starhunter83

starhunter83

Joined Member # 6851361
5 Posts 33 Replies 214 Reputation

Speaking of the Slyne, I think their trait is broken. The tooltip says it provides an engineer at the beginning of the game. In fact it does not. You do not start with an engineer. You can hire one, but you don't start with one. Early game you need administrators, so you usually need to wait a while before you can hire an engineer with them. I thought about it balance wise and if you started with an engineer it would be fairly strong, it would be one of the best traits in the ga

5 Replies 26,134 Views

The amount of habitable planets around, and their distribution, is very frustrating to fine-tune. It should be a sliding scale but I don't find that to be the case at all. If I set it to "abundant", they are everywhere, and I find that to be too much. But if I set it one notch down at "common", they are nowhere. Literally 6/7 stars will have no habitable planets. There are, what, 6 different settings? Why is there such a massive gap between one notch and the notch next to it? I'm seeing this

6 Replies 22,062 Views

>Research rollover is a thing. >I like the idea of planets getting auto sensor upgrades. I mean, really... >About diplomacy: I don't agree that the AI is all a bunch of warmongers. I find it possible to make friends in this game. Of course, you can't make friends with everyone in a single game, some of the races will be warmongers, and that's okay. I don't want the Drengin to sit there and watch me, as the Altarians, tech to a science victory with no fleet

299 Replies 1,814,561 Views

Those are two different victories. The ascension gate allows you to win the "science" victory. You don't need any ascension crystals to do that, just the technology and the building. The "ascension" victory is one with the crystals - it does not require the ascension gate. You just need to control the majority of crystals and hit the winning point score (for example, 5000 points on a large map). It's confusing because both victory types have the word 'ascension' in them. </

14 Replies 69,255 Views

[quote who="mokus5679" reply="19" id="3693070"] Quoting starhunter83, reply 17 Why even use factories and labs at all? To win, all you need are farms, cities, and stadiums. Grow your population and win. Factories/labs are never worth it. Never. The capital buildings (mfg cap/research cap/financial cap) are good, but the ba

50 Replies 203,095 Views

Why even use factories and labs at all? To win, all you need are farms, cities, and stadiums. Grow your population and win. Factories/labs are never worth it. Never. The capital buildings (mfg cap/research cap/financial cap) are good, but the base improvement buildings are just never worth it. To get a planet up and running, space elevators can be worth it, at least temporarily.

50 Replies 203,095 Views

^^Yeah, that's what I do. Currently, improvement buildings are far too weak. I build almost no factories/labs/markets. I pick about 10% of my planets to be food planets. If I have a good food planet, like a class 12 breadbasket world, that planet can feed almost my entire empire. I spam nothing but farms, Kimberly's refuge, and I'll settle a bunch of farmer citizens on it. As for my other cities, I'll give them one or some of the starter buildings, like the core mine or space el

11 Replies 39,690 Views

In the star base menu, I can click the "add module" button, or I can double click on the module I want. When all I'm doing is adding every module I can (which is often), I have to sit there and click 100 times, which is neither good for my finger nor my expensive gaming mouse. Please just let me hit something (like enter) to do this instead.

0 Replies 11,383 Views

I like a complex resource system as well, but the problem is that in order for it to work you need to trade, or you need to be the biggest civ and have everything. Right now, the AI often won't trade, which means your only choice is to be the biggest civ with the most planets.

299 Replies 1,814,561 Views

Maybe ascension crystals shouldn't be their own win condition, but should instead propel your race towards...ascension. They could provide a permanent stat bonus to all stats for holding them. It could be something like .025% per turn to all stats (production, science, morale, ship HP, weapons, defenses, etc). Maybe the bonus could start out really small, like 0.1% but you could upgrade it to 0.5% through starbase modules. Then if you held enough crystals you coul

14 Replies 69,255 Views

A very simple solution would be unique buildings that provide those resources that are absolutely game breaking (durantium and monsantum). If you grab 12 planets and still have no monsantum, you have another option - build that special building that provides it. It's expensive and you have to sacrifice a tile for it, but you have no choice. Ditto for durantium.

299 Replies 1,814,561 Views

I think a linear population to production, 1 to 1 model, is the way to go, personally. It is simple and intuitive. Everything else can be balanced around that. Making negative approval more penalizing is a nice idea, but would mostly limit tall empires, which are already basically non existent in this game. As others have pointed out, tall empires will lack necessary resources as well. Let's face it: in Galactic Civ, there really is no

299 Replies 1,814,561 Views

I agree that there should be more options for the defender. -just improve military starbases in general. You could do something simple in a patch, like buff the starting bonus to weapons/defenses, and buff starting sensor range. Oh, and increase their area of effect please. HP could be a bit higher as well, though not at the beginning of the game. -station garrisons should not have anything to do with legions in the global pool. You build a station garrison on a pl

299 Replies 1,814,561 Views

When I say "shut down" I don't literally mean the pirates wipe out a civ. I mean, on high difficulty, the game is so unforgiving that if you lose a colony ship and a scout in the first 5-10 turns of the game, it is such an enormous disadvantage that your entire game is now in jeopardy. It's like a high level game of chess and one player loses their queen before any other pieces are gone. Good luck with that, you've got a 1% chance of coming back from that. Why bother playing?&nb

7 Replies 30,909 Views

Yes, it's rare, and that is PRECISELY the problem. In most games, most civs can just expand without a military at all. One or two civs, however, cannot, due to pirate snipers flying around their home world. Not only is this a problem in 20% of your games when the pirates shut you down and you autolose, but it's actually a problem in 100% of games. That's because even if the pirates don't shut you down, they exist somewhere on the map. That means they shut someone down. On a large map there ar

7 Replies 30,909 Views

I'm a long time player of the Civilization series. In Civ on standard settings, barbarians are all over you almost from the beginning of the game - they are everywhere. In every game you must deal with them by building early military units, otherwise they will utterly destroy you. This is fine and balanced because everyone is affected equally. Galactic Civ has not handled this well at all. In most of my games, pirates are a non factor. I've had games where I pump

7 Replies 30,909 Views

Currently, ground combat is unbalanced, and you are correct that it doesn't seem to make any sense to station garrisons on your planets. In any strategy game, from RTS to TBS, it is necessary to provide a significant defender advantage, otherwise the game is boring. If every matchup of Starcraft was simply a Zergling rush, no one would play it. In Civ 4 and 5, there were defender advantages, which is what made it possible to do things such as build wonders and pur

29 Replies 116,536 Views

Yeah, the Drengin work camp bug is hilarious. You can just spam them all over a planet for infinite pop cap and morale. It has broken the game. I just recently played a game where, by about T60, the Drengin had more research and production than everyone else combined, and quickly destroyed everything in their path. I was curious to know what happened (I play on Genius) and fired up a game as the Drengin, where I noticed the work camp bug. Sigh.

65 Replies 187,111 Views

Of course you would still have a reason to use them (leaders). Given my example, let's suppose you generate 10 citizens over the first 100 turns of the game. You could a) hire 10 scientists for a 50% boost to science, or b) hire 10 leaders. Your leaders could be boosting science by 40%, so it's a slightly smaller buff. But then, let's say you want to switch priorities because you've just been attacked. Now your leaders could switch to a ship production boost of 40%, which is som

299 Replies 1,814,561 Views