My list of grievances I have with GalCiv 3

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.
-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.
-Continue making ship requires that you first put a ship in the build queue, then select that ship in the queue, then turn on continue build. You can't use the left menu and click continue build from the start.
-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.

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Reply #1 Top

-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.
-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.
-Too many things in the planet build queue. I have to scroll around a bit to get the entertainment centers.
-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.
-Negative resource points. It can happen when you capture a world and it has a building that requires a resource type.
-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.

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Reply #2 Top

 



-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.

Two did have a option in the upgrade window where you were able to upgrade an entire class of ships to another class. Iwould like to see an option where it only upgrades till there is no more money instead of putting you into debt.

-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.

I agree it would be nice to do this.

 

Reply #3 Top

Quoting DivineWrath, reply 1


-Too many things in the planet build queue. I have to scroll around a bit to get the entertainment centers.

I wouldn't like it if there were less items. 

Quoting DivineWrath, reply 1

-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 like adjancency bonuses.

Reply #4 Top

Quoting DivineWrath, reply 1

-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.
You can set a shipyard as its own rally point. Then ships don't auto eject, unless the shipyard is full.
Quoting DivineWrath, reply 1

-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.
Quoting DivineWrath, reply 1

-Too many things in the planet build queue. I have to scroll around a bit to get the entertainment centers.
Apart from these two above, I agree with you. These would be nice refinements.

Reply #5 Top

I agree with a number of pts., like upgrading should be handled better IMO.

Others I disagree with  - I do like adjacency bonuses, for example

 

Also:

 

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.

 

Why not set a rally pt. for that shipyard onto itself? Then you don't have to worry about this. Works for me. edit: oh, pt. already made above

 

Reply #6 Top


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.

Quoting DivineWrath, reply 1

-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?

Quoting DivineWrath, reply 1

-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.

Quoting DivineWrath, reply 1

-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.

Quoting DivineWrath, reply 1

-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.

Quoting DivineWrath, reply 1

-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.

Quoting DivineWrath, reply 1

-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.

Reply #7 Top

If the Devs could only make it possible in Crusade to finally being able to place the planetary capital ourselves ...

Reply #8 Top

I find it strange that adjacencies should need defending as a mechanism. both in its limits and its powers.  Along with trade goods and Terraforming, it provides a seemingly endless number of variations and possibilities, not all of them obvious.  Trying to overcome bad terrain can get really challenging for those that want to push things.  That is good game design.  Stacking adjacencies on a planet with huge clumps of land is both easy for everyone and subtle for those who are, again, pushing things.  That is terrific game design.  Planning ahead for limited Terraforming is something that stresses human imagination.  I can only guess how hard it is for the AI, and how impressive it will be when the AI gets some sort of handle on it.  That, I am especially looking forward to.

That the basis for the complaint is that it gives too much focus to the planet also mystifies me.  It seems to suggest completely different expectations from the game then what I have, but I am not sure what that would be.

To emphasize the reaction of others:  With thousands on thousands of hours in the game, I have still feel the adjacencies mechanism is a continuing and satisfying puzzle built into the game.  If it hasn't gotten boring by now, that's a pretty good sign.  ;)

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Reply #9 Top

Thanks for the replies.

-I had filled a mining starbase with as many ships as I could for defense. I then queued upgrades for that starbase. When constructors showed up to do upgrades, it told me that the starbase had too many ships. I found that I had to move my defense ships before I could get upgrades. I would have liked to get the upgrades with needing to move my ships.
-Is there any way to tell the ship designer to favor 1 defense type over another? The ships seem to use the best defense that is available, which is sometimes not the type you need.
-I can't leave a shipyard orphaned. I can't put a shipyard somewhere and leave it alone. I can't have it ready for use after planet invasion. The only way I've found to idle it is to unanchor it and keep moving it. Otherwise, it'll demand to be anchored and demand to get a sponsor planet.

Question. Does off-type defense do anything in battle? It seems that they don't do anything. Example: Missiles vs armor.

Reply #10 Top

Quoting DivineWrath, reply 9

Question. Does off-type defense do anything in battle? It seems that they don't do anything. Example: Missiles vs armor.

No.  It did in GC2, but not in GC3.  At least yet, who knows.

Reply #11 Top

Quoting erischild, reply 8

I find it strange that adjacencies should need defending as a mechanism. both in its limits and its powers.  Along with trade goods and Terraforming, it provides a seemingly endless number of variations and possibilities, not all of them obvious.  Trying to overcome bad terrain can get really challenging for those that want to push things.  That is good game design.  Stacking adjacencies on a planet with huge clumps of land is both easy for everyone and subtle for those who are, again, pushing things.  That is terrific game design.  Planning ahead for limited Terraforming is something that stresses human imagination.  I can only guess how hard it is for the AI, and how impressive it will be when the AI gets some sort of handle on it.  That, I am especially looking forward to.

That the basis for the complaint is that it gives too much focus to the planet also mystifies me.  It seems to suggest completely different expectations from the game then what I have, but I am not sure what that would be.

To emphasize the reaction of others:  With thousands on thousands of hours in the game, I have still feel the adjacencies mechanism is a continuing and satisfying puzzle built into the game.  If it hasn't gotten boring by now, that's a pretty good sign.  ;)
Yeah this is what I mean by I like adjacency bonuses. Good response. 

Quoting Seilore, reply 6

Quoting DivineWrath

[quote who="DivineWrath" reply="1" id="3668532"]

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. 
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.

I agree with this point. I also think it would be nice to choose where I place my capital/

Reply #12 Top

Quoting DivineWrath, reply 9

Thanks for the replies.

-I can't leave a shipyard orphaned. I can't put a shipyard somewhere and leave it alone. I can't have it ready for use after planet invasion. The only way I've found to idle it is to unanchor it and keep moving it. Otherwise, it'll demand to be anchored and demand to get a sponsor planet.

Question. Does off-type defense do anything in battle? It seems that they don't do anything. Example: Missiles vs armor.
I agree with these points, and anything above I haven't argued with I either think is a moot point, or I agree with on this post. The game originally didn't allow you to do this then it allower you then it didn't again. My reasoning for this is that during play you get, and lose oppertunity to do things. One of the things I would like to do is build a shipyard when it is convienent, not when I need one. The game makes you sponser a shipyard, when you build one requiring to hinder at least one planet when it is convienent to build a shipyard. When I would rather build a shipyard, and forget about it for awhile.

Reply #13 Top

Hey... I tried reading through everything... but maybe I missed it... has no one pointed out that you CAN upgrade all ships of one class to another through the govern/orders screens? Not ideal since you likely only want to upgrade ships in a certain fleet/etc. but it does help.

Personally I think upgrading is handled badly... upgrading should only be possible in a certain area around a shipyard, and be much cheaper. I'm a big fan of how Stellaris handles it honestly.

Reply #14 Top

Your post reminded me of something I have wanted in GalCiv3 from the beginning, i ended up making a new post on it since i didn't want to hijack your post :)

 

[Idea/Request] Techs known by the AI should be identifiable in tech tree (See Image/Maybe great for a mod!)

https://forums.galciv3.com/481970/IdeaRequest-Techs-known-by-the-AI-should-be-identifiable-in-tech-tree-See-I

Reply #15 Top

Quoting Gauntlet03, reply 13

Hey... I tried reading through everything... but maybe I missed it... has no one pointed out that you CAN upgrade all ships of one class to another through the govern/orders screens? Not ideal since you likely only want to upgrade ships in a certain fleet/etc. but it does help.

I did above, plus it's easy to find yourself in debt quick if you do this as there is no warning on total cost.

Reply #16 Top

I forgot about upgrading ships through the governor screen. Unfortunately, it doesn't seem to tell me if the range of my ships increase. I have to go out of my to get the range of my existing ships and compare to what I can build.

A trick I figured out is, if you order your ship to guard right after it leaves the shipyard, it will form a fleet at its location. Every new ship will try to join this fleet. Once its full, you can start over.

-Why does weapon techs (first specialization) give the option to improve performance, cost, and size of all weapon types but defense types only give the option to improve only 1 device?
-Why do I have to research farming techs before I can build farms. New colonies have a population cap of 5.
-Why do colony ships fill option start at 2.5 instead of the full 3?
-Why do my explorer ships go one direction one turn, but change their minds and go somewhere else? I've watched them and checked their destinations.

Question. Can you make your own blueprints? I haven't found an option to do so in the ship designer. I want the game to follow my instructions for ship building, so I don't have to design a new ship every time I get a new weapon or something.

Edit: I think I found a bug. When a civilization surrenders, all their ships, stations, whatever change ownership. Somehow, ships that were orbiting a planet for defensive reasons don't remain in orbit. Somehow, they become a separate fleet, a fleet I can't attack because a planet is in the way. Conquering the planet doesn't fix the problem, it merely allows me to put ships in orbit.

Reply #17 Top

Yes changing Ai blueprints is a modding option. I don't know; because, i don't make mods I don't know how to do this, but modders has changed ship blueprints. The reason it isn't in the shipyards is it changes the game.

Reply #18 Top

Quoting DivineWrath, reply 16

Why do colony ships fill option start at 2.5 instead of the full 3?

 

At least in the way colony rush works now I find it much better to send way less ppl, like 0.5. Because early on I mainly want to grab planets so the AI can't, while not hampering the pop of my homeworld that cranks out those colony ships too much.

So currently the option to decide how much guys are in the ship helps to outdo the AI (whether that's too easy is another q', and if that even remains a reasonable approach with Crusade has to be seen)

Reply #19 Top

Quoting DivineWrath, reply 16

-Why do colony ships fill option start at 2.5 instead of the full 3?
I guess being able to set a default for it by yourself for yourself would be a nice ingame option.

The way it works right now is, that the default slider position for both the player and the AI are written as one value in the modable files. What's worse, is that it also influences the invasion slider.

What would be great is having two separate default options for invasions and colonization, which can be changed during a playthrough, only affect yourself and are moddable through the AIStrategyDefs.xml, so modders can tweak them dynamicly for each individual faction and phase of the game.

Then again, lets see what crusade brings. Whatever we are wishing for may be outdated when it releases.

Quoting DivineWrath, reply 9

-I had filled a mining starbase with as many ships as I could for defense. I then queued upgrades for that starbase. When constructors showed up to do upgrades, it told me that the starbase had too many ships. I found that I had to move my defense ships before I could get upgrades. I would have liked to get the upgrades with needing to move my ships.
With Crusade, starbases won't upgrade from constructors anymore (they will be built from them however).

Reply #20 Top

Quoting DivineWrath, reply 16

-Why do colony ships fill option start at 2.5 instead of the full 3?

GalCiv3GlobalDefs.xml line 828 "<DefaultShipPopulation>2.5</DefaultShipPopulation>"

I don't like that it doesn't differentiate between colony and transport module loads.  One can't be changed without harming the other.

Quoting DivineWrath, reply 16

Question. Can you make your own blueprints? I haven't found an option to do so in the ship designer. I want the game to follow my instructions for ship building, so I don't have to design a new ship every time I get a new weapon or something.

Yes.  Do it in C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game\StaticShipBlueprintDefs.xml

Use Notepad++ (recommended) and follow the file format.  Blueprints aren't as adaptable as custom ship design.

Quoting erischild, reply 8

To emphasize the reaction of others: With thousands on thousands of hours in the game, I have still feel the adjacencies mechanism is a continuing and satisfying puzzle built into the game. If it hasn't gotten boring by now, that's a pretty good sign.

I love the adjacencies.  My only problem with them is that they are all bonus and no penalties.  I shouldn't be able to raise my port of call next to my death furnaces and expect a boost in tourism income among other things.  Penalties would probably close the gap between scattered and solid plot planet maps some without making the minigame any less interesting.

I'd also love this minigame to be played on a planet map that is a near-sphere of hex tiles wrapping around on itself, instead of a (yawn) Mercator projection map.

Reply #21 Top

Quoting Go4Celerity, reply 20

I shouldn't be able to raise my port of call next to my death furnaces and expect a boost in tourism income among other things.

You see, that is just your personal faction bias showing.  Some folk like death furnaces and plan their vacations around the peak schedules.  ;)

Reply #22 Top

Quoting Go4Celerity, reply 20

Yes. Do it in C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game\StaticShipBlueprintDefs.xml

Thats for Starting, Campaign, Tutorial and Event Ships. Has nothing to do with the Designer, you need ShipBlueprintDefs.xml for that.

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Reply #23 Top

Quoting Horemvore, reply 22


Quoting Go4Celerity,

Yes. Do it in C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game\StaticShipBlueprintDefs.xml



Thats for Starting, Campaign, Tutorial and Event Ships. Has nothing to do with the Designer, you need ShipBlueprintDefs.xml for that.

Good catch.  Thank you, I hate posting bad information. 

Reply #24 Top

-I can't get information on the health of my ships in my fleets. In GalCiv 2 all ships were a list going down, with hp to the side. Right now, I have to hover my mouse over each ship, 1 by 1, to determine whether or not they are damaged.
-I don't like the specialization techs. I don't like how I can only pick one.
-When assigning sponsors for a new shipyard, why can't I keep clicking assign? Nearby planets that are close enough to have no production decay are at the top of the list. Why do I have to select the next planet before I can assign it. I want it to be selected right away.
-Transport specialization description could be more accurate. It not only affects colony and constructor modules, but it also affects freighter and troop transport modules.
-I would like it if there was some centralized location to find the stats on everything. Such as all the numbers affecting beam weapons, like mass reduction and price reduction. Right now, its kinda hard to figure out what you have. You have to go look at all your techs for starts.

Reply #25 Top

Quoting DivineWrath, reply 24

-I don't like the specialization techs. I don't like how I can only pick one.

 

I agree insofar that it feels "artificial" to rule out certain research completely just because you researched something else before. However personally I don't have a huge prob with those specs, and the player can often trade for specs he did not pick.