It shows 1.6, but no new campaign, Arceans or Torians. I do not see the expansion in the DLC screen or any new files. Restarting Steam did nothing, will now try verifying cache integrity.
Rhonin_the_wizard
Download finished, gonna start playing. Sleep is for the weak.
Damn, and I just started the Snathi campaign. Oh well, downloading.
The forums have been acting strange lately. Sometimes the badge appears, sometimes it doesn't.
I think you will be very disappointed if you expect administrative points to be released in 1.6 considering it was never mentioned when it will be added to the game.
[quote who="00zim00" reply="90" id="3617146"]Was there or is there going to be a Gal Civ 3 twitch cast with Paul showing off all the new features and to answer some questions? Would be nice [e digicons]:)[/e] [/quote] As stated by Island Dog. [quote who="Island Dog" reply="1" id="3616989"] No stream today. I think we're planning one for next week to talk more about Mercenaries. [/quote]
[quote quoting="post"] 1) What happens if you max out Ideology points? Does the game crash? - I have all victory conditions set to off. I prefer to play an unending game. But I have 2x ideology generators on all of my planets. If I max out the points, what will happen to my game?[/quote] The game should continue as normal. [quote]2) How do the difficulty settings affect the AI? Do they get bonus colony ships/production/scienc
Can't wait for it to enter beta.
Plymouth, MI. – January 27, 2016 – Today, Stardock announced that the first expansion to its popular 4X space strategy game Galactic Civilizations III is in development and will launch next month. Galactic Civilizations III: Mercenaries will add an all-new campaign, Galactic Bazaars, new races, and the ability to recruit elite units with special abilities and more. Read more <a href="http://explorminate.net/2016/01/27/galactic-civilizations-3-mercenaries-announced/" target
Minors can use colony ships, they can't build them.
I now just noticed that the Torian has a cybernetic eye. I don't think that Arcean is Lord Vega and it's good to see Jenna again.
They might have a colony ship or troop transport somewhere.
I do not see the point in speculation, I'd rather wait for official info. Plus I read all the devs' posts so I already have a good idea what's coming.
[quote who="naselus" reply="2" id="3614065"] It's an expandalone. Specifically to avoid that ever being an issue. Also, some feedback from the community might help avoid making unpopular mistakes like the wheel fiasco.[/quote] The expandalone is the second one, the first is a normal expansion.
Except for the usual close border tension or if they were somehow allied with them, no they won't react. Minor civs can use colony ships and troop transports, but they don't construct them. Not 100% on the troop transport thing. They probably got a colony ship from an ideological trait or an anomaly.
[quote who="Seilore" reply="2" id="3612472"] [Bug] Diplomacy, When trading for more than one trade resource (example trading for 3 Snuggler Colony's) the AI treats it as trading for 1. Which would be fine if they didn't stack but, they currently do and have since early on.[/quote] Odd, the AI asks for more when I trade for two planetary artifacts of the same type. [quote]When is the invasion screen coming
[quote who="LordAlexander" reply="9" id="3612397"] It seems that I can login here but cannot login with my e-mail account to your support page https://esupport.stardock.com/index.php?/Tickets/Submit But I can definitely confirm this error for the current (1.51) gog version of GalCiv3! I have reloaded a current save game (immense galaxy map size, around turn 455) and could reproduce the
[quote who="walton_reeves" reply="1" id="3612453"] But how about is there an advantage to having multiple starports around a single planet? [/quote] No, a planet can only sponsor one shipyard. But a shipyard can be sponsored by multiple planets, up to 5.
She has it. The forums have been acting weird when it comes to displaying badges.
[quote who="Go4Celerity" reply="69" id="3610040"]WHY is there no thread posted by a Dev asking for input on which improvements, modules, components, techs, traits, etc. are overpowered or underpowered and asking for suggestions to tweak them towards functional balance?[/quote] There have been countless threads by devs asking for feedback, both here and on the Steam forums. Here is one .
1. You don't lose the ship, at worst you will have -1 duranthium. 2. No you don't build them. What you get when trading for them is the empire wide bonus. Physically they are still on the planet of origin. 3. Without more info I can't tell why you lost. Each weapon has a different range and fire rate. Each defense type only works against one weapon type, shields against beams, point defense against missiles, armor against kinetic.
Here are some examples of planets I've taken from the AI, I don't use governors since I like planning my own colonies. As an influence world this isn't bad at all, maybe one too many factories. <img src="http://images.akamai.steamusercontent.com/ugc/389923815252314567/88B1BF03DD7FB0B3454D3276F49150690DC0009
What I do is press CTRL to select multiple starbases and see where there is space for others. As for the Duranthium there are modules to extend the area of effect of atarbases.
Updated with a few more observations. I think the problem with why I feel influence is going slowly is because I have the number of planets set to occasional and the turns feel very long because of the hassle with constructors.
[quote who="Frogboy" reply="6" id="3609575"] You guys are looking at one of the few Korx left in the galaxy. They will never be a major race again. I'll share the other major race coming soon. [/quote] No matter how much we pester you about it? So what role will the Korx guy play? Will he appear in the campaign? Or be an alternate leader picture for the Krynn Syndicate since the Korx are a part of it now?