Slide47

Slide47

Joined Member # 6849404
2 Posts 8 Replies 260 Reputation

Remember to research Culture Techs in the tree as well as this speed things up. And it can take a while but most of the time you end up with a colonized and developed world for not much effort and none of the rep a war will give you. I have had colonies flip over in as little as 2-3 turns if the AI has started a colony in an already established area.

4 Replies 22,669 Views

Let them colonize it. Build a Culture Starbase nearby. Wait for the planet to flip. Profit. Generally speaking if the planet is in your zone of influence (colored in area) the planet is eventually going to flip your way. Some times it can take a while or you need to make more of an effort to exert influence (starbase, culture buildings etc). If their are asteroids then build mines anything to get more influence than they do.

4 Replies 22,669 Views

Sharp rises in power and rapid drops in cash can also come from upgrading a fleet. I am not sure if the AI can do upgrades. It would explain this though. I did it once using the fleet commands page to upgrade all all of one type of ship. Big Mistake. I went from a barely growing 50k in the bank to over (under) -200k credits. There was no check to see whether you had enough money to do it. That one action tanked my plans for about the next 100 turns until

5 Replies 20,591 Views

I am no modder and I can't remember exactly how I did it either. But it is possible at the least to mod hit points and firepower on both shipyards and Starbases. I run 300 hit points and 50 each on defenses on all my shipyards and 500 on Starbases and a bit more firepower too.. I have changed this in my base game files so affects all players. It prevents the AI in particular from running amok with single medium ship ruining your economy in the early gam

4 Replies 33,841 Views

You can upgrade (with the right tech) the commander to an Admiral (and other stuff like a privateer). However you lose the Commander bonuses for other stuff like defensive upgrades (cant remember exactly what off the top of my head). I personally think the added moves and logistics points of the Commander is worth more than the upgrade to Admiral is. I would however like to see the Commanders ship have some of it's own firepower.

6 Replies 29,498 Views

Personally I like them. Yes they can ruin a game very early and they do seem to focus on you rather than the AI. But then again I think the AI does a lot that would be considered dodgy. Although this wont help with your current game this is what I do. I have a custom race that highly favors scavenging. I also research all the scavenging techs ASAP. Having all this gives about a 95% chance of salvaging something in every battle. This is

23 Replies 99,939 Views

I would like to see "auto upgrade" installed modules on star bases come back like it was in the base game. When you get an upgrade for example to mining, I get fed up going through my list of star bases to manually upgrade. Click SB list, double click to get to SB, double click again to install module, click done to exit, then repeat for each base. Equates to hundreds of click every time you research something, absolute waste of time and I'll get RSI doing it. Ev

65 Replies 186,254 Views

Thanks for the replies. For further understanding are the calculations done per launcher hard point/defense hardpoint or (total offence)/(total defense). I would assume totals. examples: 6 point beam v 24 point shields (4 generators) would take between 6 and 24 (max at 1 dmg per shot) shots to knock down. (using the supplied example of 3-n randomness) or 50 point (multiple beams) v 24 point shield = 1 salvo or perhaps at most 2 if the rng fav

15 Replies 41,640 Views

Hi all, I have been playing Gal Civ 3 extensively for a year now and whilst I am new to the forums (post wise) I have read extensively. I am currently playing on the 2.6 Crusade opt in. However I am still confused as to how exactly defensive upgrades (shields, anti missile, armor) work. Obviously weapon damage and a ships hit points area 1:1 ratio. Ie a missile does 6 points of damage for every salvo (turn) fired. However does a defensive upgrade ha

15 Replies 41,640 Views