Hi, In the ending of the game I've just been playing, a formerly rather useless civ was given the last 10 planets of an enemy they'd been fighting (just before I got round to (mis)appropriating them) and then presumably had an economic event which i missed - the relic I suppose. In any case they, the United Earth, had just activated 50 turns of peace so I couldn't make a preemptive strike and in the course of about 12 or fifteen moves skyrocketed above me with numerous pla
lycan371
Hi, I realise that it was annoying when if you built tech on a planet it automatically continued to do so but was wondering whether we could have an extra option to do so in addition to the build one lot of tech. In the endgame which I've just been playing I had 30 or 40 planets which had nothing to do. I would have set them building citizens but didn't have nearly enough prometheon following the latest balance changes and so had to set them building resea
Hi, I haven't found any bugs yet but it does feel very different. I carried on my previous 2.8 settings of playing in an allegedly Huge galaxy at Genius and tried the United Earth a couple of times for a few moves. Firstly, it feels very crowded like they've shrunk the map again intentionally or otherwise. I haven't bothered to look for the settings in the files but has anybody else noticed this? Also the AI now seems much more aggressive. I h
[quote who="Frogboy" reply="67" id="3703146"] Obviously, I could just script it to build N farms and M cities. But then it's not really AI anymore. It's just a script. [/quote] Hi, Given you don;t want to script, could you give each planet - or possibly the complete set of planets given that food is global - a value like a chess position as a function of their state, assign food and cities suitable weight in that function and then maximise along a sh
Hi, There are certain techs especially the larger hull sizes and high end weapons which take an age even if you have a good scientific workforce and these can and indeed I think should be rushed by using a scientist, 20 prometheon and two arnor spice. Engineers are very useful on your major ship building planets but can also be wonderful to rush huge ships. using "Crunch time". I don't have galciv3 on the laptop I'm using at this moment but you can find the require
Hi, Firstly, I've had to submit this from Chrome because Opera doesn't seem to work with the submission form at the moment. I wonder whether anybody else has experienced this? I know it's been requested before but please could we have the option to globally turn off auto-upgrades of planets. The most annoying one by far is of Entertainment Centres to Entertainment Network which take one Arnor Spice which you're saving up for a scientist's epiphany. If for some reason y
[quote who="pheonixstorm" reply="4" id="3699978"] It might be pointless when you plop it, but not if you still have unused terraforming improvements [/quote] Hi, Yes of course I realise this but while they are an excellent hub, cities are presumably suboptimal when you do reach your limit. It would be messy for the code to work out whether you are at your limit since apart from terraforming techs there are some ideological stages in the malevolent tree
Hi again, Many thanks to the two who replied. Yes that makes perfect sense but in that case there really should bit a tool tip warning you that building a city is pointless. Cheers, Jon
Hi, In the latest iteration of 2.71, it seems that adding a city doesn't necessarily raise the population cap. I have six cities in the capital and a cap of 17 and just tested adding a fifth city to another planet which stayed at 17/17. I know that there were plans to change how cities worked and was wondering whether this was intended - but in that case you shouldn't be able to build the useless extra city - or a new bug? I haven't submitted a ticket but will do so if necessa
Hi, In my latest game, I (the utterly dominant Torians) decided , perhaps rather unnecessarily, that I'd wait until an Open borders treaty expired with the United Earth before declaring war to avoid more "You know what you did". When I wanted to do so, I discovered that about move 180ish they'd just activated the 50 moves of neutrality which i was impressed by, since they used to use this right in the opening when it's normally quite unnecessary. However, after b
Hi, I'd like to add my thanks for this iteration which does feel a real step forward. Very nice (if sometimes vexing at the exact moment) to see some AI cities and more threatening enemy invasion fleets. Of course, the really big change was making cities prohibitive in the early game at least - and this has rebalanced building priorities since you need sufficient production to get them done in a reasonable period of time and so increase production... . Th
[quote who="Publius of NV" reply="1" id="3696355"] I've been wondering the same thing. Also, for me in both Firefox and Opera, some (but not all) of the boxes at the left side of every thread in the list are missing. Those are the boxes that show whether a thread has been read, updated, pinned, etc. [/quote] Many thanks Publius. I was wondering if it was just me though I did see a thread further down the page about losing the info re numbers of visits.</p
Hi, I was wondering whether the names of posters and repliers has been removed from the forum list and if so when they will be restored or do I just have some font problem? Cheers, Jon
Hi, I know it's stupid but when I slightly upgraded my top battleship in the present game, the designer redesignated it from Capital to Support. I noticed with the first upgrade but not the second and ended up with a pile of "Support ships" with serious beam attack (34) and decent defence. The problem with this is that if I inadvertently use one of these to defend an unarmed transport then the transport and the legions of brave aliens on board get crunched which is
Hi, If you are playing the vanilla game then the thing you absolutely need is durantium refineries. These cost quite a lot to rush but, if I remember, add+8 raw production to a planet which is a massive boost. For research,, Thulium Data Archives (I think they are archives) have the same function. You also need to research to whatever it is (sorry it's a good while since I've played vanilla) - Galactic Governance? - to get control of the planetary whe
[quote who="Taslios" reply="3" id="3692146"] Sorry, my confusion... I've never promoted a Scientist in the new game... I thought you were referring to the way creative races can spontaneously finish a tech at random... Given Bene has options to greatly improve research rates, the only techs that I would think would be worth upgrading the scientist for would be the final techs to win a tech victory... [/quote] Hi again Taslios,
[quote who="Taslios" reply="1" id="3692067"] This is controlled by the Racial trait "Creative" and has nothing to do with ideology. the Bene Epiphany simply gives them significantly higher research rate... does not change the chance of making a breakthrough. [/quote] Hi Taslios, I'm confused by this response because when (in Crusades) I promote a scientist and pay 20 promethion and 2 arnor spice I automatically get an "Epiphan
Hi, In the latest iteration, scientists can have an epiphany under any ideological framework as far as I can see and certainly under malevolence. I was wondering whether this was a small bug since I thought that one of the big reasons for going Benevolent was to have this super power which offset the production bonuses of Malevolence. Cheers, Jon
[quote who="pshaw" reply="51" id="3691824"] Improvements that use Arnor spice now charge you only once instead of every turn. [/quote] Hi, Is it possible to make this a hot fix for games in progress or is it a .xml problem, where they are locked to a specific game? If so, I tried using the console and resources command (just so that I'd be able to finish a game with the ascension gate if I couldn't be bothered to win it otherwise) but this didn't
[quote who="laws2150" reply="1" id="3691806"] I think that's fixed, update today: https://forums.galciv3.com/485355/couple-of-bugs-26 [/quote] Hi, Many thanks laws2150. I've just reloaded and apparently not though that may be because you need to start a new game to do so. Obviously, this disables a tech win (Ascension Gate needs spice) which I suppose might be interesting but would be a mild pain though I could just declare myself the winn
Hi, I've got a research planet which is suddenly consuming 8 Arnor Spice per turn and so making it quite impossible to acquire it. The planet does have four research facilities which require the said imaginary condiment to be built (Tech capital, Innovation complex, Research Cloisters, Omega research centre and is currently served by ten economic starbases but presumably this is a bug where a one off payment is being subtracted per move.
[quote who="Frogboy" reply="131" id="3691680"] Broadly speaking, the goal is for a planet to remain within a certain, manageble level of development. If a planet starts at N production, we don't want it to go beyond 3N by end of the game. 3N is a huge jump. But we have frequently seen cases where people are getting 100N or 200N. [/quote] Hi, This does seem rather an extraordinary aim given the much higher population and h
[quote who="Frogboy" reply="82" id="3691496"] What is YOUR suggestion then? Specifically? [/quote] Hi Brad, I realise that balancing is really difficult and very much appreciate the efforts to do so. One aspect of the game which is fun for many people is making powerful planets and when you get one with say 1000+ ship production and 500+ social that's very satisfying in a virtual meccano sort of way. Making a hard cap on cities would presuma
[quote who="Frogboy" reply="74" id="3691459"] Just to be clear: 2.6 as I write this isn't released. You will only be able to build two cities on planets in 2.6. [/quote] Hi, I agree with other respondents that this isn't necessarily a good idea at all. What needs to happen is for an economic model to be finalised and then tweaked as necessary rather than totally overhauled. Making it almost a new game with each iteration really doesn't hel
[quote who="Lagslayer" reply="24" id="3690753"] I also noticed that "Malevolent - motivation III: Ruthless" ideology trait only gives 10% military production to the homeworld, instead of 100%. [/quote] Hi, Each iteration of the game is different, of course and one big effect of this change which may or may not be have been intended is undermine the xenophobic trait since you really need three levels in of malevolence with the 100% bonus as previously to get any sort