androshalforc

androshalforc

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

[quote who="EleventhStar" reply="19" id="3473168"] Quoting perigrine23, reply 16 From a game-play perspective, I don't like stargates or jumpdrives because they remove the need for a balanced military presence and increase the incentive for maintaining just a few super-powerful fleets. This is easily balanced by making the travel take some time, either in the form of: -instant travel but your ships need to be inactive

27 Replies 1,792 Views

[quote who="trims2u" reply="13" id="3472659"]I think it would probably be too much of a gameplay burden to use hypergates to "speed" travel (I mean, they'd go in, and pop out the other end some number of turns later, which opens up a whole raft of issues), rather than have travel be instantaneous between the two ends. That said, there could be a limit placed on the maximum distance apart that they could be placed, and require advancing tech to increase this distance. Or limit the nu

27 Replies 1,792 Views

point 23 about making ZOE of starbases visible selecting a constructor should show all ZOE of all nearby starbases point 31 about removing the top button for create new ship design im pretty sure paul just asked for it to be added in on the last ( or previous) dev stream

11 Replies 2,821 Views

i had a question about shipyards how do shipyards work in regards to rush building? in gc 2 an economy empire could rush build a ship on every planet (that had a star-port) every turn for as long as it had sufficient funds. in 3 it looks like shipyards will be able to make multiple ships per turn as long as the production is there but what if my empire is focused on wealth? do i define an amount of wealth to turn into production? can i blow my en

27 Replies 93,649 Views

[quote who="satoru1" reply="4" id="3472245"] I suspect the game is not currenly optimized that well so a larger galaxy will likely cause significant performance issues. ALso given that the economic features are not in the game a larger empire is actually going to be harder to fund given the fact that you can't take advantage of that economically and in production.[/quote] .... I dont know what youre talking about the economy in the game is way overpowered atm and needs a mas

8 Replies 53,463 Views

I have yet to encounter a limit on starbasses and ive been playing with a strbase focus placing one and then placin the next so that its borders share the previous ones borders then upgrading them fully Using this pattern i have completely filled a small map with starbases which must be at least 50 the only issue Is past a certain point each base costs an extra 100 credits i believe

11 Replies 13,478 Views

[quote who="admiralWillyWilber" reply="29" id="3472023"] Wow first I'm going to deal with closed borders; honestly I wouldn't mind it in a soft form. That means if I tell you to get out of my territory you have a choice to refuse. If I have the military to force you out great, but if I don't I can't do much about it. I only want open borders treaties if that doesn't prevent me from physically entering your territory; otherwise it is game cheesy. This concept never im

55 Replies 179,744 Views

I think theres a bit of confusion here shipyard - ( planned for an upcoming alpha ) can be built from planet can possibly be built from constructor Can build ships can move 1 tile per turn while not building ships starbase - stationary ( at least as far as i know) can be built from constructors has range effects on military/ economy/ culture cannot build ships

11 Replies 13,478 Views

[quote who="Schaefespeare" reply="9" id="3471287"] I couldn't disagree more with everything in this thread other than If we have to put up with Random Events (which you could always turn off in GC2) they should be more varied and generally more beneficial and Fun. I like to win and I don't enjoy Masochistic games and I should be catered for even if I'm in the smallest of minorities please. [/quote] i kind of disagree with the more beneficial pa

13 Replies 33,125 Views

i thought they said you could it was in the devstream not this last friday but the previous one to that i cant check it out atm but i recall them saying you would be able to build one from a contstructor or possibly they were toying with the idea Of buildin from a constructor

11 Replies 13,478 Views

The symbols currently used are just placeholders and are i think random atm they should be fixed at a later time as for the single build que i believe its going back to dual que atm with an off world shipyard that will be able to recieve resources from several planets

3 Replies 6,076 Views

[quote who="Gaunathor" reply="23" id="3471611"] Quoting Schaefespeare, reply 22building an Economic Starbase out in the middle of nowhere just to get a partial use [being able to increase trade revenue when a tradeship is within its area of effect] is a wasted opportunity because you're not going to need any of the Economic enhancement modules for increasing production/wealth/science output for a non-existent nearby planet Sure, but you're not pissing off your n

33 Replies 11,698 Views

[quote who="jim_viebke" reply="22" id="3471243"] Quoting EleventhStar, reply 21stone age, tool age, bronze age, iron age imo. I think GalCiv is a little later.[/quote] In one Age, called the Third Age by some, an Age yet to come, an Age long past….

28 Replies 29,313 Views

[quote who="Gaunathor" reply="18" id="3471297"] Quoting Schaefespeare, reply 17The implication is that you have one already built near your homeworld and that you have to build one in every solar system that you colonize. No, you don't have to build one in each star system. You could just send the production of several planets to a starport you have already build somewhere else.[/quote] while you don't have to build one per starsystem the current suggeste

33 Replies 11,698 Views

i for one enjoy the humor and would miss it deeply didn't we discuss the "cringe pack" dlc in a previous thread a dlc solely devoted to bringing in the gc2 humor on a scale never before seen

13 Replies 69,207 Views

[quote who="Gaunathor" reply="4" id="3470231"]Do you have a source? I haven't heard of anything like this.[/quote] i also recall reading or hearing things that hinted at colony adjacency but never got a direct answer when i prodded about it

7 Replies 19,683 Views

[quote who="FenrisLokison" reply="41" id="3470129"]It would make sense if useless planets were not displayed, i mean, as the almighty ruler of the mightiest empire in the galaxy, i don't want my almighty empire-management software to display mighty useless stuff. If it is, then i'll summon my Chief Programmer slaveling, ask why there are useless stuff (even if it's mighty) on the map, or if it is useful, then why can't i do anything with it then blasts off his head and ma

51 Replies 185,605 Views

[quote who="ParagonRenegade" reply="1" id="3470103"]I want separate cultural and political borders, none of this BS with culture equating to territory control.[/quote] i could vote for this i think culture can influence borders but they should be separate systems

55 Replies 179,744 Views

[quote]Things of this nature are a large part of why I dislike the use of influence to determine national boundaries and would much rather have a fixed limit, like say having everything within three tiles of a colony belong to the colony's owner. [/quote] I kind of like the fixed limit except for if there are 2 planets within 2 tiles of each other say earth and mars and looking at earth and mars let’s say I’m playing humans and haven’t colonized mars for

33 Replies 11,698 Views

Ahh. my mistake i thought you meant a new plague every couple of dozen turns or so The only real issue i see here (now) at least for the mega events is that if it becomes too frequent it loses its appeal this is supposed to essentially be a big thing that could turn the entire game on its head I think there should be several stages of events with certain ones happening more frequently Gc2 had this

13 Replies 33,125 Views

im not sure if the details have been worked out yet but I believe the shipyard has 1 hp and no defenses. As-well I believe they said anymore then 6 tiles away from a "sponsor" planet causes a reduction to the resources delivered to the shipyard if you have the resources to protect a shipyard as well as the manufacturing output to get a reasonable amount of production from a shipyard in enemy territory then its to late for the other civ anyway. on the other hand

33 Replies 11,698 Views

[quote]Is it possible to intelligently map usable hexes over a world’s surface, so that hexes in the middle of oceans aren’t used before hexes over land?[/quote] [quote]An orientation access display for each object and the entire field of view would be useful, just like in 3D cad programs. So you can know which access you are rotating in relation to other pieces.[/quote] check out the latest dev stream tl:dr done and done

10 Replies 34,320 Views

[quote who="Stalker0" reply="1" id="3470003"]However, that said, the new Starport mechanic opens up some new possibilities. For example, allow a planet to connect to a starbase, and provide an option for "Starbase Upgrades"[/quote] while people have talked about this or a similar system i havent heard yes/no from SD can you confirm?

10 Replies 34,320 Views