EazyWin

EazyWin

Joined Member # 6373286
2 Posts 42 Replies 533 Reputation

Many of the Mercs could use a balance pass, in my opinion. A few are completely broken, like the one that increase base influence (Auspicious Start in particular, Lutitia less so due to the additional influence per turn). Several should be re-classified as support (Hivebase One, Bitte, Erragis, Heptium, Gestalt, Sidrat, Compact, Lutitia, Linked Aerie) because they do not appear to be intended as frontline warships while others should be moved from support to escort or capital because th

32 Replies 153,855 Views

As someone who immensely enjoys the Mercenaries DLC (to the point that I took the excellent post from Old-Spider and modded the Bazaar to include all mercs in every game), I too would like to know when the Bazaar will get a balance pass. In along with the useless mercs pointed out by Seilore, at the moment the Shaout is immensely easy to run the table with, as I can usually acquire it before the AI even has large hulls (not to mention huge). As much as I like having my own personal Yamato/Bis

2 Replies 6,242 Views

I could see this phrased as "You are defenseless, hand over your planets peacefully so we do not need to butcher your people" or something along those lines. Yes, it would require some specific circumstances (enemy fleets almost all destroyed, legions reduced X amount or %), but an argument could be made that some leaders would rather spare their people in such a situation than subject them to the horrors of a war that seems already lost. Insofar

3 Replies 13,196 Views

So, I was thinking it would be cool to be able to make a special ops detachment unit, in line with the new citizen system and invasion mechanics. It would occupy an area between the spy and the legion, without replacing or overwriting either. I have a pretty solid idea of what missions it could have and the form it would take, but it's not a perfect idea yet. In my mind, the spec ops unit would be a mission built from a shipyard, with 4 missions split 2 on offense and 2

0 Replies 7,845 Views

If the article is in the print magazine, he may be referring to the one posted on the site a month ago: http://www.gameinformer.com/b/news/archive/2017/02/02/crusade-expansion-announced-for-galactic-civilizations-iii.aspx If there is a newer one, I haven't been able to find it yet either.

7 Replies 62,019 Views

As to the original question, I find it much more immersive to create my own civ with strengths and weaknesses to mirror and mitigate respectively what I consider to be important. I also enjoyed creating the backstory for this civ as to how they came to be a player on the galactic stage. As to developing your own strategy, I think there is no shame in playing a few games on easy to explore the tech trees and get comfortable with the locations of techs that will really boost your playst

13 Replies 38,405 Views

[quote who="BuckGodot" reply="6" id="3638175"] If you want a bit more of a surgical approach, go into a faction tech tree and set the Research Cost for a tech to 0, That tech will then be automatically learned upon the start of a game. This lets one custom tailor which techs are learned at startup and not just gift all of the techs that are age specific. As for each age, in the base game, it takes 12 techs to reach the Age of War, 64 techs to reach the Age of Ascen

10 Replies 14,051 Views

I had this happen as well, with the Sith Empire. I had wondered what was so magical about the Chef's Surprise that preceding Thursday, but now I feel the need to clean my tongue off with Clorox. What do you mean we're out of Clorox? AGAIN?!?! I would think a modifier could be put in that would make this more realistic, a check that looks to see whether the selected race has been met yet or somet

3 Replies 15,007 Views

I have had this as well, in both of my games post 1.7 release. I had assumed it was a change that was made that I missed. Hopefully it is a bug and it gets fixed, I rather like trying to fill up all 3 trees on a large map.

17 Replies 10,102 Views

I asked for this option a few months ago in this forum and got no response. My idea was to have something similar to Civ V where everyone would start farther up the tech tree at a predetermined point. I personally like the colony rush portion of the game, I just don't appreciate the time it takes to find new systems and get ships there without a sensor merc early on.

2 Replies 6,159 Views

[quote who="Go4Celerity" reply="21" id="3628577"] Another idea: bindings for #'s 1 through 0 to map locations so a player can jump to a pre-selected spot on the map such as an important cluster of planets, a rally point, a war front, etc. Would certainly beat zooooommming out to point to an area to zoooommm in again, over and over. [/quote] I would like to second this, as I prefer to keep a zoom level at the highest possible that still shows fe

27 Replies 80,313 Views

Zingo has it exactly right, with minor caveats. Option 1 will unlock the wheel on that specific planet, and it uses a tile to do so. Option 2 unlocks it for your custom civ but it takes a trait point. Option 3 will allow you to use it on any race, even pre-set ones if you don't wish to make a new one, and it doesn't use tiles or trait points.

8 Replies 10,363 Views

Hello Bren, I believe the stars cannot be renamed because Stardock allowed Founders to get their name on a star at some point, at least before I started playing during the open beta. These are randomly generated from what I can tell. You can rename the planets you control at least, it is under the Govern Planet button on the bottom left. Shipyards and planets are not required to be building assets. Planets can be set to push their production to ot

8 Replies 10,363 Views

[quote who="mortili" reply="4" id="3626133"] well my guess with this is that the game runs out of colonization events, and then gives you the precursor ones until you got them all and the game starts to use the normal ones again [/quote] This would be my uneducated guess based on 6 or 7 games of this happening, but happening differently each time. It seems to occur after 30-35 colonization's, usually around or before turn 100. The precursor events will be

10 Replies 14,125 Views

Not sure if I have the name exactly right, but I am referring to the merc that instantly swaps planets in the AOE where it plants a starbase. It seems that the system treats this merc like a regular constructor if you have it stationed at a starbase. I tend to keep my mercs at a starbase near my home planet until I can organize them in a fleet. I also tend to save at the end of a turn, so I can pick up from more or less the same point when I return to a game. I will usu

1 Replies 7,918 Views

If mercenaries are killed or used they are done for the rest of that game. As much as I would like to re-use The Last Boyar, he is a one shot deal, like the constructor that flips planets in its AOE. I also think he has the coolest backstory, for what it's worth.

2 Replies 16,957 Views

Started a new game after getting the Precursor and Mega Event DLCs, Insane map with 30 civs (I like to have elbow room at start). Just under 200 turns in, and I have now had 3 occurrences of the colonizing event not appearing. None of the planets were Precursor planets. I didn't see anything in the patch notes about a limit on those events, so I'm inclined to think this is a bug. Since I started noticing the events not appearing, it looks like the success/skip rate is about 50

0 Replies 4,459 Views

[quote who="Taslios" reply="1" id="3600218"] this would be cool if the "ages" actually meant something.. in Civ the ages change the appearance of troops and buildings and cities and the whole interface... In GCIII the ages represent walls that prevent research.... nothing more [/quote] Even if the appearances don't change, it would still be nice have the option to start everyone at a point tha

10 Replies 14,051 Views

I have a mod request. In Civ V, there exists an option to start the game at a later Age (I usually started at the Industrial Age). I have not seen any such option in this game, and I would expect there are some others out there that would also enjoy such a setup, as you could get to the large fleet battles that looked so fun in the dev streams much faster. Back in Beta, I could give myself the requisite techs one by one if I didn't want to unlock all of them all at once, but that was a bi

10 Replies 14,051 Views

I apologize, but the screencap I tried to post apparently turned into a gigantic page of gibberish and the forum will not let me edit the post. I keep getting a Forums Go Boom page that says EGADS, no matter how I try to edit it. I will keep trying. I can edit this one, apparently, but not the one I need to. Awesome.

6 Replies 11,922 Views

[quote quoting="post"] 3 anamoly pirates with 72 kinetic attack total. Ouch. [/quote] Yeah, this one hurt. Losing your initial surveyor (which was armed a few patches ago to avoid this) is a kick in the junk. I have noticed the pirate fleets that roam around are appropriately armed, but these seem to require a small fleet to overcome.

8 Replies 7,383 Views

Fixed. Not sure why, as I remember doing this before as well, but I'm not going to complain about good results. I'm not sure if renaming the file GalCiv3(Old) makes a difference, but that is what I did last time. Will you need the debug and pref files or is there a way to send the whole folder?

11 Replies 12,706 Views