[quote who="Ericridge" reply="9" id="3479762"] I have yet to see the wildlands expand. Although I think i seen the bihimiri fissure expand to six tiles before it got overrun.[/quote] [quote] Wildlands will start to spawn increasingly nasty monsters in the unknown areas of the world the longer they are left around [/quote] Wildlands aren't supposed to expand, just spawn more monsters, though the "in unknown areas of the world" part concerns me, sho
peregrine23
[quote who="charon2112" reply="2" id="3478944"] You could adjust this by just including less civs.[/quote] That's a different thing. What I'm thinking is being able to have a huge galaxy, but all the civs start bunched up and you have to choose whether to fight it out or expand away from the other civs. Or the ability to put all the civs at the edges of the map so they have some time to establish themselves relative to the size of map and number of civs.
[quote]I am concerned this will often force a more military-focused game start.[/quote] Shouldn't this be the case when you start next to the Drengin? To me, what you've shown is that if you start on the smallest map crowded with civs and choose the civ designed to have an early military advantage, you have about a 50/50 chance of being able to dominate 1 other civ early. It seems to me that that's working as intended, especially if you have to wait until the next age to a
For me, the problem is not that we get too many champions, but that champions don't have a big enough impact on the game. The obvious culprit in my eyes is the xp gimping for armies with multiple champions. I'd love to be able to have multiple champs in an army and then getting a new one would actually feel like an important reward. I know they must've felt that multiple champion armies were too powerful; but if that's so, why are henchmen in the game?
While using real distance as OP suggests would be awesome, it is much more complicated. As long as we have a grid I much prefer hex to square for all the reasons others have already mentioned. Also, especially in a space strategy game I think the hexes just look so much better.
[quote who="XWerewolfX" reply="8" id="3477700"]I can almost guarantee those of you who did aren't running high resolutions. [/quote] I have no problem reading the text in this game and I run it at max resolution on a 19" monitor. There are isolated instances of very small text like current research on the main screen and production categories on the planet screen, and I agree with trims2u that all-caps is overused; but honestly even those things would have never occurred to m
I'm all for more streams, but the idea that it would be a good forum for feedback for 1.7 is a bit misguided I think. For one thing, hopefully most of what will be in 1.7 has already been decided and at this point there is mainly just QA to be done. Also, we already have this forum which is a wonderful place for posting feedback and ideas about the game which invites extensive discussion by the community.
I didn't read all of every post in this thread because there are many very long ones, so I apologize if I am rehashing something I missed while skimming: I think it is a good thing that starports are defenseless, they don't take that much effort to defend. The are also very cheap to build, so having your starport destroyed shouldn't set you back that much. That said, there are some legitimate concerns about the current design that I have seen raised. One is that defending
I guess I've never given it much thought. I often build Ereog's tower in a fortress or even a town because the research and mana producing buildings are usually a priority for me. I've never felt like it didn't fit that I was able to build them in non-conclaves, same thing with the towers that lead to the spell of making. I guess the justification in my head was always that these are major works of your civ and not buildings that are specific to a magic/knowledge based city. I
Like many have said, the 3 starting civ techs, leatherworking, and shard harvesting are usually my first 5, though I usually play a sov with atunement which decreases the need for shard harvesting a bit. Usually I get the bell tower first because I hate unrest.
[quote who="DARCA1213" reply="4" id="3475050"] Hmmm...[/quote] Thought provoking post DARCA. Anyway, this is an interesting idea. Paul has said they have big plans for espionage, which is why it won't be in the base game. I'd be interested to know what they are thinking. I completely agree that espionage is often too passive, and usually doesn't pay off for the resources required. I like the idea of having your spies working toward specific goa
From what has been said in dev streams, it sounds like the current plan is 2 kinds of mine-able planets (gas giants and small, rocky planets similar to Mercury) Paul said this outright last week. I also think some of the things he has said in the past suggest terraforming in the form of unlock-able planet types like we saw in GalCiv 2. I think this is a good move. Habitable plants should be rare, but with some work more should be habitable, and many others should be exploitable. Personally, I
[quote who="EvilSalmon" reply="9" id="3474429"]I have to disagree with your entire premise.[/quote] I'm pretty sure you didn't understand my premise, so here it is: There are many ways future tech could develop, particularly relevant to this discussion, in the areas of targeting vs. evasive capabilities and damage mitigation vs. weapon power. That is one of the fun things about a future setting: we get to write the rules, because we have no idea what the rules will actually be
I like this idea, but think it may be better for an expansion that the vanilla game.
I'm curious as to exactly what about them you find non-competitive, as I have found them to be among the most powerful factions. Free Units, Morrigan's Call, and Undying Curse are all monster bonuses. Not having to worry about food gives them different and often better options for prime city cites. They have a huge military advantage early due to not being restricted as to how many early units they can build, and mid to late game Sions with Undying Curse are probably the best units in
[quote who="bjoe40" reply="104" id="3474641"] Where do you report bugs and let them know what you want to name your star. I finally got the founders addition. the bug I found was on the planets screen. you know those spcial tiles, well the bonuses for research and influence are reversed..[/quote] Directions for name are star is here: https://forums.galciv3.com/453185/page/1/ Report bugs in the Early Access Foru
I have seen this bug before. I don't remember if I found a workaround or gave up on it.
[quote who="ForesterSOF" reply="6" id="3472831"] This could lead to a GC online [/quote] Shut your mouth. No more great single-player franchises turned into crappy MMOs!
[quote]2. Carriers and tiny craft(aka fighters and bombers) If made like the traditional carriers of today this ship class will more or less change the game. What more or less ruined the gameplay of the last game was nothing matters, in the end bigger is better. This goes against all modern warfare. Giant ships one shooting tiny hulls is like me trying to shoot a fly in my house with a hand gun. There is no way that a giant cannon is going to hit a fast nimble ship. Thi
[quote who="Frogboy" reply="47" id="3473296"] Generally, I want t see, make more summoning spells.[/quote] Here are some ideas I came up with: Ball lightning – Zero movement, but lightning form ability on 0 cooldown Avatar – Attack = caster’s Spell Power, defense = caster’s Spell resist, keeps caster stunned while in play, has ability to unsummon self Djinn – Can cast growth,
I have to say that golems are one of my big disappointments in this game. Juggs have a few different interesting builds due to the exclusive perks they get. A few more interesting perks to choose from would go a long way toward making golems as cool as they should be.
[quote who="androshalforc" reply="30" id="3473703"]thats the actual cost to max out all three tiers i will admit that i used the +20 buildings in the math which you wouldent have access to until i think the third tier anyway which definately would throw it off the point is ATM the costs to reach max in all three tiers is reletively low and i would expect the average player to complete them all in most games especially since they provide bonus's based on how many perks you
[quote who="ParagonRenegade" reply="29" id="3473556"] Quoting perigrine23, reply 28 2) If you focus your civ on pumping out ideology you should be able to climb all the trees. Why? What makes you think this is a good thing?[/quote] Because you should be able to be good at anything if you devote your whole civ to it. If you want to sacrifice the other aspects of your civ to pump out ideology, well then you sho
[quote who="androshalforc" reply="26" id="3473214"]looking at the points spent to completely (first 3 tiers) fill all my ideology trees atm are benevolent 439 pragmatic 1335 malevolent 725 so at my 310 points per turn i could have completed benevolent in less than 2 turns malevolent in less then 3 turns and pragmatic in less then 5 turns [/quote] 1) Every ideology you pick up will raise the costs of the others, so your math is way off.<
[quote who="DARCA1213" reply="6" id="3473307"] didn't read any of this OP (too fu!$ing long). But maybe some more in depth trade would be nice to have. Nothing to complex but more strategic would be a dream. IMHO. Also X3 AP would be worth looking Into trims2u as everything changes constantly. (again, I didn't read anything) DARCA [/quote] I'm not at all saying the game couldn't profit from more depth