I think a flavor of this makes sense, though to reduce micromanagement I would probably just say that after X turns the CC is at full level. Basically the colony develops over time until its at full capacity. This would reduce the immediate impact of a new colony, but not added any micromanagement.
Stalker0
[quote quoting="post"] Has anyone figured out how to use the forms of government listed in the tech tree? I see several parties mentioned along with the forms "Galactic Republic", "Interstellar Democracy", and "Star Federation". This seems to reflect back to GC2 which had these forms of government, but I can't find any way to activate any of these. [/quote] Governments are just Techs in Gal Civ 3. They give a big bonus to Total Manufacturing (aka productio
[quote who="ChaosGuy" reply="26" id="3563352"] What’s really missing here isn’t a forcefield in space, it’s a diplomatic button that says “quit it, you’re pissing me off”. [/quote] I will echo this comment. Right now, we do have the means to enforce our territory. I routinely will attack AI's that are tryin
[quote who="Seilore" reply="19" id="3563962"] Yeah, I don't like the idea of requiring resources either. To me most of the issue comes in to play that there are many free small ships flying around (maxed out at your tech level). Because of this it makes carriers OP. Counting against the logistics cap, at least in part per module or per ship seems like the best solution. Maybe there is a better solution, I'm happy on the ideas people have come up with so fa
I will also throw in that I think manu is also too high in general. Its too easy to crank out the biggest ships from a manu world in a single turn. However, you have already nerfed the starting manu numbers for the colony so that may be a good place to start.
Easiest change would be to color coded the terraforming hexes. Yellow = Tier 1, Blue = Tier 2, Red = Tier 3, something of that nature.
One question, is it possible to alter blueprints based on map size? On Insane, life support is more important than on tiny, and it would be nice to account for that. My thought, I still think your new blueprints have too much life support towards the end (granted I play on large maps generally). Range to me is something that is important early to early mid game, but stabilizes towards the mid game. At that point, I am extending range through new planets and new starbases. I do
This is the problem at a fundamental level. 1) Carriers provide strong offense (weapons that scale automatically with tech). 2) Carriers provide strong defense (free hp every combat). This is better than anything a single weapon or defense module can provide, and as such...OP. If carriers remain mechanically as they are, then balance requires a strong nerf. Their offense would have to be lower than any weapon at the same tech level by mass...peri
[quote who="Captain Patch" reply="23" id="3562933"] Quoting XWerewolfX, reply 21 Quoting Captain Patch, reply 16 (
[quote who="Reianor3" reply="14" id="3562502"] THAT kind of promise BTW is why there's a need for per turn payment in the first place. Still giving resources? Keep getting paid. Not giving them any more? Well, no more payments for you "jerk". That said, I agree that swapping ANY "stretched" gain for any "instant" gain is a huge question of trust, and as such should not be done lightly [/quote] I think this is a good point. In general I would disall
[quote who="Ambermonk" reply="11" id="3562199"] Why don't you post your questions individually on the forum? Then, if you get a useful reply, go to the Galciv3 Wiki and make an entry to help someone else with the same question. [/quote] A lot of the questions have been asked on the forums, multiple times. The Devs just haven't gotten to them yet, I'm sure they are very busy with updates to the game. I am frustrated with the lack of game info, but I unders
I love a lot of this game, but I have to throw in again, the manual is poor. A lot of game mechanics we are still guessing at.
[quote who="Dual-Zero" reply="4" id="3562063"] But it only lasts 10-15 turns, so not that big a deal. [/quote] I actually had no idea that galactic events had timers, is that true?
Could you increase their evasion score? Give them a greater miss chance, which is another version of defense.
[quote who="TurielD" reply="94" id="3561674"] Currently, sensor range/mass is 1/8 -> 2/9 -> 3/10 -> 4/12 -> 5/14. The cost goes 13-23-41-71-123, meaning the cost increases by a factor of ~ 1.75 for each upgrade. Personally, I have not bothered researching past range 3 sensors in a serious game. I don't see how it can be a cost-effective use of research or build capacity. [/quote] I don't think the numbers are too bad, maybe a little too high i
[quote who="marigoldran" reply="60" id="3561618"] An example of in-game diplomacy with the AI: YOR: I hate you. Notice the -12 modifier on my diplomacy screen signifying how much I hate you. I'M GOING TO INVADE YOU SOON. [/quote] One question that should be asked....how much should a negative mod effect war at all? There's an old expression, "all politics all local". Other than the occasional monarchy where a king gets so of
A person in another thread made an interesting comment: "The AI is always bad at strategy, but if it could react better to problem situations it would a lot better". I was thinking, what if the AI had access to a secret pool of credits. These are not normally credits that they can trade or blow...but would be used specifically to perform strategy changes. So for example, upgrading ships to respond to a weapon change. The AI could n
Should also be noticed that they have already made changes to the Sensor Range and mass in 1.03, so my original concerns have been addressed. So far I am liking it. The initial sensor ship I could make is "nice", but not hokey. I've been debating on certain maps whether to build it right off the bat, which is what I was hoping to see.
[quote who="eviator" reply="9" id="3561410"] Okay yes, I see that now, thanks. Though your reply was unnecessarily verbose; the first two sentences sufficed. [/quote] That's our Joe:) Though probably too verbose for you, the extra info is educational for many on the forums.
[quote who="peteincary2" reply="53" id="3561491"] If a ship has even 1 point of defense remain, the entirety of the attack goes to taking down that last point of defense. In other words, massive attacks have a lot of wasted firepower on that final shot to the ship's defense. [/quote] Is that per weapon or per barrage? Lets say I have 8 25 damage lasers as a quick example. Would that 1 point of shield counteract the whole 200 points of da
One other note, a scaled bonus doesn't have to mean until infinity. For example, it would be trivial to cap the max bonus at 300% or something...to ensure that the AI doesn't become unbeatable in the longest games.
[quote who="naselus" reply="73" id="3561055"] Quoting marigoldran, reply 50 The thing is that it's MUCH EASIER AND FASTER to increase production and population by colonizing new planets than to build up your worlds. This is really the story of the entire thread. There is no significant advantag
[quote who="Saruboy" reply="47" id="3561348"] and assume that 1 defense point is worth 4 points of damage on average), [/quote] I've seen this assumption throw around a lot, but does anyone really know how the defense decay rates work? Without that, we are all just grasping on how effective defenses actually are.
[quote who="Bamdorf" reply="4" id="3561349"] How about Gross Planetary Product? GPP. [/quote] Works for me, its clearly different than the other terms.
The word Production was so similar to Manufacturing that I am glad you guys changed it. Except....you probably picked one of the few phrases more confusing than production. Total Manufacturing. It literally has the word manufacturing in it....but its not manufacturing! We can do better than this: 1) Output 2) Bounty 3) Resources 4) Yield Lets pick a word that has no connection, even te