dansiegel30

dansiegel30

Joined Member # 6427378
21 Posts 226 Replies 14,531 Reputation

As well, unlike "free growth" provided with tech modifiers or building, the output of birthing subsidies is directly related to your planetary mnufacturing output. therefore on manufacturing focused worlds, there is certainly a time where using birth subsidies for several turns to massively boost population, is well worth the sacrifice of not building/upgrading buidings. you can only build/upgrade 1 building per turn, but you can generate over 10 pop per turn with massively large

4 Replies 15,930 Views

However, it does defeat the purpose if your scouts or surveyors help throw you into a war. There should be an option when giving the orders, asking it to stay inside ZOI or not. Yes, I too have cancelled explore and survey, and have to keep a close eye on them, when I am bordered with a galactic a-hole, who wants any excuse to start war.

5 Replies 10,030 Views

In my specific case, the pop was worth it compared to the factories. Its not a blanket statement, but in my specific case, it was the optimal. regardless of farm/factory choice, I was trying to exhibit in this situation that more pop/factories was better than trying to maintain any planetary approval. Not all situations (I was running Patriotic and had lots of other galaxy wide morale techs), but in this situation it was.

17 Replies 129,427 Views

i think they prefer to not work on Saturday, don't you? :) replay is always available after :) But yeah, I think it would be good if they opened the session with a list of good questions posted on this thread, closing an hour before start time. Not everyone can participate in the twitch stream and ask questions while at work, for various reasons. It shouldnt be dominated by offline questions of course, but maybe a few of the best offline questions

13 Replies 25,969 Views

For diplo victory, it seems to me you still have to get bloody. You need to conquer races that just dont like you. Some races just seem to have an immunity to "good diplomacy", giving me only 1 + max, while other peaceful races seem to accept 3 +s, reagrdless if I even have the highest diplomacy techs or not. I frankly have no idea if building diplomacy buildings en mass would help, perhaps. The game mechanics arent very clear to me here. Establi

1 Replies 2,791 Views

I'm not sure thats something the devs will ever consider, as there are only a few techs specific, to a specific race. The vast majority of the tech tree is common. You can create a mod with a new race, with a new race specific tech, but something to let you pick techs as you would traits, I dont think we'll see that. Lemme guess, Thalan+Yor???

3 Replies 4,989 Views

In nearly all circumstances, you need to place the mod folder in ..\MyGames\Galciv3\mods. There is an "examplemods" folder there, place your mod folder there in parallel with that. Then yes, ensure "use mods" is enabled in options, relaunch game and the mod should be there. Best to experiment with a faction mod, just so you can get the hang of it, as you can see the results right away. Note, "use mods" should be functioning, if multiplayer is disabled, which

1 Replies 5,697 Views

Oh BTW, on a class 25 world, I had gotten the pop up to 75 or so, with 100% approval. that took 4 approval buildings. Granted, I had several tech related bonuses to supplement the buildings. I removed all approval buildings, and replace with farms and factories. I then followed with birthing subsidies (which only took a few turns). I then had 110 Pop, and I actually had more production being at 23% approval with the 110 pop, than I did with the 75 pop at 100% app

17 Replies 129,427 Views

With birthing rates being so rediculously OP, I find that once you have built half your world full of factories (and a few farms), it doesnt take too long at all to use birthing subsidies to quickly max out your pop, then spend a few turns building another farm or two, then back to birthing rates. Yes, thats time out of using your planet for other uses, but you can do it quite quickly. I've gotten well over +10pop/turn in population growth with birthing subsidies (Granted, I

17 Replies 129,427 Views

[quote who="KarlBar99" reply="16" id="3568245"] Why don't we all sit down and help the devs a little by talking about our perceived flaws with the tech trees? I'm pretty new and still getting a handle on things but i'll have a go at the Altarian's. The first issue as noted is their unique building. It appears it's designed to let them build mixed research and manufacturing s

74 Replies 234,290 Views

Well, FFS. I guess I need to go into the debug log and look at the build number at the top of the file. HTH am I supposed to know which opt-in patch I'm using, to verify their "latest" fixes? Kinda defeats the whole purpose of the opt-in. This should take someone at stardock 10 minutes to do, to send an update thread, and a list of the fixes put in over the last few days.

156 Replies 614,561 Views

Yes, roughly half your buildings should be farms, with the assumption each food building provides 6 pop and each production building provides 100% (adj bonuses are averaged into this). Changing averages doesnt change the results much, but might on lower class worlds. regardless, I would still shoot for this target. Again, this is only with 1.1, not 1.03.

17 Replies 129,427 Views

Good ideas, but besides the concept of lifesupport, there isnt any consideration taken into consideration of having a crew, so I dont see how a robotic/drone type of vessel would be straight forward. As with all things, it would need a balance. How would you suggest the balance of not needing life support for drones? Huge accuracy Malus??

2 Replies 4,289 Views

That is not the case in v1.1, where population effect has been changed to a simple 1 pop = 1 raw production, no inefficiency with high pop. Roughly half your buildings being pop and the other half manufacturing/science/money seems to be a general break point from my experience in 1.1.

17 Replies 129,427 Views

some very good ideas up above. However, refusing to trade military for empires on shared borders isn't strong enough IMO. Technology is POWER (a power ranking which the AI pathetically underestimates IMO). I think that one would not want to trade ANYTHING with anyone on a border, when that faction is more powerful than them. The trivial exchange of food tech to a stronger faction, will simply make that faction even stronger, and give them mo

4 Replies 6,366 Views

All defects should be eventually fixed, but its a case of priority. I am certain that the stardock stats that they collect show the overwhelming gams played are single player. Of those limited multiplayer games, I am sure the vast majority of those are co-operative mulitplayer. Do I want competitive multiplayer to be viable eventually, yes I do, but I still see myself playing more single player and co-operative muliplayer (with large numbers of AI) compared to competitive mu

37 Replies 128,578 Views