Actually, the citizen will go to the closest core world that has capacity for new citizens. This means trouble if you somehow get a colony ship with a Festron on it.
DivineWrath
This bug been around since first release of the alpha. Please please fix it already.
More transports help planet invasions. The minimum time required to invade is 3 for colonies, and 5 for core worlds. If invasion time is longer than this, then adding transports would help. Careful though, as I've seen adding ships to an invading fleet halt invasions. Invasions are always successful if given enough time. The selecting a fleet or planet should show how many turns are left. I've never seen soldiering be of any help. I have halted invasions, then start again to s
I found that a missile volley is equal to 1 round of attacks by the whole fleet. It also only destroys 1 ship at a time (its like they only target one ship, and any excess missiles miss). Its been more than a few patches since I tested it, so maybe I'll test it again to see if its the same.
I made a mod that removed all admin costs, so you can build an unlimited amount of colony, constructor, survey, or hypergate ships. After playing it a few times, I found the game didn't change much. Mind you, before that mod, my play style involved getting 4 admin citizens at the start and researching a whole bunch of techs that gave me admin points. Near the end of the game on huge maps, I start running out of admins for my starbases. I don't use a whole lot of survey and no hypergat
Yeah. This can happen before you even have the tech needed to even see the streams, let alone travel through them. *It is at this moment they realize that they should have reported this bug long ago.* I probably didn't think much of it since it was such a minor bug. I keep getting it frequently cause I often send probes to explore the outer ring of a sector (its a good way to find streams).
Intentional. Many folks wanted more planets that could be made into good or at least half decent core worlds.
Well, I like the RPS combat system that GalCiv 2 had. I think it worked well. I think something overlooked is that researching weapons in GalCiv 2 was expensive. It was really expensive. It was quite the investment to go even a moderate distance down one weapon type; enough so that trying to change what weapon type you were using really hurt. A player had to make a choice of whether to continue going down the weapon tech path that have already invested a lot of research into, to chang
GalCiv 3 had events that would add resources or artifacts to the map, but an advisor would pop up to tell you that. I think the game adding new artifacts after loading a save (and without an advisor message) would count as a bug. It could change the balance of power, one that the player can abuse by saving and reloading as needed to spawn artifacts in their territory.
I don't think the number of transports affect invasion times anymore. Last I checked, invading colonies takes 2 turns, and core worlds take 5. I think resistance planet improvements affect invasion times by increasing the number of turns it takes. Any combat ship can take a colony, but you need transports to take core worlds.
The ship might be the prize you get from surveying an anomaly. I've got colony ships, constructor ships, and even max logistic points increase from anomalies. The more dangerous the anomaly, the better the prize might be.
I have some problems with stars showing up in the background and unrevealed map. It makes it look like there are more stars than there really are. I usually start my game by sending my probe ships after stars to find what secrets they have, so fake stars are not helpful.
I think the battle system in GalCiv 2 was pretty good. It might not have a lot of features, but it kept battles fair. I have to worry about putting defenses on my ships. In GalCiv 3, I spam missile ships, and put them into as big of fleets as I can manage. Killing the enemy before they get a chance to shoot at you is a bit bland and unfair.
GalCiv 3 is not the best game in the series. I would recommend starting with GalCiv 2, if thats an option.
[quote]Planets can no longer respawn fighters and free defenders while they are under Siege.[/quote] Good. I'll make sure to test it when the next patch comes out.
The above is my GalCiv 3 strategy. It still seems to work for GalCiv 4. In GalCiv 2, I had the opposite strategy. I would build big ships with strong defenses. I doubled down on this when I studied the game files and saw how much cheaper some techs were when compared to weapon techs: defense techs, hull sizes, miniaturization, etc. So it was more productive to design large ships with a lot of hit points with strong defenses, than to build small ships with powerful weapons. My ships
My strategy isn't very sophisticated. I build a lot of tiny hulled fighters so I attack with overwhelming firepower. Arm them with missile weapons so they can shoot first and kill the enemy before they can fire back. I win most battles with these fleets. The only thing that seems to weaken them is now fleets can only make 1 attack per turn, so now it takes at least a few turns for a lone fleet to clear out a star system of defenders. To counter this, I've been splitting my fleets so I
[quote who="DerekPaxton" reply="3" id="3840456"]Non-military ships don't auto join fleets for the double power of the mimot. The reason for this is that it was frustrating to have fleeted colony ships, probes, etc. So the player can decide if he wants to fleet or not. [/quote] Well this also affects my military ships. I tend to leave my fleets, that I'm building up, next to shipyards right were new ships are launched from. With guard activated, new ships automatically join the fleet w
Here is some feedback from several maps I played. Mimot – As you know, Mimot produce 2 ships when they build 1. About 50% of the time, when producing ships, there will be a produced ship that doesn’t join a the local fleet sitting right outside the shipyard. There is also a problem with the Mimot and ships that require citizens. If you build 2 colony ship
The last place influence bug is still in the game. You could be the civ with the most influence, but you are ranked dead last. You can still get the odd colony ship with no population on it. We still don't have a guard command. It would be like sentry, except they wouldn't wake up because a ship came into sensor range.
Unknown. Stardock has been silent on that.
I generally have my shipyards auto build some kind of useful starship. A habit I got back in GalCiv 2. I would like to be able to auto build ship missions and special resources.
I don't like the circle (as currently implemented) either. Its not clear what you will affect and control. In galciv 2, every square the starbase circle covered even slightly was affected by the starbase. In galciv 3, the area of effect was very clear as to what hexes were affected. The default range was 5 hexes away from the core. Please make changes to galciv 4 so its clear what area the starbase will affect and control.
I'm okay with the Yor being a little overpowered. An advantage should be an advantage. I don't expect nor want every civ to be equal to one another. I don't like needing resources to build Yor population though. I don't like the resource mechanics.
[quote who="Publius of NV" reply="8" id="3838727"] I hope this doesn't come across as snarky, but wouldn't it be a good idea to make sure that at least one of the Galactic Achievements actually work before adding new ones? I have yet to see any of the alpha/beta testers report either here or on Discord that they have managed to finish one of them, even the Penultipox one which only requires some research and building a planetary improvement. [/quote] I'm not interested in