Taslios

Taslios

Joined Member # 429611
31 Posts 334 Replies 1,973 Reputation

Yes, and then they could make it research based in the gov/civics area... have several individual research points that give you Regional capitols etc... and then each one of these could be set to manage different regions.. So my "home" region could be set to be totally focused on ship building etc.. while one of the "younger" regions could be focused on planetary build up etc.

52 Replies 209,970 Views

That's a good thought, but I don't think it works that way. I tend to save a blank template of every design I make and then add components later. There Might be a way to designate upgrades already in game, but if there is, I have not been able to find it. I really want it.

2 Replies 14,359 Views

So in the shipyards there is a button that allows you to upgrade any ship to the current design. This button is useless The reason this button is useless is that it only works on the stock game built designs. Anything that I have custom built is a unique snowflake that has no "upgrade path" When in the ship designer I have the option to "use this design" and I can name it whatever I want and call it totally new...<br /

2 Replies 14,359 Views

I suspect that the people who want battle tactics might enjoy Star Control.. which StarDock is also making. No one goes over to Civ and tells Firaxis that they need tactical combat to make Civ 6 the best game ever... Don't get why there are so many people who don't seem to get that Galactive Civ is a space empire builder... not a space combat game.

12 Replies 79,754 Views

[quote quoting="post"] Finally, it would be nice to have a warning box when you try to name a ship, colony, star, starbase, or shipyard with a designation that you have already used, and/or if it still in use. [/quote] I can wholeheartedly agree with the above quote. I often rename planets or fleets with a theme and having a warning that the name is in use would be helpful. As for the rest of this post... With the mo

12 Replies 88,574 Views

[quote who="joeball123" reply="11" id="3640202"] Regardless of whether or not Coercion is conceptually sound, the implementation is garbage. That's before even getting into the idiocy of applying the penalty twice, once directly and once through morale, because I guess specialized allocations weren't made sufficiently bad relative to generalized allocations and how Coercion actually affected things wasn't sufficiently murky just through the direct penalty. [/quo

38 Replies 123,656 Views

If you are Benevolent, all the bene point builder buildings give Adj bonuses to Tourism. Tourism also gives Adj bonuses to wealth, so that's an easy one to put it by as well. I'm not enough of a min maxer to have done the math and done a focused comparison. I just know that by the end of the game tourism is usually my largest source of income when playing any bene or pragmatic race.

14 Replies 32,207 Views

[quote who="Lucky Jack" reply="8" id="3637481"] Is there any game in the world that can handle so many opponents? The processing power it takes to play so many is huge. I really think it will take more than just a GPU upgrade to improve the performance significantly. It will also take a CPU upgrade. Also, you should probably watch your CPU/GPU temps as well. Many CPUs and GPUs will automatically reduce clock speed to avoid being burned out. [/quote] <br /

9 Replies 61,811 Views

Tourism is a factor of your influence and culture. If you are playing a race like the Iridium Corp, Krynn, or Humans, which have culture and influence gains built into their tech tree... then building one tourist thing on each planet can EASILY out earn building a whole bunch of pure economy buildings. If however you never build culture/influence buildings then tourism is rather weak... as it should be.

14 Replies 32,207 Views

true 64 bit system..... I've found that with my system the largest playable map is immense with 20 or so majors.... that is still HUGE and way more than any other game in the industry can do... Perhaps you should reset your expectations. Or upgrade your system.

9 Replies 61,811 Views

well one simple fix would be to make any attack on a defended planet which includes transports in the attacking fleet automatically be an invasion once the defeners are removed. But making the attack be one action and the invasion a separate action pretty much makes fighters on a planet the most OP thing in the game right now... once you have fighters the AI is pretty much toast...

7 Replies 6,967 Views

So I really do enjoy GCIII but there is one major limitation of the current AI... and that is that they can only attack once per turn per fleet. So if they have a huge fleet that has transports, I can indefinitely prevent my world from being taken by one of several things.. A. Fighters Once you have fighters it becomes a minimum 2 attack conquest proposition. B. moving cheap ships in every turn. The adjustments for sens

7 Replies 6,967 Views

Simple solution: Queue the ship upgrades similar to how the upgrades are queued for the Starbases. I select Battleship Mk1 and tell it to upgrade to Battleship Mk2. The system then looks at all the available shipyards and SENDS Battleship Mk1 to the shipyard that can complete this task soonest. StarDock could also add a screen to the shipyards build queue to allow you to select ships in orbit and queue them fo

8 Replies 19,716 Views

That said.... I also think people are playing silly inefficient by never building constructors at their "main shipyard" Simple math... lets say a Constructor X3 with three modules costs 3000 Manufacturing Points and BattleshipX costs 20000 MP. Lets say you have three ship yards Super which does 15000MP a turn, Ok which does 5000 and Deepspace which does 1000.

11 Replies 18,567 Views

eh, I always set it when I build the new starbase... set once and done. Going in and shutting down a shipyard every time I go to queue up upgrades sounds like a massive PITA... I think they need to add a global control "Starbase" tab to the Govern tabs.... and perhaps allow us to make priority lists and assign them to our shipyards from the shipyard tab.

11 Replies 18,567 Views

[quote who="Empress_Fujiko" reply="7" id="3632829"] I'm talking about issue number 2, Taslios, and the fix is not the management screen or some arrow on the galaxy map, but instead a "turn-alarm" when there is an unused constructor-module at a starbase. Just like the idle-ship alarm or the idle colony alarm. I would even accept if the remaining constructor would autoeject at the starbase and go into the idle ship queue. It's really great to have a more automatic system

10 Replies 23,092 Views