[quote who="tetleytea" reply="16" id="3683956"] Actually, it makes sense to me that influence, money, and tourism would scale linearly with population, but not production. [/quote] Exactly...
Taslios
Anyone know population's effect on Tourism and or Wealth Generation? One would THINK that higher pop would = higher Wealth...
Also add a way for us to see how many legions are on each planet... that is waaaay too hard to find.
.... I still think they should allow us to pay to upgrade shipyards similar to the way starbases are upgraded. Also... Starbases cost an Admin to build. they are much more valuable and limited than 1000s of production points worth of ships. I saw nothing at all wrong with them being crazy strong. I just hate how they are suddenly owned by pirates after a civ falls. Starbases and Shipyards that are n
So I love to "hate" the Mega Events. Back in GCII the Mega Events really made each game unique and special. Though I will admit I usually reloaded when the negative moral everyone is saaaad one hit cause it was just so devastating. in Comparison the Mega Events in GCIII just seem.... weak and pointless. The only ones that truly change the game are the PeaceKeepers, and the Artifact... and then ONLY if they happen early in the game.<br
the way I look at it... Pirates =/= Firefly Reavers... Though I just realized that this would make an awesome awesome mega event... "A dread lord device has activated turning the crews of every non-orbiting ship in space mad... Vor would be "immune" so they would not lose any ships... but their ships could be attacked.... These ships would then go out and attack anythign and everything including th
[quote who="Hamiltonz1291" reply="2" id="3683372"] No, don't remove minor (independent) single planet civilizations! This tradition goes back decades. It would make the game less complex and less awesome! [/quote] 2nd I really think they can do a lot more with the minor races. There should be diplomatic and ideological impact for what actions you take with the minor civs..
The mini freighters were in GCII I always enjoyed hunting them down and killing them.... >.> Personally I think a trade route should be simply that.. a route between planets. and then the "value" of the routes be based on the ships you assign to the route.. Faster or larger ships or additional ships mean more revenue.. (again tied to research) low tier = 1 ship max... High tier perhaps 3 or 4 sh
I do think the Aid Population, Aid Moral, and Aid Influence should still be possible with research... But I like the fact that they split ship construction totally apart. Now my super crazy over bloated industry worlds... give me citizens... or diplomats, or other things once they run out of other things to build. and in the end that probably has a larger effect on the overall civ than just "aid" project would.
..... wait... people don't just shut that victory off by default? .... I find it the easiest way to win the game.... perhaps not now that you need several things researched but yeah
Minors = Minor races. They used to be able to be traded with and spoken to in diplomacy, but Brad and the team felt that that cheapened the game by making so many sources of trade available. Now they are out there as planets to take, or send trade ships to but nothing else. Oh, well if it is just the research stuff and intros then I agree... would be nice to get some more animations and voices there.
.... I mean no disrespect in this statement.... But since when was Gal Civ a AAA title? AAA usually means major publisher with major investment... Stardock is ahead of the curve but I'd still place them in the indi catagory.. yes they ARE a publisher and yes the have a lot of resources given that games are what they do for fun... rather than what they make their busines
I don't have answers but I am curious about the Ryzen use... Given some of the statements about how the game uses threads I would think a Threadripper or i9 would be loads of fun to own for bigger games... perhaps i'm wrong...
ah... well that's disappointing. I'm convinced that with the changes to the game an influence victory is next to impossible on larger maps....
So playing Bene max influence.... I am in no wars and have a large enough military that no one wants to fight me. so rather than building ships of war, I've been Building Pilgrims. When the Pilgrim event finishes it says +100 influence yet my influence per world seems to be identical before and after. I did the math and one of my worlds had only the standard "influence growth" over 10
yeah... i've run into this a few times... it's super annoying that there is not a recap thing or something that plays after a loss...
.... I don't care so much about balance of availability. resources should be scarce and sometimes a shortage is an interesting challenge to work through. But the Galactic resources should have "balance" in their usefulness... for every single game to be a shortage of one type and a plethora of others... means something was not built for optimal option....
Oh I agree. They need to make Continuous projects like they had in the base game. And then Single run projects... label them as such.
The States/Regions tread that was posted back in the original game could come into play here... I think they need to have region capitols that perhaps cost a crap load to build but give several benefits.. one of which is will serve as the launch point for citizens that are assigned to closer planets. This would give the distant worlds some viable options for getting citizens assigned...
Easy current solution. Queue Station Garrison then Queue Aid Research or Aid Economy. They only repeat if there is nothing else in the queue...
Not if the Black market or Galactic Market always imposed "tariffs" or "processing fees" from my initial post: and in the Diplomacy trade screen you can see credit values for the items you are trading... Basically I can talk to the Torians and sell them 5 Elerium for 500BC (market price) or go to the black market and buy 5 elerium for 650BC.. or sell it for 400BC The more te
I had to lower the difficulty... I also played a game with a larger map but only a couple of civilizations. After a few games I put the difficulty back up and play full numbers of civilizations. There is a LOT going on but thankfully you can control the crazy to some extent.
So I got thinking about the resources in Gal Civ... The Game brakes them down into Galactic and Trade resources. However I think we need to look at three resources Global, Galactic, and trade... I break down the Global Resources as the base resources that run everything: Population Food Credits Research Moral points logistics points One of the things that bugs me about the game is that Globals are ve
I don't mod so I don't really know how they individual techs are built... Is the components used by the tech written into the tech itself? what about the modifiers? so with Engines if you have an Ion Engine of X size and you then research miniturization is that a completely new component, or do you have Ion Engine + Miniturization + X + Y = end result? If you have the + X + Y = End result, all you need to do is create the modifier string
Short answer: Correct Sir. Longer answer: This is now accomplished by what you build on the planets and how you assign your limited number of Citizens.