peregrine23

peregrine23

Joined Member # 2688337
20 Posts 276 Replies 3,608 Reputation

You know, I had a bit of a problem with taking multiple ideologies before the current iteration, but now I don't. I think the reason is that now it feels like 12 trees that just happen to be in three groups, rather than three opposing trees. It didn't make that much sense to be benevolent and malevolent, but I have no problem being enlightened and aggressive or prominent and awe-inspiring. Before I usually stuck to 1 tree, but now I'm enjoying my pragmatic and malevolent Yor and I

82 Replies 316,134 Views

I don't want extensive tactical combat, but it does seem a bit weird that you get more choke points when fighting in an open field than when defending your city. Maybe just a wall across the middle of the field with a 2-square opening? This would make it feel a bit more like your were actually in the city defending it and emphasize the importance of ranged units both in defending and attacking a city.

36 Replies 331,222 Views

That's pretty much it. It's basically to force you to research a bunch of different areas before you can advance too far down one particular tree without having a complex web of prerequisites. I rather like the system in theory, though I don't think they've got the pacing right just yet. The Age of War seems to drag on forever in the current build.

3 Replies 9,845 Views

My only question would be where is the production come from? Do you queue up an improvement in your social queue? Does it queue up in your shipyard? Do we add another slider or wheel? Honestly can't find an option that I really like. To me, the best would be that you build the upgrade on planet in your social queue and once complete it gets shipped to the starbase, but even that I don't love.

14 Replies 45,386 Views

[quote who="androshalforc" reply="2" id="3520070"] the beta 4.0 "assembly project needs to go its way overpowered [/quote] I really liked the beta 3 Assembly project, beta 4 was crazy because they buffed it by 5x and it had a minimum of 1 pop/turn with even .1 manufacturing. I think it needed to be nerfed, but then again 5 pop for 101 manufacturing also seems crazy to me. [quote who="Tetrasodium" reply="1" id="3520060"] Maybe if I knew what I was that wasn't

7 Replies 6,008 Views

[quote who="Franco fx" reply="9" id="3520065"] As Gilmoy pointed out, no matter how much you like the OP's favorite solution, (and I do sort of like it), it is far too radical to be considered at this stage. [/quote] I agree, but I think something similar might be great for an expansion that would also include the oft-requested starbase editor. I really love the idea of fewer, but more involved starbases. Right now I like them, but right now the only interesting decision

12 Replies 61,336 Views

Please no. The economic model in the current game may not be realistic, bit it is elegant and easy to understand. Lets not add too many variables.

8 Replies 2,680 Views

[quote who="charon2112" reply="8" id="3519948"] Is this how GC2 was? [/quote] No defenses work differently in GCIII than GCII. I think they will need to do some balancing to compensate, but that probably won't come until after beta 5.

9 Replies 29,464 Views

[quote who="jpinks" reply="4" id="3520030"] So I shouldn't worry about my planet starving and add Xeno Farms etc? [/quote] No, food is your population cap. Your population will automatically stop growing rather than start starving.

8 Replies 1,027 Views

While I agree that it would be good to see the ships act a little smarter, it is important also to avoid cheese tactics. Being able to load up a ship with thrusters and a single laser and auto win against anything with shorter range would be crappy.

13 Replies 51,826 Views

[quote who="JacquesGauthier" reply="3" id="3519678"] The Alterians are genetically humans so spying between these two civilizations should be easier. [/quote] They look the same (though less so in GCIII), but they are not genetically identical.

5 Replies 3,889 Views

Here is the math on how the research project work: they take your manufacturing output, divide it by 4, then run it through all your research or economic bonuses. Here are some of the ramifications: The break-even point is +300% manufacturing. Until then, you are better off using your slider. At exactly +300% manufacturing, setting the slider to 100% science is the same as 100% manufacturing with the research project. Above +300% manufacturing you are better off using projects than th

94 Replies 3,092,155 Views