Unfortunately, That is one of the perks computer players have on higher difficulties. Hopefully someday the only perk will be better AI. I would rather they have triple the cash and production than faster ships. An option to turn off super fast Computer Player ships would be well received.
PalaceGuardian
[quote who="courtneyme109" reply="6" id="3709614"] No mis clicks on this. Try it. When you colonize your first few planets and are awarded an ideology choice... [/quote] This is the confusion. You are not awarded anything. You have sufficient pointage to unlock an ideological choice at its current price, hence it is lighted up. If you choose instead to buy something else with your ideological currency, then the price increases
I like the perks but dont like restricting game mechanics like missions and the galactic market to certain governments. Perhaps a better idea would be cheaper missions and better market prices for certain governments instead of restricting them outright.
[quote quoting="post"] Even if you have enough memory, picture the pathfinding for 50 players (and GalCiv III supports 128 players) if there's 650,000 tiles to potentially go through. Path finding is what most of your turn time gets consumed by... ...So now you know why we keep trying to roll back those big maps. [/quote] Would it be possible to code the game to pathfind by sector, except the first and proximate
[quote who="Triple_Crown" reply="3" id="3709149"] If I understand correctly, there is nothing about supply and demand - its just that price is determined according to how much this or that is mined... A good idea ruined again. "the resources appear by magic". [/quote] It is a game, the mechanic is sound and improves game play. Another way to get resources, like the "magic" of paying scavengers to find resources that magically appear from dead worlds you c
Would it be at all possible to add a technology to the tech tree that allows recovery or reclamation of tiles destroyed by invasion? It really bothers me seeing those tile perks on destroyed tiles I can never have again.
Looking Good. Im looking forward to the new colonization variance more so than the new government options.
[quote who="ForesterSOF" reply="4" id="3708499"] I usually update my designs after a tech is researched... Can we have the option in the options to have the design button show. [/quote] Concur. I do the same. Would be nice if they added an advanced option in the options. New players wouldn't be overwhelmed and people like us, don't know how many would be happy. I don't think an extra option ever turned someone off from a game. <p
I just noticed in my game, dont know if it is a bug or by design, but I captured a planet with the anti-matter power plant (One per Galaxy), I didn't want to defend the planet and the improvement being undestroyable, so I destroyed the colony but was not given the option to build a new anti-matter power plant on any other planet.
I play a custom faction with the Vigilant Techs, the movement penalty is not for foreign ships but enemy ships. I cant confirm what you say about them ignoring it with AI players though.
Great ideas. In addition perhaps you could contemplate some class of planet where it is possible to somewhat colonize at first without specialized tech but then research on the actual planet to solve some type of problem unlocking full colonization options. Nevertheless, I like your trajectory.
Speaking of anomalies taken out, what happened to the ones you had to fight to get? I haven't seen one of those in a while either.
I love the idea of having races with different colonization needs. It would be great for immersion and game play. The example of a methane breathing race colonizing a methane planet in a system that also had an aquatic planet colonized by a race like the Torians is awesome. Early in the game neither would have any pressure to infringe on the other which could lead to a lasting friendship. As neither could colonize either, influence upon one another should be minimal. Beware of the all
Spring is nearly here which means in a few short months hot weather and summer for Northern States. Time to get your beach body ready and what better way to do it while playing your favorite game. I challenge all galciv players at the end of every turn to 25-50 jumping jacks (side-straddle hop for military types). You can mix it up by alternating turns with 25 sit-ups or push-ups; or 10-12 curls with your favorite dumbbell (each arm). Start with a lower
Awesome !! I like how you added a negative effect on Population growth, raw production, and influence for low approval/morale. Suggestions 1) Prime Minister Ship should be like a citizen instead of a ship, except perhaps when you change planets they move on something better than a citizen transport ship. If the ship gets destroyed while docked, your prime minister doesn't die, you need to build a new ship. 2) Planet Stats should show the % of each alien race on the pla
Looks good. Please fix the organizer. I want to be able to do what seems to happen all by itself (pictured). It would greatly improve game play if I could organize and collapse ships of my choosing on this screen, example all my constructors. Instead of having to scroll through 100's of ships, I could expand the ones I wanted to see at the moment. <img src="https://cdn.stardock.us/forums/34/66/3466700/fc8b86df-63a0-436c-adcd-1271740326b5.p
That is a bug when you culture flip a planet and maybe if you buy it too. Have not heard of it if you conquer the planet because they should all have been destroyed prior to your invasion. Which method are you referring to?
Large Hull works well with carriers. Do you research miniaturization on the specialization and focus techs? I agree with Gauntlet about the clarity of your post, it looks like you are in a conversation with someone who knows what you are talking about.
[quote who="laws2150" reply="4" id="3706011"] Quoting PalaceGuardian, reply 3 That may be the one that isn't a tile building improvement. It automatically adds I think three interceptor or guardian drones to each planet when attacked. They also get replaced when destroyed. The +3 fighter cap i
I reported this back in November. It broke my game. https://forums.galciv3.com/485792/page/1/#3696657
That may be the one that isn't a tile building improvement. It automatically adds I think three interceptor or guardian drones to each planet when attacked. They also get replaced when destroyed.
Thanks for getting this one out faster.
[quote who="iRedEarth" reply="17" id="3704899"] R.I.P. wild grain. With its +3 on and +1 adjacent population bonus it was always a good spot for a city with a more than self sustaining ring of farms. [/quote] They could still keep these for building farms anyway, and they should get creative with it as well. I want to see some that are alien creatures comparable with cows or what not. Should give you not just a food bonus but a +soldiering bonus for the protei
[quote who="mrblondini" reply="12" id="3704804"] This is game about setting up a galactic empire, not a science-fiction version of Farmville 2! The detail is impressive, PalaceGuardian, but it's going to get in the way of getting a victory in the game because it lends itself to more micro-managing (do I grow vegetables or fruit on this spot? Fruit. What fruit, bananas or peaches? etc etc). [/quote] lol, You misunderstand and complicate my point, which is not a
Arable Land is a good addition but should be one of several food production options available. Grain Plants such as Wheat are not reasonable for use with Hydroponic Systems or Vertical Farming due the massive amount of space needed. This is where arable land fits in perfectly. Perhaps some of the land could include a food production bonus for eatable creatures, like beef or dairy cattle on Earth. There is bound to be some alien creature eatable and tasty on a far distant planet.