[quote who="BuckGodot" reply="8" id="3622332"] The "Merc inflation rate" was raised by 5, so I'd say so. 1.6: 0.10 1.6.1 0.5 There are caps to them (a single hike can never go more than 1000 credits, for instance), but, yeah. They went up. [e digicons]:)[/e] [/quote] &nbs
Ex Mudder
Did you change Mercenary prices? they seem a lot higher now, in the 3k range for #4 for T1
I'd like to see mercs upgradeable from within the bazaar. Pay more money and resources, and your Tier I ship is upgraded to a Tier II version. I think it would help balancing, as some tier 1 Mercs are kinda OP (too many moves / too much range / too much sensor coverage / Too large a cargo), so that can be moved to Tier II, or they lose utility in the mid game, and Tier II versions would make them relevant again.
#APG-801-11164 for me, getting thulium moon events on a non thulium moon.
While I am enjoying the Mercs / hero and governor units, I think the fixed number of them at game start, independent of galaxy size or players, could be improved upon. Some ideas: After some amount (half? 4?) of a tier of mercs are hired, make another row of 4 Mercs of the same tier available. This would allow players who got into the merc game late to still have some fresh choices, and make the merc game more interesting past the beginni
Happened to me, a basic AI survey ship hit a Precursor relic one turn before me. Annoying.
I mostly agree with your sentiments Brad. But I prefer more frequent but smaller (less expensive) content additions than what you suggested. I'd rather see 2-4 paid DLCs in the next 12 months than just one big expensive expansion, myself. Another game developer (who shall remain nameless) alternates bug fixing patches (no new stuff) with content DLCs, containing a combination of new stuff everyone gets and stuff only people who buy the DLC get. But I k
Is there a map generation setting for Precursor Relics (anomolies and planets)? Perhaps there should be one.
[quote who="SirCabbage" reply="7" id="3619464"] Agree that amphibious is too weak. [/quote] I'm having fun with Amphibious, but I also think it is too weak. The only good part about it, other than boosted homeworlds, is when I find another Aquatic planet, esp one near my homeworld. It is a trait that benefits you an average of 6 times in a game - 2 home worlds, one more aquatic planet (depending) and 3 additional tiles.
[quote who="neilkaz" reply="3" id="3619399"] 6) Coercion penalties have increased considerably. Personally, I think by too much, maybe lots too much. For example, near the start of the game, I am getting slightly more production out of my ship yard by having the slider near the middle rather than forcing it all to manufacturing! Is this what the dev's intend? [/quote] Agreed, at a global 45/45/10 when I choose a production focus I get -20% coercion penalty.
Is it WAD that mercenary survey ships do not have extended sensor range? I keep picking them up with as much sensor range as a warship from a shipyard.
With the coercion penalties, I think a 90 wealth /5/5 split with a negative treasury would be better than shutting everything down permanently.
[quote who="BuckGodot" reply="67" id="3618853"] I would be against this only because it being a water planet lets the Torians use their +25% Raw Production/Morale/Tourism bonus on the planet. Since they're getting put at an disadvantage in regards to life support modules, taking away an actually decent planet at the start is a bridge too far, IMO. ... Now if they got rid of the life support limitation, I'll be right there with you. [e digicons];)
Gal Civ is not written for us, it is written to be playable by the AI. Humans are considered second class citizens in the GalCiv III universe. All hail Skynet!
They changed it a while back that every new planet costs 4 bc/turn. All buildings also cost maintenance. It is now very easy to run out of money. Morale is vital, 100% is a 25% boost to planetary production across the board. more farms = more people = higher production, but lower morale. Tourism and trade routes are good for money.
[quote who="pshaw" reply="36" id="3597501"] Hey folks, We just updated the opt-in with some fresh changes to the AI. Let us know what you think. [/quote] Will the AI prioritize Orbital Manufacturing now? It really limits them when they can not adapt the Military Subsidies project because they are too busy beelining to Advanced Construction.
[quote who="admiralWillyWilber" reply="11" id="3596335"] I play the Yor, and from what I can see this is so minor I can't see why this is a issue. First the power matrix, or any other power plant once upgraded for that matter would make a better hub in most circumstances. Second the resource buildings would be more significant. If you want it that badly beline for it in the tech tree like I do. The colony capital is the third most important hub. If I
Takes a dozen turns for me at 50% to research in the early game. I could get 3 other techs in that time. Worse, the AI doesn't research the tech, which cripples their expansion. 6 turns of 100% research once I have built up my homeworld ain't fun. Taking away meaningful choice and railroading the player is never a good idea. But it is an opt in, so I hope it gets changed.
Would love to see this as well. I'd like to place the capital building where I think it fits best, and fits my vision of the colony, rather than having to put up woth where my frequently drunk or drug addled colonists like to put it.
Turned out to be an abandoned extension (scriptsafe). So far so good.
Because if you fill up your home world and don't have O Construct, you can not go 100% shipyards on a planet by planet basis. Which means either wasting production, or setting your empire wide production wheel at 75% research and clicking "research focus" on your homeworld (or wealth), or setting empire wide military / shipyard spending to 100% Any other work arounds people have come up with to not being able to go 100% of industry to shipyard becau
Diplomacy is still nonsensical, esp minors demanding 24/turn at turn 20, and the Drengin DoW'd me even though they are out of range. Main new change I am seeing is that the AI stops colonizing / constructing at some point. Turn 115 and I just found dozens of uncolonized planets on the other side of the AI (gifted difficulty, gigantic map). No idea why though - sight, maintence, slow colony ships, too many constuctors? These planets are often inside the
Usually happens after I have been playing a while (hour+). Happened immediately on starting a game with the 1.4 opt in (when generating a map). Working though my drivers right now. I Also use Adobe Air for Pandora.
I had netflix paused (forgot it was on in another tab) and I prefer to listen to Pandora than in game music :P This has happened 4 or 5 times so far, these are the common elements of these times, the rest are from all the other times it did not happen.
Happened a few times, not sure how to reproduce. Windows 10, dual monitor setup, Nvidia graphics card. GalCiv III in one window, Firefox in the second. Firefox is running Pandora (Flash) or Netflix (Silverlight) Play for awhile, can pause Netflix or let it run (I was watching Friends re runs). Observed: Silverlight crashing, Pandora hanging / skipping tracks, system rebo