This will be a list of problems that I have with GalCiv 3. For a while, I've been finding it difficult to put into words reasons why I don't like this game. Instead of waiting for my writers block to pass, I'll be posting stuff that I think could be improved. They are in no particular order. I'll be posting as I think of them.
-I can't upgrade ships easily. When I want to upgrade ships in a fleet, I have to do it one at a time. The ships break away from the fleet when upgrading. Then there is a mess sorting things out afterwards.
You can upgrade all ships of class at one time currently through the govenors section, however, it's not obvious and it doesn't tell you the overall cost so it's very easy to upgrade all ships of X class and then find yourself -20000 credits.
-Shipyards don't auto upgrade ships in the queue to the latest model. I have to clear the queue before refilling it with new ships.
The current ship building shouldn't auto upgrade as that is already in production and some components may have already been installed, however, it would be nice if there was additional ships in queue that were upgraded from said model to change to the latest model.
-I can't start the project military production without a shipyard. This is true even if a shipyard is in the queue. Instead, when the shipyard is finished, I will be taken to an idle planet with no hint that the shipyard was finished. It takes a moment to figure out what planet it was, that the shipyard was finished, and that I should turn military spending on.
Well of course you can't start project military production without a shipyard what are your producing (military wise) if you don't have shipyard? I could see setting a primary project and a secondary project where do the primary if able else do the secondary that way if a shipyard is in queue it would be able to switch to that automatically after it's done.
-When taking back a planet using planet invasion, it would be nice if the planet would return to being a sponsor of shipyard. Right now you have edit sponsors for a shipyard.
This would be nice but, what if you already assigned a 5th planet to the shipyard this was assigned to?
-Ships auto eject from shipyard when built. You can't store them for later. You have to deal with them before you can end your turn.
Others have pointed out how to do this, however, it would be nice if there was a toggle in the shipyard that you could just have it eject or not eject.
-Too many things in the planet build queue. I have to scroll around a bit to get the entertainment centers.
I disagree, I don't know how you would minimize this so that way it wouldn't be so long but, I want to be able to set my queue and forget about it.
-Ship paths don't show details well. Green should be used to show how many moves the ship has left this turn. Right now, it is used to show how far it can move in a turn. It makes it seem like the ship still has moves left over.
This would be nice if there was somewhere where if you clicked on the ship/fleet that it told you it will arrive at destination in X turns.
-Negative resource points. It can happen when you capture a world and it has a building that requires a resource type.
I usually don't have this problem as I usually have more than enough to go around.
-I don't like adjacency bonuses. It gives planet too much focus as you are encouraged to maximize adjacency bonuses by controlling where planet improvements are and where you terraform.
I do and I don't, adjacency bonuses can be awesome and a great part of the game, however, if I start a game and colonize 5 class 9 or 10 worlds with the tiles all spread out (in clumps of 1 or 2) adjacency really doesn't work, which can handicap a player horribly at the beginning of the game. Plus one can get a huge amount of points on a great planet, I think there should be a cap to help balance out the game.
On the other hand I love those planets that have tiles all clumped together, especially around the planets capital. At that point I can specialize a planet to it's full potential and have 1000 research points or manufacturing points mid way through the game. There are both positives for the players and negatives.