GalCiv3 has a new lead designer, Paul Boyer, and he does things differently, so all your old bets are off. I suppose that you could set your settings to a huge number of habitable planets and just destroy the ones that don't meet your requirements, but you can't do this with alien planets until after you conquer them.
Ambermonk
Marigoldran, stop beating around the bush. Either post the link to your YouTube 'let's Play,' or shut up. You can't have it both ways.
After 1.1 is released (modding), you'll probably see lots of them - and they will only get better.
I think it may be the graphics option to display 'particles.'
I try to trade research techs with minor races to make it easier for them to keep producing advanced techs. I realize they may trade these 'research' techs to some of the major races but I feel it is worth it since I always try to have a commanding lead in diplomacy.
Welcome back. Having played the previous versions you have an advantage over those who are discovering Galciv for the first time. As the game expands over the next eight years I'm sure you will have a lot more pleasant surprises in store for yourself. And thanks for posting on the forum. [e digicons]:digichet:[/e]
If, after 8 hours of play, Marigoldran feels that he has already broken the game, and it is too easy, perhaps he should move on to a different game that provides him with more of a challenge.
I did a similar thing. I was planning to go to war with the Altarians who were currently at war with the Snathi. The Snathi were too poor to sell them ships, so I gifted them a nice frigate close to their home world. They used it successfully to drive away the Altarians and save their planet. [e digicons]:)[/e]
One of the first ships I designed was a 'double' constructor, which has proved to be cheaper to build and quite useful. If you start with the 'pragmatic' ideology you get a 'double constructor' benefit as well. By combining these two things, you can create an extremely robust starbase system quite quickly.
Good to see you having fun!
For those of you who explicitly want to know what each type of ship does during combat, here is the link that explains it... http://galciv3.gamepedia.com/Ship_roles Everyone should read this. [e digicons]:thumbsup:[/e]
I think most of us, certainly myself, need to spend more time evaluating the various ship roles so that we can utilize them more effectively in combat. There are also ship components that can be attached to ships that give them various advantages and allow them to behave differently. I hope someone will do a guide regarding these two subtle aspects of ship-to-ship combat.
[quote who="erischild" reply="2" id="3563239"] I click the scroll between planets, one step away and then right back. Also, if you move any items in the production list, it will update then. [/quote] Two very good ideas. Excellent workarounds until this mechanic gets adjusted.
On a planet screen, when you adjust your production ratios, the boxes for production, research, & wealth immediately reflect your changes. What does not update is the production time in the building queue in the lower-right corner. The only way to see the queue reflect the changes is to exit the planet screen and re-open it. Please have the building queue immediately reflect production changes without having to exit, and re-open, the planet screen. The devs shoul
The most common way to get the other two is to trade for them.
If you like to design your own ships, which is almost mandatory, it is extremely useful to go for miniaturization whenever you can. The more things you can put on a ship, the more power per logistic you have.
[quote who="wpkelley41" reply="7" id="3562817"] Thank you guys. I will attempt to adjust my strategy. [/quote] Actually, that's part of the fun of the game. It's a lot of fun to keep refining your strategy to a system that's best for your play style. I think you're at the early stage of a very enjoyable journey. Nice for you. For myself, I'm currently working on the next 6 techs to acquire. This is more
[quote who="adamb1011" reply="6" id="3562814"] approval is amazing early. supportive population is an instant 25% raw production. That makes you 25% better at... everything... I usually beeline it. Then movement tech and transport spec. [/quote] Agreed. You always want to keep your approval up to get that +25% bonus. I always keep an eye on my approval and sometimes I will have to add a happiness building, but if possible I would rather improve h
[quote who="Franco fx" reply="4" id="3562802"] I pretty much agree with your ideas but I wonder why you assign XC such a high priority? I generally don't need approval or BC early on. Based on your logical approach I think I may be missing something. [e digicons]:)[/e] [/quote] As I mentioned, you can never have enough money. As I said, the production planets can pretty much take care of themselves, but the non-production planets need help - especially t
Many times I have seen the Drengin at war with nearly everyone. I have had AIs attack me when I was clearly militarily superior. I think the three biggest factors are ideology, military strength, and shared borders. Sometimes my actions may start AI wars against me. They have attacked when I set up cultural starbases in their own territory, and they have attacked me when I was close to winning a game. I think the best way to avoid war with an AI is to manage
Here's another early game trick I use. Don't build any scouts. They're not very fast, they can't fight, and they can't explore anomalies. My favorite explorers are constructors. Constructors are faster, they can begin mining resources immediately. And each starbase constructed adds to the range of your other ships - notably colony ships for new colonies, and survey ships for investigating anomalies.
I have always used the ' Power Score ' instead of the ' official ' final score. It seems much more realistic, and much less confusing. I also have a game-results score sheet that allows me to track game results against what I had done previously.
[quote who="GalCivius" reply="3" id="3562732"] Is there some kind of roadmap about future updates? [/quote] In a video, Brad stated that there was an update schedule that was eight years deep. Paul also stated, in another video, that this game has become his life's work.
wpkelley41 , I think you have it all wrong. At the beginning of the game the most important thing is to explore & colonize planets before any other race does. It is almost mandatory that you research Intergalactic Travel first. That will immediately add +1 to the speed of all your ships. Y
In the Tech Tree there is a long list of starbase mining upgrades, each of which will allow you to mine more effectively. Not sure but I believe they are located in the Engineering branch at the very bottom of the screen. Learning these mining enhancements can at least quadruple your mining output.