Late to the party but something that struck me as an obvious tweak to policies (since you added so many and they look hella interesting). Some policies should scale on an amount of time obligated to enact them. IE Policy XYZ is a +5% bonus to food but a -5% penalty to income (or whatever), but if you keep this policy in place for 20 turns it's +15% - 10%, or 50 turns it's +25% - 15%, etc. That kind of thing. This actually makes another layer
tid242
[quote who="Frogboy" reply="49" id="3827437"] So we've decided to have an AAR option where players can review battles that occurred which includes an updated battle viewer. We're going to be delaying the beta as a result. [/quote] Intuitively it feels to me like this is the right decision. The battle viewer (although I'm not married to it) is a bit of a core feature in the franchise - it'd be difficult to give it up entirely. I'm looking
[quote who="Commander4X" reply="1" id="3826885"] I second your opinion. One thing that can be a big difference at higher zoom levels (credits to caboose_corsair): Options -> Interface: - Dead Planet Icon Zoom around 15 (you filter them out at higher zoom levels) - All other zooms to maximum (100 or 70) [/quote] Good to know, I'll have to play with the zoom levels. I played with them a bunch a while ago and couldn't ever f
[quote who="Commander4X" reply="15" id="3821558"] Detailed information is important to me. I want to be able to check if my tactic works and if not why not. Battle Viewer in GalCiv3 helps a lot to understand how attack, defense, tactical speed, ship roles and tactical repair work - more by text than animated visuals. [/quote] Can anyone confirm if the detailed battle "after action report" still slated to be a game feature? Because I feel like the prese
[quote quoting="post"] I played a game for about 4 hours (Ver 0.6) in which it was impossible to trade or do diplomacy because the Universal Translator tech never appeared after choosing to research it myself, nor could I cycle the tech choices for Cultural, so I couldn't encourage it to do so. [/quote] Team would have to weigh in here. There was a tech weighting bug that occurred in one of my games (I think it was 0.60, but might've been 0.55), so this
I'd put a comment up on the Discord with respect to my complaints about the cloth map and Schism guilted me into throwing up a post here also. Hopefully it will generate some discussion.. It'll be a general re-hash of my issues outlined there. <span style="font-family: Whitney, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 16px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; tex
fml, doesn't that look just like Elemental WoM/FE ?? Especially the spell book? Actually, cancel that, pretty much everything does .. I never played the original myself, but I'm assuming very little art/style is able to be brought forward from the sprite age of graphics to the current one, so was their inspiration from the original series, or is it de novo?
[quote who="Schaefespeare" reply="14" id="3808288"] Thanks for the re-assurence tid242, [/quote] Just repeating what I heard, so no personal promises from me on this. hah
[quote who="Frogboy" reply="11" id="3808281"] Done. Except for ghosts. [e digicons]:)[/e] [/quote] Poor ghosts, everyone hates them ... LMAO. I'll de-ghostify them and see if they don't rub everyone the wrong way. You guys all hate Casper too? [quote who="Schaefespeare" reply="12"
[quote who="DivineWrath" reply="16" id="3808239"] Don't worry, we probably won't have intelligent dinosaurs. We already have space dragons (the Drath). [e digicons];)[/e] [/quote] I think he secretly wants a sharknado-based race. Sharks are dinosaurs.. ;p [quote who="krejci" reply="14" id="3808160"] I always liked how diverse ideas (not the actual gameplay though) there was in aliens in the Ascendancy game. Since that most of aliens in the mainstrea
re: complicated races. One that that did occur to me when building these was that there might be some benefit for SD to just have an "easy, medium, complex" designation for races. So for the ones that are difficult to navigate their systems, or do the setup for their "thing" to work well would be labeled as "complex" so ppl trying these races would know that beforehand. Because, for example, I think that the Crystal Mandate would be a /hard/ race to play, because the obv
[quote who="Schaefespeare" reply="8" id="3808226"] i generally don't like Ghosts, Ghouls and Vampires with their Horror overtones and the back-catalogue of Hammer Films associations. Re-reading your proposal i can see the intention of creating something that isn't corporeal and has a more religious / spiritual / even philosophical existence. But then it gets confusing by having two different types of being, one being somehow more corporeal to actually exist in the Humano
[quote who="Schaefespeare" reply="6" id="3808206"] interesting thoughts except for the "Ghost / Ghoul" offering. the first is a rework of the Yor. Sorry no ideas myself, its so difficult to be creative and original so Kudos tid242 for making a start. [/quote] hah, thanks for the input. I actually like the PN quite a bit myself as I feel like their internal consistency is pretty good and their mechanic is thus far unique. The general idea is based on t
Additional race ideas: Incubating ideas on the following. Something Locust and planet-hopping based “buildings” are upgradeable
Proposed Race #4 Race name : The Crystal Mandate Abbreviation : CM Ship call sign : CM <strong
Proposed Race #3 Race name : Planeshift Ghost Nomads Abbreviation : PN Ship call sign : PN <st
Proposed Race #2 Race name : Kairetsu Saoma Traders. Abbreviation :KSt Ship call sign :KSt Base ship names derived
Proposed Race #1 Race name : Sentinel Minders Abbreviation : SM Ship call sign : SM <p style="margin-bottom: 0in;
[quote who="shayvaan" reply="2" id="3808069"] TBH I don't think this is necessarily one or the other. Why not both? Most of your scientists would be happily plugging along with whatever "normal" system they have, but the player has the option of building (a possibly expensive) building (or station or district) where the more -reality challenged, shall we say- scientists can congregate. This option would probably be slower, expensive and with the scientis
Thanks for sharing Frog. The dilemma of how to live an authentic life in a world clearly not designed for it is totally real. As is the dilemma of there being very little benefit to having insight into the situation. From my perspective, I feel like you've done well for yourself and have never been a shitty person. As depressing as this is, this is actually fairly difficult to do, and definitely does not qualify you as a 'failure' - at least in my book.
[quote quoting="post"] What do you think - are you absolutely opting out of this service, or does it sound appealing to you? I would love to hear your thoughts in order to better inform my own decision on this. [/quote] I have never purchased nor installed any Amazon device precisely to avoid these types of issues. So that should sum up exactly what I think about the above article. My plan is to continue to "not buy any stuff." heh</p
[quote who="Taslios" reply="1" id="3807970"] .... so now we get political... [e digicons];)[/e] Shouldn't the pie slices be rotated 45 degrees? if you were going all in pure authoritarian for example you wouldn't be mixing collectivist and individualist to do it... [/quote] It's already been mentioned that the above system is already slated for an overhaul, so you may get your pure-Authoritarian dreams after all.. We'll see!</p
Some type of Blue Sky research mechanic is something I've always thought would be a nice addition to the GC franchise. I'd always thought of it being implemented as a "research whatever you want" button on the research screen rather than building a separate type of lab infrastructure like that of Skunkworks from Armada (the devs there loved Lockheed Martin or something?). But building a set a alternative/parallel labs is an idea that gets around the balance problem of just resea
[quote who="AdamMG" reply="18" id="3807906"] Space Monsters are basically pirates in GC3. I'd love to see them as actual space-borne entities which have an agenda. [/quote] Related to this, I would also like to see different "not alien" factions, instead of them all being on the same "pirate" team. Like even different pirate factions where the "Blade Pirate Faction" is fighting the "Sky Hawk Pirate Faction" whenever they see them. And Space m
[quote who="Publius of NV" reply="8" id="3807904"] Quoting DivineWrath, reply 7 Being given a small list of techs that I can research does not appeal to me. I like having the whole tech tree being open for me to research. Seconded [/quote] I really want to see how it plays before