what if any mods are you using?
Taslios
[quote who="laws2150" reply="45" id="3703881"] Quoting Werewindlefr, reply 44 How about all unused tiles produce food (a variable supply depending on the tile and/or planet type) as long as you don't build on them. Some improvements could increased the food they produce. So basically, almost everything is arable
[quote who="Frogboy" reply="1" id="3703869"] Don't do that? I mean seriously, [/quote] Well you have to admit that he put in an impressive amount of work to create his "colony ship trap" I suspect he could have and should have been building other ships or doing something else with his time but it is impressive. that said, isn't there already an anti crash code in place to have the AI send ships elsewhere if there is no path to a planet
Frogboy, my thoughts are probably more complex than what you will be wanting to implement. One of the things that really turns me off of this game is the strategic resources and how they are pure and total luck. If I need Monsantium, and there is no monsantium on any of the planets that I can even invade (yes I've had this happen) then guess what... a whole branch of the game is pointless. So my suggestion.
Extreme planets also seems to be super rare. I've played two games on huge maps and have yet to find a single one of the Precursor worlds...
Honestly, I just wanted their logic to target the aggressor.... many many many times I had someone declare war on me, then had the Peacekeepers show up, nuke all my stuff... and leave the Yor or whatever alone while they invade and take my planets... The PeaceKeepers should attack the one that declared war. or the last one to "attack" in the war... The Jagged Knife should come back and attack everyone... The Dread Lords should s
Holy cow... These look really impressive. I especially like the changes to combat. (in theory) now I just need to find time to actually play a game again...
[quote who="lyssailcor" reply="31" id="3698318"] Will the cap be moddable? Wouldn't it be nice to introduce some techs or at least improvements to raise that cap? Even if I have not much space I can still build a bunch of large towers or a subterranean cave system ... [/quote] I like this idea... perhaps something like a unique building for certain races Or an Arcology Galactic Wonder... I think a standard.. if you have a
Seilore, Frogboy said that the map creator is not working the way he expects it to in one of his posts about 6 months back. I suspect that this is getting looked at but may be either too big to quick fix, or not important enough of an issue to bother with at the moment. Someday before the final game I fully expect it to be fixed though ...
[quote who="Frogboy" reply="83" id="3694754"] You can, literally, make GalCiv III play however you want. It would be one thing if we were discussing some bug or UI request. But we're not. We're literally talking about demands that somebody open up notepad and change a number on their behalf. [/quote] Frogboy, you have done something awesome with this game. I've had many many hours of fun playing it. Howe
[quote who="EmperorVir" reply="22" id="3694169"] Quoting Taslios, reply 1 He or she who has the mines now wins.... I see that as a feature, not a bug. Providing a reason for conflict is great compared to just random warmongering. [/quote] If every game is nothing m
Synthetics should use Durantium in the same way Organics use food..... Rather than a one time expense it should be a constant use based on population.... No per turn cost when TOTAL population is 5 or less... and then 2 durantium per turn per population point above that.... Research can lower that to 1 and then .5 or something. soft walls and steps are so much better than hard stops that look and feel artificial.  
I've watched them mow down all of my forces while the Drengin follow them to my now defenseless planets.
Cities now require Durantium and Promethion to construct in addition to food. Seriously? designed resource restrictions are one thing, but this is somewhat ridiculous how everything in the game now needs one resource to advance... He or she who has the mines now wins....
grr... I don't get why they "choose" a race to attack.. They should just attack anyone who is at war equally.
I posted heavily on this in another thread, but I really think trade resources should be manufactured, or grown by the civ..not found by luck... Resources put an artificial break on progress... rather than a balanced systematic break... Monsantium or Duranium availability is the biggest break on large populations... Morale should be the break.... building too big too fast should cause revolts... which may destroy buildings... lost prod
... I have no suggestion on how to effectively do this.. But make Tall civ's viable... with the way the resources are now you have no choice but to play wide...
I'm fine with scarcity... even in my suggestion the player is giving up something to get something else... However i do find it silly that some of the resources are not used for anything and thus just pile up.. while others are used for almost everything. on an aside, it would be cool if each resource was tied to a multiple unique structures, or ship features... having some of the things do nothing just se
Sorry, my confusion... I've never promoted a Scientist in the new game... I thought you were referring to the way creative races can spontaneously finish a tech at random... Given Bene has options to greatly improve research rates, the only techs that I would think would be worth upgrading the scientist for would be the final techs to win a tech victory...
This is controlled by the Racial trait "Creative" and has nothing to do with ideology. the Bene Epiphany simply gives them significantly higher research rate... does not change the chance of making a breakthrough.
[quote who="admiralWillyWilber" reply="9" id="3692025"] Whats smac [/quote] Sid Meier's Alien Crossfire... the expansion to Alpha Centari
[quote who="admiralWillyWilber" reply="6" id="3691991"] I would have to think about resources. I would like to see maps balanced. I liked civilization 3. I like the idea of resources to build stuff. [/quote] Full disclosure, I enjoyed the crap out of CivIII though I didn't think it was as good as SMAC... I don't want to get rid of the resources. having resource scarcity in
Honestly..... The trade resources in Crusade are basically taking the WORST part of Civilization 3 and pushing it into a modern game. In Civ 3 if you didn't have say saltpeter in your territory, you couldn't build military for an entire age.... sometimes you had to skip like two or three generations of troops until you could build something due to the lack of ONE resource it was super flustering for the player and it is one reason why Civ 3 is generally look
.... still haven't fixed the Pilgrims ship project I see...
[quote who="DMF" reply="42" id="3691289"] There are few things I hate more than a Jagged Knife event. [/quote] Jagged Knife/Peace Keepers are only super annoying because of how they happen. If they A. Created a new major race that could be interacted with B. Did not happen in the first 100 turns