[quote]Another big problem is that the AI never use the sliders it just keep them at 33/33/33[/quote] if true, this would explain a lot. This should really be looked at, else ai will never be competitive. My first suggestion actually was to just dump the governance panel/system, now i am thinking more in the direction of removing/changing the conversion projects. [quote]Apologize if this was already mentioned as these p
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as long as the obvious issues are fixed the game will probably get around 83 in the press. the biggest mention will probably be no tactical combat, although i would agree with frogboy that tactical combat would be insane in this game. my personal rating (assuming bugs get fixed): 75, with QoL improvements: 80, with balance and QoL and polish: 85, with new cool features (expansion content) like espionage, admirals, good mods, deeper diplomacy and so on: 90+
[quote who="Frogboy" reply="67" id="3544705"] My thought is that maybe the projects should simply give a % boost to their target. [/quote] the base concept of the economy is not that bad, i.e. [img]https://stardock.cachefly.net/adam/GalCiv3/journals/econchart.png[/img] however the conversion projects complicate this picture, as well as the the raw production, i.e. the true picture of the economy is something like t
@Unknown_Hero i can not reproduce that: e.g. population: 13, happiness: 100%, raw science: 27.5 according to the tooltip my colony capital gives me 5 total production, i.e. using the above formula 2*(population)^0.7 + 5 = 17.04... != 27.5 i know from ingame data that happiness is a direct multiplier to raw science/manufacturing/credits, but the population effect on the raw outputs is not
[quote] In your screenshot you're doj g a research project. That is, you're comvering some of your manufacturing to research. [/quote] i am aware of that. here is the core question: what buildings and governance setting yield the optimum output of X (manufacturing, research or credits)? in most games this answer is very simple, not so in gal civ3, e.g. the simple assumption if i want to build a
i don't know how you arrived food/farm/basepop bonuses as there is little documentation of their effects. i am currently validating with ingame examples edit: according to this blogpost https://forums.galciv3.com/452497/page/1/ [quote] Each unit of population (a billion individuals -- ancient fanatics, semi-autonomous calculation nodes, bloodthirsty reavers, or something else d
[quote]Still???? I thought the Stardock team at least addressed resource overflow. I.E. resource overflow is not lost but instead, gets applied to your next project. [/quote] no i am sorry they did fix it. however you can still only finish one item (building/ship/technology) at a time, which made me think that there is no overflow.
[quote]2) The governance system: Yes it is confusing and makes my head hurt at times trying to maximize a planets set up. BUT If you dig into the GC3 ECO math it all follows predictable math, new form of Galactic accounting calculus [e digicons]:S[/e] . Should the avg player need a 10 dimensional spread sheet to maximize a planet >> Probably not IMO but the system has grown on me as i have learned more about how it works ... and isn't that part
[quote]Firstly, it makes some degree of sense that you'd be unable to use the economic project when in debt.[/quote] i am a malevolent overlord, i doubt i even pay my workers :P anyways sense or nonsense, it is bad gameplay wise imho. the only reason why i got into debt in the first place is, that you can spend as much credits as you want when upgrading ships through the govern panel. <spa
thank you for the information, seems like an ui issue then. edit: i think the overflow issue could be solved by making it possible to construct/research multiple things per turn as this is the norm in many other games. saving overflow or not, it makes little difference if everything trickles in 1 thing per turn.
Preamble: Let me state some things first: I do enjoy playing this game. It has nice graphics, plays close to galciv 2 - which i really liked, so i don't mind little gameplay innovation - and runs very well considering the amount of players, ships and the system i am playing on. I also like that manufacturing/production is not as important as in many other games where units/buildings cost a lot and you have few of them (civ5, endless legend and many more). Th
game pacing and balance it out of whack. i play slowest research pacing and normal game pacing: still the most time i had to spend on a technology was ~7 turns. i pump out large ships in 1 turn and the best ai on large map set to second most difficult option is at least on order of magnitude behind.
i am currently midway through a large galaxy with a custom synthetic race and the micromanagement this game forces on you via it's economy and constructor/starbase system is just unacceptable. e.g. this world [img]http://i59.tinypic.com/nx9snr.png[/img] has it's research maximum at this point [img]http://i59.tinypic.com/2upemat.png[/img] what is even worse is, when you go
you can only have one (synthetic + adaptable or synthetic + prolific)
the population cap does nothing at the moment, as you can exceed it with assemblies. @ kestlstw: if you alter your playstyle you can expand very rapidly with synthetic races: -switch to full manufacturing on homeworld -only build factories (and buy out the first couple few) -buyout the first c
13) right click on a ship in a garrison (planet, shipyard or starbase) should eject it.
12) idle shipyards should zoom and select the shipyard, not open the shipyard menu. it is really a hassle when it opens the shipyard menu, because i have to find the location of the shipyard, so i know what i should build.
11) when i click on pass (idle ship), the game should cycle to the next idle ships (currently this works only with the shortcut: space). this would make it very fast cycling though your idle fleets (e.g. when i assemble fleets next to shipyards)
glad you like it :) next issue 10) when double clicking on a ship in the shipyard queue, the ship should be canceled from the queue.
imho it feels much better balanced now. also keep in mind that there are techs that give you better pop-projects. my only issue with the current yor population mechanic is the micromanagement intensity.
more suggestions after toying around with 6.1: [quote]The reason we have you double click on planets, starbases, shipyards etc. is because they all have Context windows that come up on single click, this is so you can quickly give simple commands, without exiting the main map. [/quote] i would propose something like this: 8) planets, shipyards and starbases [img]http://i59.tinypic.com/xoh27q.jpg[/img]<
while i agree that the game is not launch ready, i doubt my reasons for that judgment will have any impact on reviews. many outlets simply do not go that much in depth. as long as it is stable, has no obvious bugs and passable mechanics the game is a go. i seldom see reviews that go deeper into describing and criticizing game mechanics. the only exceptions are how much they differ from the most shallow 4x that everybody knows: civ 5.
i have not played the latest updates (vers. 5.1+), but i concur with the general wariness expressed here. my biggest red alarm is the amount of new features added shortly before release leaves little room for polish. there are also certain gameplay designs that i feel are very inadequate in 2015, like constructor spam and the very microintensive economy.
I just played a few turns with the new beta and wrote things down that came to my mind while playing: 1) When i double click a tech in tech tree, the game should chose that tech and close research screen. currently double clicking does nothing over single click. 2) When i double click on a planet it opens the planet screen. a single click does nothing. it seems that either a single click option is missing or y
[quote]Anyways perhaps a polish point but I'd put it on the list as number 999999999999999999999999999999999999999999715 to adjust/add because it's that important.[/quote] if you want to play the game casually on a medium map then you are right; however, if you want to play optimally on a larger map the system is a needlessly complicated micromanagement hell.