GalCiv III: Crusade Dev Stream - Wednesday (3/29) at 2pm ET

https://www.twitch.tv/stardock

We'll be continuing our Crusade streams this Wednesday (3/29) at 2pm ET on Twitch.

Be sure to follow our Twitch channel for updates.

https://www.twitch.tv/stardock

If you have any questions you would like to have possibly asked during the stream, see our question thread here.

24,770 views 23 replies
Reply #1 Top

I plan on dropping in! 

:grin: :grin: :grin:

Reply #2 Top

Yeah on the tech victory instead of researching certain techs can we have a multiple of techs, or points ahead of everyone else for a certain amount of turns. This is better than researching tech victory techs.

Reply #3 Top

On the tech tree dependent on abilities i would assume this means different branches per ability with different strengths, and weaknesses, not the same tech trees based on which abilities are closest to what is already there. There would still need to be different settings for synthetics. 

Reply #4 Top

I like the fact that the yor is different as long as it is fair. My main concern was the power plant techs. I think they need a free, not one that is going to cost an ability to make up for synthetics social manufacturing ability. Its not fair to make their only power plant tech a population improvement. We either need a second power plant tech like thalans, or make the power matrix either a manufacturing improvement, or a research improvement.

Reply #5 Top

@admiralWillyWilber did you post some of these in the wrong thread or was it all supposed to be in one post hehe :P?

Quoting Larsenex, reply 1

I plan on dropping in! 

:grin: :grin: :grin:

Same! I hope xD, is so early for me! lol

Reply #6 Top

No i didnt post in the wrong thread here i just didnt think it was appropriate to ask everything here.

Reply #7 Top

Reminder for today! :)

Reply #8 Top

Picked a good day to stub my toe and got to enjoy the stream. Looking forward to Crusade.

Reply #9 Top

Crap, I missed this! I could have made it too... :( YouTube version coming soon?

Reply #10 Top

It was a good stream, lot of questions answered thanks. Can you get this stream posted so we can review it?

Reply #11 Top

Sadly missed it live! Ill have to try and make it next time to be able to ask questions :)

I watched the VOD and things are looking good! Hopefully they do another one next week :P

Reply #12 Top

Can you put this on youtube, or link it.

Reply #13 Top

hOW DO I max my Cpu like brad did in the stream.

Reply #14 Top

I would,ve asked about combined research where multiple factions can research the same tech by combining their points for one tech, and then get the tech the simplest way to do this is pick a tech from either tree. You could have techs you can't get any other way. you could put a requirement where the tech if it was in the tree it would have to fill minimum requirement. If it's not in the tree then their would be no requirement.

Basically factories penalise for building to many on a planet global warming.

Reply #15 Top

You can watch the replay on Twitch.

https://www.twitch.tv/stardock/videos/all

 

Reply #16 Top

From the pod cast it really looks like "Approval" rating doesn't matter?

 

Another question is since civs are changing, what is happening to existing civs on Steam? Also to the fact that one can switch between GC3-2.0 and Crusade, how are Civs handled there. Or do I need a whole new set of civs, and when I switch it properly loads the the ones that are compatible?

 

For planetary invasion, another aspect besides legions you could add is planetary bombardment and  orbital cannons, so as offense you can bombard a planet and defense can shoot ships down prior to placing your legions.

Reply #17 Top

From what i got from the podcast on approval he was trying to get mars to rebell. Approval was affecting raw production which affects everything.

Reply #18 Top

Quoting admiralWillyWilber, reply 17

From what i got from the podcast on approval he was trying to get mars to rebell. Approval was affecting raw production which affects everything.

 

^^^ This is how it should be and once you pass a certain point your planet should simply start to rebel, and Ideally if it did so successfully then it becomes an 'independent' minor <<< for the time being, until you can uh, pacify them back into the Empire. 

 

Also I think an unhappy planet should be easier to conquer and if they are unhappy or such due to taxes being too high or lack of amenities (gads that is from Civ 6!!), then there should be a malus to defenders or a bonus to the invaders which ever is easier to code in.  

Reply #19 Top

If the invasion math stays like it is now then approval already affects invasion chances because low approval reduces resistance.

Reply #20 Top

Quoting lyssailcor, reply 19

If the invasion math stays like it is now then approval already affects invasion chances because low approval reduces resistance.

I don't follow.  Resistance effects how well population fights when invaded.  In the new invasion scheme, population doesn't fight at all.

So resistance will either have to further buff soldiering for defense or be removed as a stat modifier entirely.  This hasn't been explained.

A neater solution might be to make resistance #'s much smaller, possibly capped with a square root mechanic, and have them reflect a % of the local population that IS available to defend the planet as a local militia so that planets without legions <enunciated can still put up a token defense.

So Brad's Planet with a population of 12 widgets and a resistance of 45 would get 6.7% of 12 Pop = 0.8 rounded to 1 legions <enunciated to defend in addition to those stationed there.

& Malevolent civs should have easier ways to gather legions <enunciated than other ideologies and less access to resistance, while Pragmatics get extra avenues for pumping resistance, and Benevolents make do with their own cookies.

Ooops! Am I off topic?  I was running with a thought.

Reply #21 Top

I think planets should have a garrison.The ease of which Brad took that planet is worrying.

Reply #22 Top

To be honest, I would really like a planetary defense system similiar to that in MoO2:

- Several buildings on the ground (planetary missile base, fighter garrison, ground batteries)

- Orbital defense (starbase, battle station, star fortress)

- Garrison to crank out defensive troops (marine barracks for soldiers, armour barracks for tanks)

- Planetary shield

Since tiles on planets are limited, defense structures should not use up those (what is even logical for orbital structures) but only cost time to build and maintenance.

But I fear the changes would be to time consuming so my wishes won't come true ... :(

Reply #23 Top

It looks like people are chatting about the invasions so I thought I would make a more central post about them here:

https://forums.galciv3.com/482403/Discussion-Response-to-Brads-request-in-the-last-Crusade-stream-asking-abou

 

Since Brad asked us to make a post on it in the stream I thought I would do as such :)

Hopefully it makes it easier to read and follow if everyone is on the same thread, I see alot of random reply posts in other threads and its probably not going to be noticed as easy.