Astarogh, I like your idea but I suspect a fair number of replies you get are going to be "Being a Privateer is kind of like stealth, you can go and kill every Drengin ship in existance and no-one know it was you." Let's face it, killing/undermining enemies without being uncovered as The Killer is basically The Reason for having stealth in any game. You don't have stealth in Sims games, after all, do you? In other words, the stealth mechanic is already there. It's just called
mrblondini
So, R-TEAM, as I understand your argument, it is, in a sentence: Any races I do not have an Open Borders agreement with should not be allowed to fly through my territory. Two things I see resulting from GalCiv3 implementing a rule that is "If Race B is in Race A's Territory where Race B and Race A's Relationship Does Not Equal Open Borders, Race B's ships blow up/Race B's move is an Act Of War and now without any hesitation, at Turn End Race A and Race B are At War.":
Two solutions to pirates in a start-with-no-weapons situation: 1: Make them appear only after, say, Turn 30. By which time you should have some sort of weaponry. 2: Early game pirates can only hold your ship hostage - so your colony ship gets freed by paying some bcs. Actually, I'd personally like to see pirates be able to take ships hostage at any point in the game rather than just shoot-to-kill ships.
tid242, I like those ideas except that you'll have to balance out the advantage of increasing the maximum allowable colonies versus giving commonwealths more benefit to their Owner Race - so that one helps one gamestyle, the other a different one. I'd suggest making only one of those two a Tech Tree "journey". Certainly have research to allow you to expand the number of colonies allowable, forfeiting time researching other, less "lovable" tech like how to kill people
[quote who="Publius of NV" reply="13" id="3762950"] Quoting dfriedman, reply 12 i think the intention was to force very large empires to split off puppet empires. You are correct, but not all of us like that option. [/quote] Fair enough call, but this discussion see
Yes, that would be a very useful option. Upvote from me. Especially if combined with a changed Ideology situation matching the changed Age situation. As an example: Yes, you can start in the Age of War, but since you're there, you don't have any way of claiming the Pragmatic "Cannot Declare War on Me for 50 Turns" perk. After all, since you start the game with all those "early game" techs discovered and have the basic Military ones too, you shouldn't be at such a disadvantage if some
Except maybe the flipped planet's morale would be pretty crappy as they got used to their new leader - You - so, once again in the name of immersion, the idea that you have to tell a flipped planet to do der jerbs working on your shipyard makes sense to me. Or maybe SD could change it so it automatically happens 2-3 Turns after the planet flips.
Step 1: Allocate one spy - preferably both, it speeds things up - to the Race you want to spy on via the Espionage screen, accessed from the "Home" screen. Step 2: Wait until you receive information on the Race in question. I'm not sure at precisely how many turns, but at some stage you will get access to your enemy's planets and then you can place one spy or more on one of their tiles. Others will have more detailed info, but them's the basics...
[quote who="Frogboy" reply="49" id="3760358"] So we've been thinking a lot about what would be in GalCiv IV -- and what would not be in GalCiv IV. Here are, in no particular order, some thoughts: Fewer but more distinctive civ abilities. Vastly, vastly bigger maps with far more planets. Most colonies aren't managed they provide w
Ideology: Remove it or make it meaningful.Increasing Ideology Points needed to buy from Pragmatic once you buy from Malevolent is a start, but you can still zig-zag through the Ideology Tree without real consequence. So: you can grab the 1 free frigate from Malevolent after the 3 free constructors from Pragmatic, but your party will lose the next election and your galactic neighbours will start wars with you or diplomatically punish you. Get rid of the "Can
I've found two Chimeric Biomasses in the first three planets I colonized - the first being my Homeworld. I wouldn't look that gifthorse in it's mouth and use those 6 Archives. To The Max. Research all Precursor knowledge - Centers, etc - to make the best of them. It sounds like the RNG just went and rolled your way big time. As to whether the AI knows what to do if it finds itself in the same situation, I don't know. You'd hope it does to make the game as easy for it a
[quote who="Nilfiry" reply="7" id="3759073"] You got me then. There really should not have been any reason for those planets to go un-captured if they were literally just sitting ducks unless somehow the scenario is just scripted that way. [/quote] That wouldn't surprise me at all. Scenarios seem to be set up so that the AI will act a certain way no matter what. Which isn't a critism of SD, just an observation that scenarios are designed for the Meat Person Playing
[quote who="Gauntlet03" reply="53" id="3758926"] Quick thought... I remember a small risk like game... where territories (planets) when surrendered, only about 50% went to you, and there was a high chance that many territories became independent or joined nearby other factions. A somewhat random result of a surrender on a per-planet basis, might be a lot of fun. Proximity/Influence should of course matter. So a empire surrendering to you that is very far away, may only give yo
I think it's sensible that a surrendering civilization wouldn't want their enemies access to a pristine Class 17 planet. They're not surrendering because they want their enemies to prosper, after all. It's not without historical context - that The Defeated Party killed themselves rather than surrender (Jonestown, etc). But in game-world and so it's a bit more fun: Other than a toggle switch, which of couse thrills the "Give Us More Options" crowd, how about, on surrendering,
My complaint with ads is that when you close an ad and click "It's Not Relevant" it doesn't seem to make any difference. The website cycles through the same 3-4 ads regardless.
I can imagine a Celebrity just giving up and joining his/her conquistador/doress because, let's face, they aren't the sharpest knife in the drawer. Spies maybe would join up with the new boss because, really, they're for hire anyway. If your spies know how to spy on your enemy, they probably learnt how to spy on you as well. Counter-spies etc. Scientists, Generals and others may have more loyalty to their original bosses, though. The simplest solution is maybe to come
Agree with all other posts about not worrying about the backstory. For reference, if you're thinking about being part of the development of GalCiv4 or simply buying it when people like me have done the un-fun, grindy, hard work for ya :), frogboy said when he was introducing Intrigue that he would have vetoed the campaign part of GalCiv3 had he been more involved and you can pretty much expect no campaign in GalCiv4.
[quote who="-RG-" reply="3" id="3747387"]I also changed (expensive) all our light bulbs to LEDs....People do not change overnight and the cost of change is well, pretty spendy. [/quote] There's one of the main issues right there. People ultimately think of themselves first. So the way to make them concerned about the environment/climate is this: Tell them how much money they c
https://forums.galciv3.com/493347/galactic-civilizations-iii-retribution-journal-6 To confirm Gauntlet03's memory. So either it's not WAI, or mormegil didn't get the memo...
I suggest the central point of blame is that the vast majority of 4X fans favour the Xterminate part of 4X over the other 3 bits. This allows those folk to kill to their heart's content. But, yeah, constant war should have a negative effect on civilization morale and your government/ruling party's popularity and other things like productivity, etc. Even if you're winning, there's still metaphorical sons and/or daughters (or young versions of Drengin, Yor and
Galactic Civilizations III: Retribution - Revenge Of The Meat People. Frogboy and co have realized that they are Meat People and so you synthetics, aquatics and silicons can just Sit. There. And. Suffer. Revenge is a dish best served cold in a restaurant rather than by Uber Eats where by the time they find your address it will a dish served frozen.
Definitely done to nerf the "I Must Colonize Every Single None-0 Planet I Find" approach. Now you've got less people, you've got to ask yourself if colonizing that particular planet is really worth it. And adding the artifacts, that approach is even more important now. For me, I always avoided the Less-Than-10 planets until I'd colonized the better planets. I was playing Tall for my own enjoyment, I think the game was - and Frogboy even acknowledged it once or twice, I believe - total
Metacritic are such a tease. They said this would be released 20 minutes ago. Because I'm in New Zealand and it's 21 February. But I merrily log on to Galactic Civilizations III on my desktop and, ah, no, it's still Intrigue. Cheeky Monkeys! On the bright side, it means I don't have to call my boss tomorrow morning and say "I can't come in. I have a pressing engagement with my computer." I've got 22 February off as a holiday so, please, please, let that be the
[quote who="jabberjaws" reply="81" id="3740171"] Quoting ForgottenSlayer, reply 80 Are you being serious right now? Because if you are that is like saying how “Taken” promotes sexual purity. Quoting jabberjaws,</div
How does one get into the Beta? Who's palm has to be crossed with BCs, the shattered bodies of broken Drengin men and recordings of the lamentations of their women (which are not the most melodious sounds in the universe, I assure you!)?