androshalforc

androshalforc

Joined Member # 2704073
41 Posts 558 Replies 1,431 Reputation

[quote] When a world of a nearby civilization is conquered. If you have a world near that which has been conquered, and the civilian ships are far from worlds of their own civilization, accepting refugees or offering protection to those ships. Your civilization could receive gifts in exchange for this service to a neighbour. [/quote] yes we accept refugees we have tons of space in our death furnaces for them and we are more t

2 Replies 3,551 Views

[quote who="ppundy" reply="3" id="3526320"] Eventually daisy chaining these innocent one-for-one trades landslides and the one tech you initially traded away has a 6-to-1 payout. [/quote] 57 -to 1 more like it 1 tech from the first guy 2 from the second (repeating the first tech) 4 from the third 8 from the fourth 16 form the fifth 32 from the 6th

4 Replies 11,574 Views

[quote who="PogueMahone1973" reply="21" id="3525991"] I don't see how it would be all that time consuming to have the player choose a colony capital location as their first act when they enter the colony screen after colonization. When you first colonize a planet, you are taken to the planet screen anyway so you can start placing your structures. The capital would just be the first structure you placed. This would allow for optimal capital placement both for players who prefer

25 Replies 25,757 Views

[quote who="BuckGodot" reply="14" id="3524530"] Quoting peregrine23, reply 9 The thing is, with only a +1 adjacency bonus which only goes one way, having your capital isolated is actually usually a good thing if something has to be isolated. The only thing the capital is really good for is rare bonuses like tourism and military.

25 Replies 25,757 Views

[quote who="peregrine23" reply="1" id="3525602"] Once a constructor enters a starbase it is consumed, so you cannot split modules on a single constructor between multiple starbases. [/quote] sure you can i do it all the time i currently have my cons 10x2 design 10 modules on a huge hull with the double module ideology i usually send it out use a few modules on one starbase and then if thats fully upgraded eject it and send it to another on a side note can we get some

8 Replies 4,908 Views

Heres a question say i wanted to completely scrap the trade system and redesign it ( i havent looked at the xml's to see whats there for trade) how difficult would that be? My current thoughts are to allow internal trading increase the number of trade routes by planet (0-2) per planet plus some ideology/ improvement's reduce profits to minimum increase maintenance costs add multipliers for additional trade routes per world a

173 Replies 1,212,280 Views

[quote] I find myself not terraforming planets until I get Ultra-Terraformers because it's the only way to maximize the number of usable hexes I can get on a planet. [/quote] while i too want something better then the current system here is what i do for now 1) dont build soil enhancement since it uses the same tiles as ultra terraformer 2) whenever you unlock a next level of terraforming swap between soil enhancement and the next level yo

2 Replies 2,169 Views

i dont think that would be enough for me i know my brother would spot it instantly but i would need to look at every ship on the screen before i could tell which one is flipped just scale the circle to the larger map even if it now overlaps the 6 adjacent tiles it would still identify which ship is selected

9 Replies 51,414 Views

[quote who="Blue_Oyster" reply="1" id="3524752"] I agree with you. Thank you for sharing. Properly done, DLCs are good for everyone. That said, as a Founder who won't have to pay for them, is it wrong for me to want many, many GalCivIII DLCs over many, many years? [e digicons]:D[/e] [/quote] for some reason i cant quite put my finger on.. I dont think its wrong for you to want many, many dlc over many, many years

9 Replies 21,721 Views

[quote quoting="post"] Whats going on with the AI...on beginner setting the AI was able to create 150+ ships and colonize 40+ planets showing strength in the area of 300k-400k. All in only 100-200 turns. I had 5 planets and 12 ships...my power was 85k. Is there something wrong with the settings for beginner level? [/quote] what was the star habitability like i usually have around 50 planets by tur

11 Replies 4,800 Views

Theoretically pirates should not be affected by this ability, or at least i would hope so that way there is still some military involved. also there was some talk of allowing your units to go pirate and be able to do dastardly things without having to declare war this might have just been player discussion but it might open up some options.

24 Replies 123,552 Views

[quote who="Xsifilad" reply="5" id="3524507"] OMG finally i know that its not me who is just crazy, that's exactly what i meant and its been driving me insane since first alpha build was out. Now if they also could make it look like just a straight up thin, continuous line ala GC2 that would be awesome.The big, fat, blocky, multicolored segments look artistically out of style with the rest of the UI, but that might just be a matter of taste. [/quot

8 Replies 10,892 Views

[quote who="Blargh2" reply="2" id="3524450"] The movement trails are telling you how long until the ship reaches that part in it's path, so i.e. the ship will cover the green section in one turn, yellow on the 2nd turn, etc. It's based on where your ship presently is, with the path calculated on where it's going. It may make more sense to consider looking at it from the destination's perspective - you'll see the line count down from 6, 5, 4, 3, yellow, gre

8 Replies 10,892 Views

[quote who="tgallo" reply="19" id="3524334"] I would prefer that the Hyperion Shrinker would be planet specific rather than empire wide. It would emphasize its importance and limit the ability to do what Unleashed elf was able to do. A 195 hitpoint ship with 1500 logistics points, wow! So every ship he is building is a game breaker. It would be more fair if the special ship came from only one planet. Then players would be inc

33 Replies 154,131 Views

[quote who="BuckGodot" reply="24" id="3524185"] I honestly will be surprised if most casual or semi-dedicated players will build up the economic starbases out the wazoo like some are talking about here. I consider myself a somewhat dedicated player, and I rarely bother putting more than two economic bases in my systems. If I can get an easily overlap for a third or so as I am stringing my systems together, I might. But I have too many other things to do than to try to b

29 Replies 75,861 Views

[quote]Given that the smallest unit of time in game is a single turn, can a single shipyard produce a ship in anything less than a turn? [/quote]they have stated in the dev streams thier intent is for production overflow-1, meaning the maximum you can build is completing one ship and completing 99% of the next ship so you cant actually build more than one ship per turn but you can come really close to it

2 Replies 11,509 Views