Heres one. Allow us to undo starbase module selection if you are building them. Sometimes I might accidentally pick the wrong starbase ring module and get an economic starbase instead of a mining. Real waste of admin points. An undo button would have been very handy.
DivineWrath
I got my copy before I saw your post. :) Thanks anyways. :)
Well, I would like for my games to still be playable if the store goes kaput. Impulse is dead and so are my means to play any games I had with it. I also don't like being inconvenienced by DRM. Some stores are good in that regard. Right now, GOG is the store for me. I can download files and use them to install games on computers without internet connection. I'm quite sure my games will be still playable if GOG died tomorrow.
[quote who="Philocthetes" reply="7" id="3744592"] Has anyone tried to use a hyperlane that you don't own or seen an AI use one of yours? [/quote] I have. It works whether or not if the owning faction is you, a friend, neutral, enemy, or pirate. Hypergates can't link to hypergates belonging to a different faction, but you could always try building a hypergate next to another hypergate (I haven't tested that yet). A warning. Hyperlanes are an excellent way for en
Starbase defense and sensor modules improve your starbase's influence growth. You can play the game without building mining starbases. Most things that need resources are the starbases themselves. You can train more legions, but that process needs 5 durantium per legion. You need a military academy to train legions. Promethean is needed for the promotion of some citizen types.
I don't know how accuracy stacks. Ship combat gets the same results whether it be quick or full battle.
I know this was answered, but I'm mentioning it anyways. Aid Research is something only a planet with a tech capital can do. Its not the only thing like this. You can only train legions on a planet with a military academy. A military academy is now a 1-per-player improvement. As for the neutral ideology pick that prevents war for 50 turns, it seems to be working fine in my last game. Another civ got it so I couldn't invade them until it was over.
I'm not aware of any feature that ensures you don't you stockpile excess stored goods in that context. Maybe you can destroy some factories to reduce social production below 75.
There no pillaging trade routes in GalCiv 3. There are other differences. Trade routes have a bigger effect on relations with other civs. Civs can get offended if you're trading with an enemy or a civ with the *wrong* ideology. You also can't setup a second trade route between 2 planets. You need to setup trade routes between different combinations of planets. This includes routes established by other civs. If another civ has established a trade route between Earth and D
Strange. When I tried to upgrade a cargo hulled ship to a colony ship, it told me that I could not because I had no population on that ship. I did that not too long ago. Maybe the bug has since been fixed?
I find that the planetary and social techs to be cheaper than engineering or weapons. But that could just be me.
Ideologies haven't had many updates (if any) since the game was first released. The population cap for worlds used to be higher. The excess population problems you're having used to be not problems. Also, planet invasions used to use population as an attack force, not legions. Having excess population was convenient.
There will be no sign of a move bonus. You might have a ship that can travel 5 tiles per turn. Using a hyper lane to travel 1, 2, or even 3 tiles will look like you only moved 1. Its like your ships only use 1/3 of a move. As for using enemy hypergates, yes you can use them. I tend to leave enemy hypergates alone because I can use them. I have not tested mixing military starbases and hyperlanes.
1. I don't have much experience with carriers. With the techs earlier now, I suppose I should give them a chance. 2. I'm still happy with troop modules on my cargo hulls. I make a point to clear a place out before sending my troop ships in. 3. I use sensor modules on my troop designs. I think this is a good idea. That said, I also use sensor ships to expand my sensor coverage. 4. I don't know. I've played on maps where life support range was a big deal. <
Hypergates work more like space lanes. Any ship traveling them will have their moves doubled or more (you can research techs for more speed). There is no instantaneous teleporting. Ships will automatically use the space lanes if they think it will get them to their destination faster.
You need the tech "Spacial Manipulation", which should be found early in the engineering tech tree. That will unlock the Hypergate Component. The ship, Stellar Architect, should be unlocked at that point, or you could design your own ship. You will then need to build 2 hypergates. Then use one to link to other to create a lane. With three, you could make a triangle, with each hypergate connecting to another hypergate.
They can? I still got more to learn then.
On difficulties beyond normal, the AI cheats. So of course they're going to have the advantage.
[quote who="lyssailcor" reply="77" id="3740112"] Another option (choice) could be to make improvements exponentially powerful. Example (simplified, not useing the actual mechanics in the game): basic factory -> 1 production advanced factory (can only be built on top of a basic factory) -> 2 production superior factory (can only be built on top of an advanced factory) -> 4 production mega factory (can only be built on top of
Stop making the colony rush harder! I'm a player whose skilled at the colony rush. I don't appreciate efforts to nerf it. That said, I'm liking what I've read about hypergates and cargo ships. By the way, is going to be a way to control what features we from each DLC? I might want the galactic markets from Intrigue, but not the governments or crisis stuff.
[quote who="AegisWolf78" reply="7" id="3738528"] Also, a lil clarification for us here: Cargo Ships will be just Freighter with a different role or an entire new class of ships? [/quote] I'm under the impression that it'll be something you build at ship yards and send to planets. Convert ship production to a one time boost to social production. Maybe 50 points of ship production converts to 50 points of social production. It could be 100, 200 or some other number of ship
[quote who="Frogboy" reply="2" id="3737230"] People actually are accusing me of making up this chart. "No one is that ignorant on copyright". [/quote] I used to think that people can't be that dumb, that ignorant, or that foolish. Its a myth I had that was dispelled long ago.
I have a suggestion. The people who might get laid off; why don't you employ them to modernize the source code for GalCiv 2? That way it can compile on modern machines. That way you can do updates to it again. At least, thats the reason I recall hearing of why GalCiv 2 no longer get updates.
I was thinking the same thing. Terrible timing. A good way to sour new years celebrations. I prefer to stay out of this fight. I don't care much for star control. That said, I think this is a low blow.
I'll keep my eye pealed and ear open.