I find it interesting that others do not focus on growth, which to me is an obvious objective. I don't say that my playstyle is superior. It does start out bottom of the power graphs and spike dramatically late game, and that would never fly in a cut-throat MP game at all. In the description of the Dread Lords it says if you leave them alone too long they become a big danger. For the AI, that is true about me. If they don't take me out early game, they ar
erischild
I have yet to research the defense augments specific to each defense, just some overall evasion and jamming. I have had reason or excuse to at least enter each of the other tech branches at least once or twice. This is over a rather large number of hours and games. I prioritize population, (food and growth) and production (Hives and governance) and research, research, research. I delay military techs recklessly and it causes me great troubles mid game. However,
I would just put in a Diplomacy dialogue box where you could type anything in you wanted. There wouldn't be any parsing of what you typed, but you could get it said. :)
When I upgraded to new hardware and a new Windows 10 license, I had some similar issues and ran the Steam agent once as administrator and it all resolved. I am convinced it is something in the permissions for the GalCiv folder or a subfolder, but what do I know? It never came back once it resolved and I have moved and renamed and reinstalled and manipulated the Ga;Civ folder many times since then.
I do not disagree with the concept of over the top and amazing. I am not arguing against progress, creativity and the future. I disagree that tactical combat is the way to get there. It is my subjective opinion and I do not need to justify it any more than you do. You do not seem to allow me that possibility at all. I don't think it is serving either of us to continue. Enjoy.
Then your original complaint is actually based on your play decisions more than the actual balance of the ideology system. Good luck with that. I don't think we can help you. :) But have fun anyway!!!
[quote who="Mithrawnuruodo1981" reply="6" id="3634267"] I didn't say I didn't like GalCiv 3, I said it could be made better with the inclusion of tactical combat. There's a difference. The GalCiv games are my favorite 4x games. And there's a few who like being able to wwatch the battle. I was thinking of not removing the battle viewer, but adding third button that allows you to command the battle. [/quote] Everybody knows what you said. We can all read.
[quote who="Mithrawnuruodo1981" reply="3" id="3634180"] I didn't know managing an empire and carefully planning on where each ship goes in combat was mutually exclusive. [/quote] Now, now, leave the snarkiness to the ingame comments. They are funnier there. This game was deliberately designed for those who have a decided preference for n
I understand what you are doing, but that does amount to playing an entirely different game. However, even in the most vanilla of rules, I do not understand why you say you have difficulty achieving the ideology Prolific. I can get there by settling 6 planets if I mindlessly beeline. What are you doing instead?
I do not understand your issue with attaining Prolific on a large map. I do it every game as a standard order. I do one Pragmatic choice for the constructors, (yummy) and then beeline to Prolific, using the extra colony ship and planet along the way for those Ideology points. I take whatever Benevolent choice it gives me and deal with the results and then each colony from then on has a better start. I actually do a very hardcore all-Benevolent choice as much as I can a
Having it fit in the shipyard queue along with the starbase modules seems a very consistent and playable approach. You might find that your remote shipyards aren't as productive as you need and that would be part of the trade offs involved.
Isn't that bonus a result for one of the Colonizing event Ideology choices? If so, it is an additional bonus for all ships you own, not just the ones built at the Accelerator.
Strange. Ah well, thanks for the double check! Either Steam or I am going crazy. Probably both.
[quote who="Frogboy" reply="67" id="3633904"] Quoting rap33042, reply 66 I know this is minor in most people's minds, but it is a constant source of irritation for me-- fix the spelling and grammar! Please!! The game appears illiterate as it stands. This type of attention to detail imbues a sense of pr
Steam just updated my GalCiv. Any hints on what just changed right underneath my nascent empire? :)
I have been using the constructor spam deliberately. When I am doing a massive military research effort that will end with significantly improved ships, I hate to field half-way updated units. So I deliberately build up a bunch of new economic bases which queue up a bunch of constructor requests. As I plow through the military research, the big shipyards all build up overflow while processing the new queue. When my military research is done. the queues all drain out an
I long for an advanced settings screen with nothing but sliders for this and nearly every other setting in the game. The present controls are like having a radio with only push button pre-set station dialing and no tuner knob. That isn't control, that's multiple choice.
[quote who="trims2u" reply="7" id="3633400"] IIRC, GC3 will not allow you to research (i.e. acquire) more than one tech per turn, regardless of how much research capability you have. This differs from GC2, where if you had sufficient Research points, you could get 2 or even 3 techs simultaneously. [/quote] This is not correct. GC3 does allow multiple techs per turn. In my most excessive late game high research phase I can take out a tech tree branch i
I will add that I am not-so-patiently waiting for when I can properly queue up techs that aren't just in one branch. I have tried the select-a-tech trick Larsenex describes. It makes me feel it is an error to label the anomalies so specifically. So, I make myself ignore the labels, which is quite a trick for an obsessive micro-manger in denial. If we keep the present labels, I would gladly settle for having an extensive tech queue that could absorb a sudden surge
You have created a system that is more efficient than can be intelligently handled by the available automation. You probably shouldn't do that. I say that because I have a similar tendency and had to control it. The real answer is to create less survey ships or drive at least some of them manually. There is a principle the devs use of not having the game play itself for you. They are likely to think this applies. I doubt that you will find them eager to creat
No, there is a separate setting for the frequency of pirates and nothing that affects their behavior.
The galaxy difficulty is actually the default AI setting. If you change all the individual AI settings, you have eliminated most or all of the effects of the galaxy setting.
There is also the racial ability score for Density, which affects all ship capacity. That can be useful for early ship designs.
I keep hearing about scaling according to number of habitable planets and having it apply to various areas of the game. I hope this is one of the areas that is being considered for this approach. Just as in real life, research accelerates research. The effect is definitely exacerbated by the synergies available in a very large empire. It gets even crazier if I invade other large factions and find research oriented planets to exploit. With a research oriented custom fa
[quote who="Zhen724" reply="38" id="3632512"] Yet I can't remember one single complaint about this game having too many advanced settings (options). [/quote] You have a point, to a degree. It is not discussed much. One reason is that everyone who has that one simple idea that they are sure is the one simple option that will fix the game has no appreciation for the deep fear of bloat-due-features that exists in programmers.