[quote who="Frogboy" reply="28" id="3691200"] Some really good ideas in this thread. I suspect some of this would be saved for a future GalCiv IV. [/quote] So 2024ish??? ;)
Taslios
... or balance them by making them use some other resource.. Organic really really need monsotium or however its spelled.... Make the Yor require Nanites... or something that is not also a strategic resource that is already crazy hard to get cause everyone needs it for production already.
.... I'm curious about the Quest System that you say you have but have not implemented.... I think quests that directly impact the Bene/Prag/Mal options would be cool... "X planet will be destroyed in 30 turns..." Build slaver ships to "save" the refugees and add them to your population.. Sell Evacuation ships... Give them colony ships to aid their evacuation to a new planet.... <br
Honestly, I've never had a problem keeping my people happy... you just need to research the higher techs and have the needed upgrade resources... the player should not be able to do everything. This is a painful break that actually causes me to have to think about which techs I research when... if the planet that is a quality 9 but has a Snuggler nest or something is actually better for my needs rig
Alternate option: Play Benevolent and never need to build a single moral building until you get to 16+ population... >.>
Ah... it might not.. I almost never play on anything smaller than Large, and usually in Gigantic... There are usually 10-12 minor Precursors and perhaps 4-8 majors on a map from what I've seen average... When playing with 15+ civs on a huge map that's not really that many.... the last game I won, I had over 120 worlds by the end.
What size map do you play on? How fast can you build ships? How resource hungry are your ships? How quickly do you research and build carriers? Rule of thumb for me... Captl ships get no defense... pure fire power. But they NEVER go into a fight without some escort/assult ships that are basically nothing but defense or cheap one shot wonder offense.... &nbs
Why would you want to reduce them? just curious on this... I find them rather rare as it is.
Yeah no... that's not it. Given the Prototype Engines give 5 movement and nothing else is better I usually put 2 or 3 on each ship. I'd rather have a faster fleet with slightly less firepower than a slow fleet that has a lot of firepower. So the "fast" Admiral ship is still slower than molasses...
So, it's the end of the game. I've got ships that routinely have base movement of 30 or more... The unit transport moves 16... Assigning Citizens to any planet later in the game is painful as often times it takes 20 or more turns to get them to the planet when playing on the larger maps. Same issue with the Commander and Admiral ships... Early game these ships are crazy powerful. But by the time one gets to the end of the g
Right now on anything larger than say a large map, the influence victory is basically impossible. Influence growth absolutely needs to be tied somehow to map size.. ... Or have your area of effect simply grow a minimum one hex out from the source of influence every 10 turns until it encounters another field of influence.. at which point the actual influence calculations start mattering...
Yeah... sadly they do nothing. After you complete them it says you gain 100 Influence. which goes no where. if it were split between all your planets or something this would be a cool repeatable project. But it seems to do nothing. Please fix
So the 2.6 patch broke my 2.5 game... well perhaps not broke but suddenly it is lagging like crazy and going really slow. So I started up a new 2.6 game. I have therefor not gotten to test if the Pilgrims are working or not. I did notice that they used to say "gives 200 Influence" back when Crusade came out.. and now they do not give an amount in the tool tip. My question is, what do they do now? Th
Which Ideology are they? I've never gotten this error and I started a new game right as the beta came out as a founder... I almost always play Bene so I never ever have Genocide ships
So after reading OOzimOO's really good post on galactic projects https://forums.galciv3.com/485054/page/1/#3689611 I was thinking that given some of what has already been stated for what is coming up in the next DLC or expansion I thought about how much the UP is just sorta... there.... it really doesn't do much in GCIII and could be much much more interactive. First, it needs to meet more often. every 15
GCII had the plague and then the ability to research the cure. Nothing like that exists in the current game, and that could be a huge one.. Also the stellar rifts if those ever get into the game...
I really think the founder named stars should be on the priority list for the stars... and maybe they are... But I've seen some of the starnames in nearly every game...
the Title of this is Gal Civ II not Gal Civ III I thought at first this was a history piece talking about the story and plans for the game.... still a cool read.
So for the first time since the founder's edition came out... I found my named star. The Humans had claimed it.... sux to be them. Just had to share, this made my week.
[quote who="erischild" reply="32" id="3687360"] Then the AI needs to gain that skill. Also, it needs to brag about it when it does something strategically significant. "Ah ha! I am dominating the Anti Matter market to supply my Hypercrunch level of Missile warships!" Let the player know the AI is doing something clever and let the newbie player know some clever ideas to improve gameplay as well. Makes the game look overall smarter, like it knew what it was doing.
[quote who="Frogboy" reply="30" id="3687291"] Quoting BenjaminLight, reply 28 I'm rather let down with the difficulty settings. The AI needs lots of procentual buffs to be a challenge. Which I strongly dislike. I really want the battles to intellectual. If they have just lots of advantage
Eh..... This is neat, but I'd rather they made more terriforming techs that cost resources to use or something over just having "god" planets.... The rare class 26 planets are like freaking gems.... and I admit that I like that.
[quote who="tetleytea" reply="2" id="3684413"] The ideology point-generating buildings don't generate squat. I wouldn't bother. If you're benevolent and need the morale, get the elevation center, but don't get it for the ideology points. [/quote] I usually build the base benevolent one for the influence and tourism bonus.... They really need to scale these buildings for the number of planets that are able to be discovered....
[quote who="prsmith59" reply="18" id="3684166"] So I'm new to GC3 and I've seen numerous posts on the peacekeepers. I'm playing in beginner mode to try and figure the game out and have encountered the "peacekeepers" about 8 times now. Now, once they appear I just quit the game because they just wipe me out and there's nothing I can do. they don't touch the other Civ(s) who generally start the war and then won't give me peace unless I give them everything. Why haven't anything
[quote who="The_Last_Jedi" reply="2" id="3683948"] I really wish they'd just give the player the option to design/set the fighters themselves. [/quote] One of the biggest "perks" the Iconians have is the free fighters. These free fighters are pretty gimped by mid game.... I've always been one to support Carriers being a support ship that spawns empty. and you build Fighters to load it with. this would allow