Hello, A civilization had a mining starbase which both exploited a red (mining) ressource and a precursor ressource (xeno archeology). I had build a mining / archeology star base close enough to take possession of both when that mining starbase was destroyed. When I too out the last world of that civilization, the mining starbase became a pirate starbase. I destroyed it, thinking both ressources would then be claimed by my mining / archeology starbase and
JacquesGauthier
In a game where a civilization has over-powering influence, the only option is military. I have colonized 2 extreme worlds and the Iridians will annex them both despite my having placed influence star bases around those two worlds.
One of the messages I got when I tried to attack an Iridian ship may hold a clue: "To attack another player is an act of war. You can't declare war on he Iridians". It is referring to the Iridians as a player. Perhaps an error in the code which manages teams ? The other races aren't usually referred to as players from what I saw.
Ok, so why can't I declare war on the Iridium ? The Humans declared war on me so it can't be a intergalactic peace agreement. They are building transport ship. I have an open borders treaty but I also had one with the humans. (Playing as Drengin). I trade some ships for a tech with them and that is counting as a treaty because they are making weekly payments. Is this why ? The message really should explain why.
Could this be the result of some species specific hability ?
Bullets and Missles when shot in space for all intents and purposes have near unlimited range. There is no air to cause friction which slows them down. In the current battles missles are shown as going round and round which does not make sense. They should go in straight line in the absence of a gravity field which would alter their trajectory. When using a guidance system (for missles), the trajectory would get ajusted with side thrusters to adjust the trajector
The Auto Pilot is sometimes causing strife without need. For example, look at the trajectory this colony ship is taking. Now my civilization (Yor) has two star bases (as well as two colonies) that the colony ship can use to get to destination however the Auto Pilot is plotting a course through Alterian Territory. It should make use of my two star bases instead and avoid the Alterian territory. Stay in my territory and stay close to the border if need be.
To get around the slow population growth with the Yor I purchased what Colony ships I could find, then i would fly them to my colonies in order to gain that population. (When there are no more worlds I can colonize with them). Now when they are in orbit, I convert them to constructors the game tells me how long it will take, it is usually a turn. Now when that turn is done. The name of the ship indicates that it is a constructor, however the special property of th
Similar to this request, when I click on a fleet of mine, I'd like to know how many hit points it has left versus the total. I cannot see it when I click on my stacked fleets. When my ships guard a star base, and I am on the Star Base menu. If I click on a ship protecting it. I would prefer to know the health status of that ship not that of the star base.
It seems to me that in order to have Tourism revenue, you must have tourists. When a Canadian crosses into the U.S with his car to purchase some groceries or to gamble at Las Vegas, the U.S does not declare war on Canada. Purchases without visits are commerce, those with physical visits are tourism. Un-armed ships should not provoke an armed response from the host civilization. They should be necessary for that civ to get any t
The AI does seem to favour lasers and shields over the other assault tech. Perhaps because they take less room ? As it is, I can just design ships with shields and offensive weapons other than lasers to have a better odds of defeating their ships.
The game currently allows you to purchase the AI's ships when they are at war with you. Currently when an AI declares war on me, I just purchase half their fleet and use it against the other half. I even bought transports which I immediately used to take one of their planets. Your lack of accuracy (as per your original question) may be due to the effect of a military star base. Perhaps some jamming tech.
I observed something similar to this as well. Playing as the Yor, I took Alteria using a transport and Wisp managed to flip Alteria back to the Alterians. Alteria is a civilization capital, a minor colony should not be able to flip it by itself. One Human colony was surrounded by 3 Yor worlds, and that one Human colony managed to flip all 3 neighboring Yor worlds. The Human colony was by itself, and had no supporting starbases. In the same the Iridia
I have opened ticket: #YVH-606-67743
Hello, Showing me the total number of modules available is not that helpful as that number can change as my civ gets new tech. How about you show a total by category. Ei: Availale modules 4 manufacturing 3 Military 2 Research 1 Economy 3 Approval 2 Influence 2 Mining Only economic starbases have Manufacturing / Research, only Influence starbases have Approval, Inf
Looking at the Govern / Trade menu it shows me as having -2/3 trade routes available. I have 1 trade route of my own and other civilizations started trading with me, for a total of 4 trade routes. Also, I reported this earlier (2 versions ago) but it still isn't fixed. When I purchase a freighter from another civilization, it should ask me what should be its home world because I cannot use it as a freighter. When I attemp
I read in a different thread that the reason the other races would have a delay to speak with the player again was to prevent tech brokering abuse in GC2. How about this solution which would allow the player to trade tech without abuse. - When a civilization develops a tech, they have the copyright on it. Only the civilization that developed it can offer it in a trade. This way, a player can still trade his tech for alien tech, but the tech he obtained
Sorry, I started another game after that as well.
[quote who="mrblondini" reply="2" id="3520756"] I've read this same complaint about colony trading. AI will - apparently, I've never tried it myself to be fair - merrily sell you it's 20 Level Planet for not too much compensation. [/quote] Before the current version, you could trade any colony for any other if you were willing to pay the AI 1 credit. I could trade a 20 level planet for Mars or Wisp and 1 credit for example. So I kept tr
I was playing a game where I believe I was Drengin. The Terrans decided to declare war on me. I had no military to speak of as I was building my civilization. I went to the diplomatic screen and purchased the entire Terran fleet. I then used it to conquer the Terran planets the ships were already in the neighborhood. They didn't have enough transport ships so I upgraded the colony ships I purchased to transports. The f
I did not save the game where the dead worlds in the game got my civilization's logo. I had assumed it was a feature not a bug. I have played a few games since.
[quote who="peregrine23" reply="2" id="3520029"] The way I would handle these issues is 1) If you come into possession of an extreme world before your have the tech to colonize it you get a severe production penalty; -80% or -90%. 2) Improve AI (pretty sure this will happen anyway) [/quote] In the case of a culture flip, just because the planet locals decide to join your civilization does not mean that they somehow forget how to survive t
The Alterians are genetically humans so spying between these two civilizations should be easier. It would be very difficult for a Drengin to pass for either. I suppose a civilization could construct a battle suit that would enable them to temporarely pass for Yor but someone could not wear it for extended periods.
How do I check my era ?
If Galactic Civ III is to have spies in this game like it did in the previous one I have some thoughts on this subject. There should be two kinds of spying. One is by gathering intel by decoding transmissions. This way, we could occasionally discover alien tech developed by races who don't bother upgrading their communications protocols. On example, is that the British let the Soviets to believe that Enigma was secure and the Soviets used it