Hey Frogboy, you forget a step. Ad Nauseam. Argue in such a way to exhaust and sicken the target until they become too nauseous to argue back. [quote who="UmbralAngel" reply="3" id="3494006"] Someone should make a sjw parody game. Could be fun and enlightning. [/quote] Might also be a good way to get targeted. Still, it might work. If you do get targeted, people will likely hear about that SJW parody game that made you a target.
DivineWrath
From what I understand, he became a symbol that he didn't want to be. It came with a level of responsibility and hostility he did not expect or sign up for. This sale has come after it became too much for him. I suppose this is another warning of what this industry is like. If you do something, you might become big. If you become big then you become a focal point of for people's hopes and dreams... and the target of other people's problems.
The Galactic Civilizations series was first thought up decades ago. It was a different time and different ideas of where to go. The basic story for the GalCiv series was written long ago. It may have got changes over the decades, but if it changes too much then you might as well throw out the script and start creating a new game. I don't know if the script could survive if people were replaced with machines. On a side note, even if everyone could be replaced with machines, it w
One might argue that you should be able to get some idea of what kind of planets are out there. Humanity has developed astronomy techniques that allows you to find planets orbiting stars, and even determine the colors of those planets. That is a better than knowing nothing. Hell, if you can see the star with sensors, you have a closer look at than your home world. This also says nothing about new astronomy techniques humanity might come up with in a few centuries.
1. I like diplomacy that you can get stuff done with. I like diplomacy where a reputation plays a factor. I like diplomacy where I don't need to work hard on upkeep. In GalCiv 2, I could be the most powerful and most peaceful empire, and be on good terms with everyone because I they didn't want to fight me and I didn't abuse my power. It was not a requirement that I keep making deals with everyone. I did not enjoy the diplomacy in Space Empires 5. It was not clear what
I don't care heavily about graphics. I spend a lot of time zoomed out, so I don't see things much. Just don't make it ugly and I'll be happy. Also, I think it is a bad idea to compare graphics with some of these other games. Some of these companies try too hard to make games with amazing graphics. They lose focus on game play and fun in the process. Do you really need such attention to detail? Does it make a game more fun? I also think it is wasteful to p
From what I understand, the maintenance costs from planet improvements helps to kill approval. You seem to have a many high tier planet improvements (which normally has high maintenance costs). Destroying a few should help boost morale (though you might want to try something else). Farming should be used to some degree on all worlds. Production = population * production bonuses. This is before you split distribution to manufacturing, research, and economy. This is before you get bo
I had problems with the Iridium Corporation as well. When I had problems building a starbase, I tried just everything I could think of to make it work (even some things shouldn't have an effect). Nothing worked. After all my testing, I'm very sure it is broken.
Is there any difference between the opt-in update (now gone) and the current version?
I haven`t played for a while, so I might be a bit fuzzy on some details. The Iconians have a super ability, Super Adapters, which gives them those techs. Its very purpose to to ensure that they can colonize some kinds of extreme worlds on the first turn. The Yor get Barren worlds as part of their super ability, Super Isolationists. The Torians can research Aquatic worlds early on and cheaper too. So, there are a number of different reasons why a civ might have access to some worlds
I reported 2 ways of rush buying ships for free over a week ago, but thanks for sharing anyways. It helps to confirm bugs. [link="https://forums.galciv3.com/456977/page/1/"]Free ships with rush buy[/link]
I don't think that the DLC is going to be done by release. In fact, I think its going to be those kinds of things they release some time after the release of the original game. Stardock is a company that develops patches for their games for years to come, and has released expansions for their games during that time. We would still be getting GalCiv 2 patches if it weren't a pain in the butt to get the compiler working again... I suppose that is one of the perks of being a p
[quote who="Tohron" reply="4" id="3489192"] Here's the thing though, while another farm in your scenario would only increase manufacturing by 20%, it would also increase wealth and research by 20% as well, meaning that you'd only want the factory if you were focusing the planet VERY heavily on production. In a more extreme example, a 20 population planet gets +10% each to wealth, manufacturing, and research, so a balanced planet would STILL be getting more bang from another
Your assessment is forgetting something. Most population planet improvements are flat increases to population (the exception are supposed to be limited, from what I've seen). Factories, labs, and markets are percent increases. Percent increases are more powerful when you have a large base number to work with. If I recall correctly, the base farm is an increase of 2. If you had a population 10 world devoted to manufacturing, and you could build a factory with a 25% bonus to manufacturing,
Just watch out for a bug when using constructors. At this time, a starbase may not have more construction points than modules that could be installed. If sending another constructor will push the stored number of construction points beyond this limit, the constructor will orbit the starbase instead of adding to the construction point pool. This is more likely to happen if you are using constructors with multiple constructor modules.
Yes, you can extend the range with starbases. You can also colonize planets, research techs (some offer passive bonuses), and add life support modules to your ships. All the old trick still seem to work. However, my philosophy is that if you need things like starbases or life support modules to extend your range, then you are probably fighting a opponent too far away. Adding range modules to your ships will need you to sacrifice some other feature, maybe like firepower or speed. B
I try to avoid Steam if possible. I don't like Steam. GalCiv 3 is one of the few things that have dragged me back (I really loved GalCiv 2). I would really like it if GalCiv 3 didn't need Steam, but that doesn't appear to be going to happen any time soon. Maybe it would be worth while to ask the question again, this time in the dev stream. I don't know much about the Steam culture, as I don't hang out. However, the times I've read threads on other sites (lik
I recall creating a thread for both such bugs. 1 for rush buying ships for free, and another for creating fleets beyond logistics limits. Created a fleet with more ships than what logistics should allow - https://forums.galciv3.com/457070/page/1/ Free ships with rush buy - https://forums.galciv3.com/456977/page/1/ Neither has got many views.
Useful tricks to do with credits is rush buying and upgrading ships. Some people might argue against upgrading ships, but I find it useful. It takes time to build new ships, it takes time to build enough to form a fleet, and it takes time to move them into position. With upgrading, you already have the ships, fleets, and positions, so it only cost credits to make the change. It is a bit pricy and may take a few turns to complete, but I know how to use it. Rush buying is
Is there any possibility of a fortify command, or something like it? In GalCiv 2, it was one of my most wanted features (that I never got). With fortify, there would be no conditions that would cause the ship to wake up and ask for orders. There are times when what my enemy ships are doing has no relevance to what I want my ships to be doing. Without a fortify command, I had to leave my ships idle (which opened a risk of accidental orders). It also meant that I couldn't use com
[quote who="thetraviler" reply="5" id="3488535"] I did think about this. I really like the idea but wasn't sure how it would be received. I almost expect that something similar to this may be in the game. After all in the trailer, the Terran Fleet comes out of a pocket universe... What is said pocket universe?! [/quote] *Spoiler Warnings* The pocket universe used to be prison for the Dread Lords, an ancient race that once tried to wipe out all the inferior rac
I find that annoying too. What probably happens is a design change had removed a range module. What probably happened was the ship designer considers range modules a low value part. It might have a minimum amount to have, but anything beyond that is supposed to fill empty space. Once it has something better to fill the space, it'll replace the filler. It is a real pain. If you are fighting an enemy who you can barely reach, and then you lose more range on your latest ships, you
[quote who="peregrine23" reply="3" id="3488419"] So I did a bunch of testing on this at least as it relates to Economic Stimulus and Research Project. The projects grant production to their area, which is then modified by any planetary bonuses in the target area. The amount of production transferred depends on your raw production, modified by your planetary manufacturing bonus. The break-even point where projects become as good as setting your production wheel is around +300%. If your ma
Well, the problem I have is that I am not getting equivalent amounts of output when I use research or economic projects. I'm better off changing my spending rates than using those projects.
I managed to create a fleet with more ships that what should be allowed. Early in the game, I was testing how many ships I could put in orbit around a planet. My logistics was 10, so I could have 5 tiny hulls in fleet. When I got 6 tiny hulls around a planet (12 logistics), I decided to launch them all at once. I got a fleet that required 12 logistics points when I had only 10 to give. Later, I did something similar when I was working with small hulls, getting a fleet with 15 logistics when I