I only occasionally check the steam forums, but I did today and there's a great post from Brad titled " GalCiv III Status as 2014 ends" from the middle of December. I can't figure out how to link to it, but if you are someone who doesn't check that forum you should pop over just to see that thread.
peregrine23
The Yor and Drengin science and manufacturing buildings are significantly worse than the base equivalents used by the Terrans, Alterians, and Iridium (10%/20%/30%/40%/50% vs. 25%/30%/40%/55%/75%). Is this on purpose?
[quote who="admiralWillyWilber" reply="24" id="3515483"] I like the idea of exclusive techs. It would make for a different research path each time. Basically you would probably have two different tech trees the same size overlapping each other. All a tech would eliminate is one tech, but move you up on both trees.[/quote] This is an interesting idea from a game-design perspective that I don't think would feel right in the context in which you are putting it. It just doesn'
The standard ship designs generated by the blueprint system are often not what is needed (i.e. you often need one weapon type but not the corresponding defense), but the blueprint system itself is very cool. Is there any chance we will see an in-game blueprint editor?
To be clear, it's not that I want auto upgrade taken out as an option, or even as the default. All I want is the ability to skip upgrade levels instead of being forced to go step by step up the upgrade ladder.
[quote who="Seilore" reply="3" id="3515403"] However, I use the tourism economy buildings and they don't get bonus's most of the time [/quote] I went through all my Beta 3 saves and couldn't find an example of them not working. Are you sure you are building the tourism buildings and not the influence buildings? Do you have a screenshot?
[quote]What do the purple tile bonus icons indicate? [/quote] Tourism [quote]Altarian question: Why does it seam the Altarians don't get as many terraforming options as other races... [/quote] Altarian terrafroming is supposed to come a little earlier but ultimately be a little different from standard terraforming. They get biosphere manipulator instead of ultra terraformer and biosphere. Unfortunately it seems that Biosphere manip
[quote who="Seilore" reply="3" id="3515350"] Okay the planet has 450 manufacturing points are all of them going to the planet or are they being split to shipyard? (truthfully I haven't looked that closely at the numbers so I don't know if it shows separately for that ) [/quote] No. The issue is that I have enough manufacturing to build the level 5 building in one turn, but instead of having that option, I have to build the level 1, then the level 2, and s
When auto upgrade was first implemented there were a number of threads made to complain about it. I was there defending it, thinking it was more efficient and helped you build in an optimized way while keeping your list of buildings clean and decreasing micro. Then the Yor came and I started paying more attention to production. Before, I never really did much micro. I set up my planets, queued up some buildings and let them run. With the Yor I started to pay attention to my manufacturing numb
If you want to see exactly what these roles do, check BattleBehaviorDefs.xml. They effect the starting position of the ships as well as what they target and what targets them. I'm pretty sure this matters under the hood currently and will be clear how it effects battle once we get the viewer.
In my last Yor game I had a conquered planet that wasn't actually producing the manufacturing it was saying it was and wouldn't produce more Yor. I have no evidence, but suspected it had something to do with the old owner's shipyard that I didn't destroy before making peace. I tried switching it to use the empire-wide production ratios and went back to war and destroyed the shipyard. I'm not sure what did it, but it did eventually start acting normally.
In the base game there will be no ship leveling, but currently the first expansion (which sounds like it has been pretty well fleshed out) is planned to be spies and captains. Captains will level up and gain RPG-style skills and can be transferred between ships. That is the plan at least, all subject to change.
[quote]Example, it takes several techs to get to the first guns/beams/missiles or defenses. [/quote] Actually you get the first level weapons all from a single tech that can be researched on turn one. Same with defenses.
[quote who="markmid" reply="9" id="3514602"] Do the yor have a collective or individual intelligence? [/quote] From the databanks : [quote]Since they were last seen, the Yor have begun to evolve from being a collection of individual sentient beings into a single super-organism. Thus they are now referred to as the Yor Singularity rather than their old mo
[quote who="Tohron" reply="8" id="3514395"] So... are you advocating making the outcome of the game almost entirely dependent on the first 50 turns of expansion... because of realism? Anyway, new interstellar colonies probably wouldn't be self sufficient - at least, not if you wanted them to develop at a reasonable pace. [/quote] I'm trying not to say L2P, but overcoming a poor start through good planning, management, and aggression is one of the great joy
[quote who="leiavoia" reply="8" id="3514033"] I'm looking for per-game time, not total time. I'm particularly interested in seeing how long different map configurations and difficulty levels take. [/quote] Like this? It's already there.
I think the way to go with this is to have race-specific weapon augments, but keep the base weapons the same.
While I disagree with the tone of the OP, as well as his opinion that most techs are worthless, I do think it might be nice to have tech progression be a little less incremental and have a few more techs that feel like major breakthroughs, especially in in the mid to late game. Early, many of techs feel important because they allow you to do things you couldn't before. Weapons and defensive systems, and every time you get a new type of building feel like critical steps forward. A little l
[quote who="Tishers4U" reply="5" id="3513976"] Like it or not, the cutscenes and eye candy are what is going to appeal to the unwashed masses. Spending all of your time moving ships around, developing planets and playing politics can be as exciting as doing an Excel spreadsheet for work. [/quote] Um, then I think this isn't the game for you or your so-called "unwashed masses." This is never going to be a game for people who care more about presentation than content, and
[quote who="a0152570" reply="2" id="3513444"] I WOULD BE HAPPY (OR AT LEAST ok) WITH THE CURRENT SYSTEM IF YOU COULD AT LEAST SEE (LIKE THE OLD COLOR SYSTEM) WHAT TILES WERE GOING TO BE AVAILABLE AT EACH TECH LEVEL. [/quote] I agree. With the one tile/terraform level it becomes even more important to know where you'll potentially be able to terraform next.
[quote who="nomad459" reply="10" id="3513055"] I just purchased Galciv 3 on steam, and couldn't believe that mining asteroids fields wasn't in-game and was only being "considered". [/quote] Asteroid mining is in game, it has just changed since GCII. Now asteroid fields are where you find and mine Derantium.
[quote who="dragoaskani" reply="11" id="3513118"] I couldn't spot the problem when I went digging in the xml files. [/quote] IndustrialCollective That's the problem, it's set to upgrade form itself.
I don't think splitting production 3 ways will reduce micro. There are better ways, like simple alerts, to deal with helping players know when they need to switch between projects and construction.
For the campaign, I suspect the Drengin and Yor will start as the bad guys as the Terrans fight to re-establish themselves. That might be where the campaign ends for the base game. If not, I think you'll play as the Thalans or as splinter group of the Terrans allied with the Thalans against the Terran crusade.
We must also remember that the AI is still really bare-bones. I'd like to see the influence system be more interesting, sure, but it is hard to evaluate right now because the AI is incapable of countering it. By release hopefully the AI will be able to build cultural starbases, will build influence on border planets, and will get angry when you are pushing back on their borders. I think once the AI understands how to play this will be much less of a problem.