naselus

naselus

Joined Member # 2608034
7 Posts 611 Replies 26,244 Reputation

To be honest, I like to think of the ship and colony management tools under the govern tab as being a good sign for things to come. It's clearly under-developed at this stage, but does show great potential; I wouldn't be surprised if we saw a lot of improvement in that area fairly soon.

15 Replies 66,264 Views

[quote who="maniakos" reply="211" id="3577967"] funny how GC3 is supposed to be supperior AI wise. [/quote] It actually is. That's the problem. The AI is actually playing the game, which is waaaaaaaaay more complex than most of the competition (Total War, for example, just hands out goodies to the AI rather than have it playing by the same rules as the player). The problem is, until it gets good at playing, the net result is weaker than if it just cheated

735 Replies 1,245,939 Views

[quote who="Gauntlet03" reply="23" id="3578148"] The US loves to sell weaponry, we all know this, but the US doesn't love to sell weaponry to what we perceive as our rivals. Hence my reference to China. But why don't we? Because they know, that if you sell valuable equipment and expertise to a rival, they will develop their own independent capacity to use such technology and enhance upon it much more rapidly than otherwise.[/quote] I don't really see ho

25 Replies 103,454 Views

The US military happily sells all sorts of stuff to other powers - the entire UK nuclear deterrent, for example, is a combination of US-built equipment and US-designed equipment built in the UK on license. This happens all he time. Germany sold Japan seaplane licenses immediately after WW1, a conflict where they were on opposing sides. Germany later licensed Japanese carrier technology. The British embedded scientists and engineers in both the US and USSR armed forces during the war; vast amo

25 Replies 103,454 Views

[quote who="Franco fx" reply="17" id="3578023"] Maybe realism is unimportant to some when it makes the game arguably better but licensing tech? Please, it is one thing to license a resource that you control, If the license expires you can withhold the resource. Tech is science, an idea, not a product. It must be understood and applied by your people. If you can use a tech, you must understand the tech and no one can stop you from using it as long as you have the resources to build it.<br

25 Replies 103,454 Views

[quote who="marigoldran" reply="208" id="3577815"] Ohohohohhohhohohohhohohoh. OHOHOHOHOHOHOHOHOHOHOHOHOHOHHO. [e digicons]:D[/e] [e digicons]:D[/e] [e digicons]:D[/e] Colonizer is quite amazing, especially in combo with Prolific. Main advantage of colonizer? It allows me to QUICKLY build up my research and economy worlds (literally twice as fast) which generates the income and research for FURTHER expansion. Turn 60, 60

735 Replies 1,245,939 Views

Production Cost lowers both the buyout cost and the number of turns to complete. The cost of an item is expressed in manufacturing. Every 1 point of manufacturing generated by a planet is 1 point it can put toward building a building or ship etc. So say we have a planet that's churning out 50 manu per turn. It wants to buy a 300-manu ship. It takes 6 turns to do so. If it wants to buy the ship, then it has to spend 10 times the manu valu

9 Replies 22,602 Views

Get rid of all life support stuff, it's useless overpriced junk. Your general colonizer wants to have 1 colony module and an engine or two. Don't add anything else to the hull after that. Make sure you have everything set to 100% manufacturing and 100% military production. Rush-buy as many colony ships as you can until you run out of money. Point them directly at the nearest unexplored star and let them go. And never put more than the minimum number of people on a ship.

160 Replies 415,599 Views

https://forums.galciv3.com/469475/page/1/#3576664 See this thread - it's basically exactly the same topic as this one. The OP initially thinks it's lost, and then checks and finds the tooltip which shows excess. A thread like this shows up most weeks. Hovering over the empty bit of the build queue shows any accrued points that are waiting to be spent. That said, I'm

6 Replies 3,911 Views

[quote who="marigoldran" reply="205" id="3577446"] Harmony crystals. 100% approval on every planet. [/quote] That requires you to have harmony crystals, which isn't guaranteed. Besides, it requires a full colony ship to get the most benefit... which requires taking population from where they are likely to be much more productive. But as I say, I'm a bit concerned with any of the things which give yo

735 Replies 1,245,939 Views

[quote who="SeerRus" reply="2" id="3577400"] It's useless for planets with big production output. And not realistic. If you have a number of small tasks for a week, will you do only one in this week? Or will do all which you can?[/quote] Not really. If I have a planet with 200 production, I can spend 1 turn dedicating the whole lot to social production and then put everything into military production. Then I still get a building every turn even though I'm n

6 Replies 3,911 Views

I've done most of the big corrective stuff I was looking to do at this stage tbh; I think the next couple of patches will be general bug fixing and bringing the AI up to date with the changes that have come in since 0.7 or so.

735 Replies 1,245,939 Views

[quote who="marigoldran" reply="200" id="3577256"] Ok, but if you leave it at 1% there will be balance issues regarding certain buildings like Power Matrices and Krynn Coordination temples that rely ALMOST ENTIRELY on adjacency bonuses. The adjacency nerf makes those buildings effectively worthless. I'd nerf adjacency bonuses down to 3%. 1% is a little too low. And change those coordination buildings to provide some raw production bonus or something. [

735 Replies 1,245,939 Views

[quote who="The Sisko" reply="5" id="3577308"] Also throw in that I can't be bothered to learn about mods and how to get them working, which I'm sure the majority of players feel. [/quote] Exactly this tbh. As I said, 90% of the players of any given game can't be bothered to figure out how mods work for it. It's not because they're willfully lazy or anything - they just don't really care enough about mods for any given effort to be wort

38 Replies 57,247 Views

[quote who="Lucky Jack" reply="7" id="3577248"] Would that explain what I saw with the "get Windows 10" app, and its icon disappearing from my task bar on all three of my PCs, one of which doesn't have a NVidia driver? And why the icon suddenly re-appeared after I tracked down the driver and installed it? At this point I am completely in the dark and am asking for any informati

17 Replies 26,156 Views

[quote who="leiavoia" reply="198" id="3577208"] This was asked previously in the thread, but things have changed since then: Would this mod be useful for Medium/Large/Huge size maps? I won't ever play Insane or Abundant, but i like all the changes going on with this mod. Anyone with experience with this on smaller maps? [/quote] Try it. To be honest, I suspect it's not too bad on smaller maps now; the game has b

735 Replies 1,245,939 Views

[quote who="leiavoia" reply="2" id="3577196"] Creating the often requested 'no-tech-brokering' game option would create and use this same exact data, so why not make it more interesting? [/quote] Yup, the actual effort to do this would be pretty minor - and no tech brokering is already in the game. It's a cool addition which can be put in reasonably easily and has many benefits.

25 Replies 103,454 Views

[quote who="Stalker0" reply="196" id="3577181"] technically higher tier buildings are stronger now overall imo. adding a new building gives you less overall bonus than it once did because of adjacency. So the extra bonus of the higher tier building is worth more. it may not be ebough to make them competitive, but they haven't been nerfed [/quote] Exactly this. As I'm shifting things to make production more plenti

735 Replies 1,245,939 Views