[quote who="R-TEAM" reply="27" id="3764541"] -> can i have discuss companions with more "level" ..... [/quote] Considering that you insult those who actually tried speaking with you, I doubt you will find many people who are willing to try.
AdamMG
I like Gauntlet's ideas. He's usually got good ideas (and I have enjoyed his mods). Diplomacy certainly could use some upgrading, though I'm fairly certain this won't happen until GC-IV. Open border violations are a part of that. But yeah. If it works as intended, it isn't broken.
@R-TEAM How can you possibly expect people, like myself who was trying to help, to continue doing so (or start doing so) if you insult people who do so? You are clearly a troll.
@R-TEAM If you have ships in an AI's influence without an Open Borders, it does cause a negative to the AI's overall diplomatic standing with you. It counts as a negative to their feelings on you, and pushes them closer to not liking you. This is added to a lot of other factors (e.g., do you have shared borders, is your military much weaker or stronger than theirs, etc). It is not an act of war to enter their influence zone, but they don't like it. The devs hav
Nice update. I appreciate the planet generation fix, it is noticeable. Also the starting shipyard (I didn't "every single game" rush it right away, but usually regretted it if I didn't). The planet screens look better.
Agreed, both the filter and the total upgrade cost would be great QoL improvements to the game.
Another vote for having the auto-upgrade a global switch. Not sure why this hasn't been done yet, it has been a complaint for a very long time.
[quote who="ForgottenSlayer" reply="1" id="3760043"] Remember synthetics start benevolent no matter how evil they are. After the first three policies do what you like. [/quote] Seconded. No matter what my overall plan for ideology, I always go with benevolent in the early game with synthetics.
Many influence buildings had to be changed from the 0.1 bonus. I think the Anthro Center was overlooked, not a nerf. But as it isn't fixed, and I cannot be bothered to go into the XML to fix it, I just don't use it. Shame, really. GC3 is a good game, but they didn't seem to have enough playtesters (and user feedback isn't always listened to).
the planet values, in the planet bar at the top-right, don't update properly. The numerical percent at the very top-right does. You can update planet values by clicking on another tab, then back to the colony tab. They should have this fixed, it has been mentioned many times.
I doubt the AI cheat when it comes to finding planets. I've seen AI colony ships pass up class 18+ planets on their way to colonize a class 6 before. I got scared when I saw their ship, but I still got to it first.
hyperdrive depending on mass density sounds great to me. The lore itself? I want it to be amusing.
artifact slider at game setup would be good for me. There are always too many.
I used to find carriers overpowered, but with the updates and Retribution, I feel they are a valid weapon choice. Those with complaints? Why do you feel that researching either lasers or missiles in addition to your primary weapons make this a problem?
[quote who="Dearmad" reply="9" id="3757182"] Wait, you can raid an enemy trade line? I don't see how to do that in the game... you can take out planets and end them, but not raid a line. Am I missing something pretty basic here? [/quote] no, you cannot. You could in GalCiv 2
[quote who="FreedomFighterEx" reply="7" id="3757168"] There need to be a hypergate tab like with colony, starbase, fleet, and shipyard. [/quote] Agreed, this should have been done from the start. Seems odd that players have to work around this. Still, it is really only an inconvenience, and not game-breaking, to me.
Easiest way to find a "lost" hypergate: relink a known hypergate to it. You'll see the lane end at it.
I've seen that, and just don't do it. There is no point to playing at all if I feel the need to cheat to win, in a single player game.
nice update, thanks
You don't really need to understand any backstory. Just the civilization traits, and what each trait unlocks in the tech tree. Knowing who the Drengin are is unimportant, but knowing what Slavers can do for your planet IS important. Gameplay will fix that. There's really nothing much to read up on (other than helpful posts). EDIT: to reiterate, knowing any story from any previous GalCiv is not at all necessary. And the other game that they put a cro
[quote who="admiralWillyWilber" reply="3" id="3755819"] The interface is way ahead of 2. I tried it's hard going back to two. The features are light years ahead of two. More factions. A bigger map. [/quote] I agree with this.
Go to the communications screen, click "talk about something else", the option is there.
Personally, I find tourism to be much better balanced in the recent updates. Are you up to 3.7? Even with Popular, tourism doesn't seem to get out of hand until later in the game.
[quote who="tetleytea" reply="4" id="3754469"] Build Port of Calls on every planet and max tourism. You don't have to research Interstellar tourism. It's obviously a serious balance bug, but you can fight fire with fire--the Port of Calls will give you 1 million credits, too. [/quote] Um, if you don't research Interstellar Tourism, you don't get the Port of Call. And then, you only get one per civ, in the latest version.