charon2112

charon2112

Joined Member # 3496127
32 Posts 461 Replies 21,000 Reputation

The game's mechanics so far are becoming pretty fun for me. What kills the fun at this stage is the lack of AI's to play against. I play on huge galaxies, and I'm 162 turns into my current game and I have yet to meet another civ. So that's not too fun. But I also know that this is a very temporary problem.

98 Replies 235,377 Views

but even a class 4 can eventually be upgraded to be pretty good. the solution is, don't colonize them. Where to send your colony ships is part of the strategy of the early game. do you colonize that class 4 next door, or hang on to your colony ship in the hopes that something better pops up. Part of it depends on how you play too, I like to have habitable planets pretty rare, so even a class 4 could be a valuable find, especially if it has s

98 Replies 235,377 Views

I have to disagree with your questioning of having planets of different usability. I think your example was Mars, as in, why can't all tiles on mars be used for factories even though they aren't suitable for life. Part of the fun of GC is discovering different planets, most not great, but occasionally an awesome one. Your idea would remove that whole aspect of the game, and make most planets the same. I think that (from a story point of view) the point of the p

98 Replies 235,377 Views

[quote who="kestlstw" reply="16" id="3502699"]... It seems most players love GalCiv2 and just want GalCiv2 64 bit edition which is what 3 seems to be heading toward to me. [/quote] That's nuts, there's a ton of new ideas and content in GC3. Just to name a few: Black holes Anomolies Nebula Pirates Strategic Resources Adjacency bonuses new tile improvements<br /

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[quote who="Thecw" reply="2" id="3502632"] A thought occurred to me: The 'go to next' infrastructure would be every useful for creating ship patrol lanes. A ship in 'Patrol' mode would simply follow a (cyclic) way point chain, but when an enemy is detected it should abort motion and thereby alerting the player to the enemies presence - because the 'Turn' button will show an idle ship. [/quote] This is a great idea.

6 Replies 10,850 Views

Thanks Trumpeter. Also, I think the algorithm that lays out the stars needs work. They seem very evenly spaced to me, no matter what galaxy shape I pick. For instance, loose clusters keeps the stars in loose clusters, but the stars in the clusters are almost evenly spaced between each other. GC2 generated galaxies that were much more organic.

12 Replies 7,328 Views

I'm sorry but adjacency bonuses add a great deal to colony management, and are one of those 'why didn't I think of this before' game improvements. The game doesn't force you to lay out your planets a certain way, you still have full control. But if you are smart about the layout, you reap a benefit. Big colony management improvement IMO. All I wanted out of GC3 was more GC2 with better graphics and small improvements, exactly like adjacency bonuse

98 Replies 235,377 Views

[quote who="Larsenex" reply="10" id="3502651"] ...One way to remove your tedium is to set you galaxy to what I enjoy, HUGE maps, tight clusters uncommon habitable planets. You can actually play 70 turns and NOT find a planet to colonize. It makes finding one, ANY one more of a treat and you agonize over how to specialize it [/quote] <span style="fo

98 Replies 235,377 Views

I'm confused by the original post...it seems like you didn't like GalCiv2 much, and (not surprisingly) don't like GalCiv3 much. So why buy them? The game mechanics seem to be progressing very nicely to me. and have improved in many ways to GC2. Numbers (like tech research speed) will be balanced later.

98 Replies 235,377 Views

[quote who="Hawawaa" reply="5" id="3502499"] Yep new game meet a neighbor started to setup a trade deal 2 of my techs for 3 of theirs (clicking weekly payment or cash deal one click crash). Only things I changed in options are large ui, Default: 2560x1440 and anti-aliasing 8x. https://w

9 Replies 32,886 Views