NGC7000

NGC7000

Joined Member # 6237666
5 Posts 59 Replies 9,610 Reputation

[quote quoting="post"] Luckily I am editing out all the shit for those that are lazy, yet demanding that star names be serious. Consider it my Christmas present. [e digicons];)[/e] [/quote] You are my hero. I was going to do this myself, but I'm far too lazy.

50 Replies 323,155 Views

I plan on picking up Sorcerer King this week and I'm curious how much control the player has over the pace of the game and the doomsday counter. The timed nature of the game intrigues me, but I tend to be a slow and methodical 4x player (Galciv) and don't want to feel overly rushed.

4 Replies 58,218 Views

I seem to recall that on one of the live streams it was mentioned that a goal in GC3 was to make larger fleets of smaller ships more competitive than they were in the previous game, where a small fleet of super ships was almost always the best choice. I'm not sure how much that intersects with the situation you described, but it could play a role.

9 Replies 8,958 Views

[quote who="kestlstw" reply="10" id="3506998"] Having the option to have minors not expand in one game, timidly expand in another and aggressively expand in a third seems like a great feature. Best of all everyone is happy and can play the way that want. [/quote] That sounds ideal.

14 Replies 31,345 Views

[quote who="Gaunathor" reply="8" id="3506939"] Minors did that constantly in GalCiv 1 (at least in my games). They didn't have that restriction on colonisation back then, so it was possible for them to have a bigger empire than the major races. [/quote] Interesting, I didn't know that. I started with Galciv2 and found the minors to be underutilized. I hope this comes back in GC3. I suppose Stardock

14 Replies 31,345 Views

It isn't about the number of races available. The point is variety, and emergent game play. I find it interesting and entertaining to see a minor rise to prominence, or at least relevance. I don't see a downside to this. It makes minors more interesting and livens up a game that still feels very, very similar to the game that preceded it.

14 Replies 31,345 Views

There is a mod for GC2, I can't remember the name, but it allows minors to colonize and behave more or less like majors. I found that it really spiced up the game as minors could occasionally rise to become regional powers or even major players if they were dealt a good hand in the early game. Is this something we're likely to see in GC3? An alternative method of advancement for minors might be the ability to form federations, or possibly mechanics similar to the city-states i

14 Replies 31,345 Views

As charon2112 pointed out, overexpansion in GC2 can easily wreck your economy and I expect this to return in GC3 before launch. That said, I would welcome additional gameplay mechanics to spice up the eXpand portion of the game. "No one has any serious military in the beginning of the game, it just turns into a colonization-fest." Civ has barbarians to add a little danger to the colonization and goody hut phase. Space monsters could be the answer here, or maybe pirates or aggr

56 Replies 210,210 Views

[quote who="RadioBlues" reply="34" id="3503183"] However, just because this game is not based on reality doesn't mean people can't get into it. In fact, most of the games out there are imaginary/fictional and people will complain about things that they feel messes with their personal immersion. [/quote] Indeed. Immersion doesn't imply or require realism, and for me it's more about self-consistency; something that is lost when I discover a sweet class

42 Replies 180,374 Views

I would like some way to autohide the interface, either completely or in sections. Hotkeys would certainly work, but I also think it would be nice if the three main ui elements (top buttons, side bar, bottom bar) each had a small toggle element that they would collapse into/expand out from when clicked.

2 Replies 2,606 Views

Agreed on all three points. I think #3 is the most interesting; I don't want special treatment from ai players, but I don't want to be left out either. The diplomatic game, for me, is part of what sets this series apart from other 4x titles, and player engagement is a huge part of my enjoyment. I've played 3 complete games with the GC3 beta so far, but the relevant systems are still too skeletal for me to draw any early conclusions. I'm cautiously optimistic that the promises

3 Replies 21,412 Views

[quote who="Publius of NV" reply="1" id="3502128"] See, that's the only reason why I don't like that GC3 requires Steam. Steam keeps track of how many hours you play, and I don't necessarily want to know that. [/quote] I get pangs of existential distress every time I look at my play totals on Steam. [e digicons]:grin:[/e] [quote who="Publius of NV" reply="2" id="3502130"] There's a long way to go, though, and the direc

19 Replies 128,827 Views

Galciv3 has been milling about in my shopping cart for a week now, but I can't seem to convince myself to pull the trigger. I'm a huge fan of Galciv2 and shudder to think how many precious hours of my life it has taken from me. Therein lies the problem. GC3 seems more like a remake of GC2 than a sequel that really moves the game forward. Maybe I'm missing something? Can any testers chime in on how the game differentiates itself from Galciv2?

19 Replies 128,827 Views

[quote who="Frogboy" reply="5" id="3498454"] I don't have budget approval on this so this is merely an internal proposal I'm sharing with you guys. [/quote] Interesting. Wouldn't the approval process be a formality for the owner of the company? In any case I would definitely be interested in this. The dynasties and diplomacy tweaks would be enough to secure a purchase from me.You sh

43 Replies 159,931 Views