs wanted to test the design by not offering a manual. They wanted to test if the UI works well. If the UI was well built, then people shouldn't be needing to ask these questions. Such questions can be an indicator that something could be improved.

28 Replies 84,353 Views

Why don't you ask some questions. We might be able to answer your questions. To answer your current question about the end turn button, the game doesn't like ending turns if there are still things to do. It will hide the end turn button until you resolve all problems. To reveal it, you must fix all the problems. Examples of things to fix include idle ships, planets with things still to build, shipyards not building ships, no research in progress, ideological points that cou

28 Replies 84,353 Views

I don't need to worry about the AIs. I easily out perform them. I out colonize them. I out research them. I overwhelm them in combat. I will worry about the AIs when they are no longer a joke.

5 Replies 4,100 Views

[quote] Hi, I'm about 20 hours in and finishing my first full game, and would like to list issues I have discovered thus far. I've jotted these down on a notepad over the last month, so please disregard anything you have already fixed. I've also only listened to a few of the developer reports, so may be missing some things already covered.[/quote] Welcome. [quote]Master production list: The list of planets and their projects is use

2 Replies 1,531 Views

I'm one of those people who have been leaving their colony ships nearly empty before sending them out to colonize worlds. I've been doing this for a while. I found that sending full colony ships hurt the production of my ship building worlds too much. My population didn't recover fast enough to cover the loss of a full colony ship. True even when I was doing things to boost population growth on those worlds like building hospitals and morale buildings. I found that attempting to i

14 Replies 19,338 Views

I'm using immersion in the sense of deep role playing. Basically being an actor and enjoying playing your role. Many people in this thread have stressed the importance of giving the AI personalities and other things. They talk like they very much want to feel like they are the leader of their civilization. Another poster had already pointed out that there seems to be one group that wants immersion and another group that want the numbers. [quote who="AuraBoy" reply="2

158 Replies 714,987 Views

I'm pretty sure I know what immersion means. What I fear is trade offs. Trade offs as in what you must give up to get something else. In this case, if the devs end up thinking that immersion is the only thing that is important to the players, then they might end up sacrificing things to free up resources to further boost immersion. I fear that thing might be the stuff that I like. What I'm doing is making sure that the devs don't forget about other players, such as myse

158 Replies 714,987 Views

I want to do a follow up. There have been a lot of people talking about immersion. They seem to talk as though it were the only thing that is important. I'm one of those people who cares more about strategy and numbers than immersion. If anything, I worry that too much immersion will make it difficult to play the game. Sometimes the best thing I can do (from a strategic perspective) is click end turn to continue progress in researching a tech or building a ship. There are many

158 Replies 714,987 Views

1. No, engines would only allow you to setup the trade route sooner. It will not do anything once the trade route is established. A trade route freighter always travels 1 parsec per turn. Always. 2. I don't know. Maybe it measures how much research you actually do. I don't consider that report very important anyways. You can be technology inferior but still win. 3. From what I understand, the length of the trade route and the population of the target world plays

3 Replies 6,259 Views

I haven't used planetary governors much, but I do recall doing some tests to try to figure them out. If I recall correctly, the governors do count how many planet improvements of each type you have built. They will not build more than what is listed. If your governor has 5 advanced factories on it's build list, and you planet already has 3, then it will build no more than 2 advanced factories on that world.

4 Replies 7,212 Views