BIF

BIF

Joined Member # 3309448
1 Posts 11 Replies 4,809 Reputation

[quote who="Franco fx" reply="4" id="3681542"] I think I already know the answer to this, but anyway, if you move your capital to another planet, what happens to the hex it was in? Do you lose it or do you gain a vacant hex. Later if you return it to the original planet, where is it placed? I am betting that you lose the hex when it leaves and it comes back to the same spot. [/quote] Hi! Sorry for the confusion. This thread is about the placement

12 Replies 44,567 Views

If gameplay didn't allow for making choices in early game, and reserved that until a civ had researched a key skill in the Colonizing tech-tree, then I'd be okay with that. However, I completely and totally reject the logic that ANY reasonably advanced civilization would never achieve the skill or smarts to go beyond leaving the placement of their original colony to chance. I kindly (but firmly) call BS on this kind of logic, because I see it as a form of pessimism abou

12 Replies 44,567 Views

[quote who="leiavoia" reply="5" id="3681521"] The resource missions mod is wonderful and should be part of the base game. [/quote]Interesting! [quote]My current game in a large galaxy has absolutely no elerium. Zilch. My last game had no durantium which meant you could not upgrade building or star base modules at all. [/quote]I wouldn't want to play on these types of maps all the time, but it would be interesting to have a missing or low-occurrence resource from time to time

10 Replies 28,618 Views

In the early days of my galaxy, there were 6 different races. Each of us would generate, for our own civilizations, one Galactic Citizen each 10 turns. One day, about 2 years into our exploration, the gruff and hungry Drengin leader declared War on my entire race. Until that point, my only interaction with him was when one of my trade freighters had crossed path with a small scout ship from the then Drengin Colonies at the far North of our galaxy. The captain of the

20 Replies 75,598 Views

One of my enemies has built an invisible starbase. I discovered it as I was beginning to close in on his capitol system. The moment I floated my cursor over it, and saw that I would win the battle, he suddenly surrendered all of his assets to me. So now I have an invisible starbase. I'm not quite sure what to do about it. I wonder if the crew is forever beset with vertigo and stubbed toes from constantly bumping into walls they can't see. Feature?

13 Replies 35,628 Views

So, y'know what... maybe there ARE balanced star systems out there. Oh wait. For example, ours. The Earth is balanced by the moon's orbit. Now, there's no "equal threes" going on that we know of, but how does balance work? A small object can balance a larger object if their mass is similar or the same. A lower mass object can balance a greater mass object if their distances from their common fulcrum are different, giving the lower mass object a levera

15 Replies 66,359 Views

I love Civ V and VI about the same that I love GC3, although I don't play Civ V anymore because VI was a huge improvement for me. I also very much enjoy Beyond Earth, although it's based on Civ V, so I don't really play it much anymore either. Between Firaxis and Stardock, I go in surges. I played Civ V and Beyond Earth almost exclusively as GC2 was winding down in its lifecycle, then took up Civ VI for over a year just to get the hang of it. "Over a year" must

125 Replies 733,754 Views

This MUST be a bug. A fleet of Altarian ships attack my fleet. We are at war, so it was no surprise. It said "defeat likely" (which is why I didn't attack them first), but since I knew it was going to be an EPIC battle even if I lost it, I watched it in the battle viewer. I should have popped popcorn for this one! Well, in the battle, I lost all of my ships except for the flagship/command ship. And my commander WON! I got the dialog screen saying

6 Replies 17,610 Views

I want to know if there's any way we can have multi-ship shipyards. And no, I won't go along with any suggestions that putting shipyards next to each other would qualify unless they can be joined somehow and they can have some economies of scale in both manufacturing and defense as you add additional construction bays. Look at the great naval shipyards around the world. Nobody builds only one ship at a time, except maybe for the very first seafaring peoples. Modern s

10 Replies 27,278 Views

[quote who="admiralWillyWilber" reply="30" id="3680271"] I would like to see more civ names, also more pictures too. I used to believe like you guys to, untill i looked it up. China and india are wide, but not the widest. Only about half the wide countries have a huge population. None of the wide countries are the richest. Only one made that list. All scientific are small. If what you said was right then both south korea, and taiwan would not be two of the most industrialised countries i

37 Replies 128,251 Views

[quote who="Seafireliv" reply="26" id="3680163"]I think you need to actually create your custom Civ first. I noticed that ONLY my custom Civs showed up. I think just copying one will do the trick if you don`t want to go to too much effort. [/quote] So...do I need to use a custom civ to actually get the names to appear, or do I just need to create the civ, make my modifications, then load my old game (or wait for a new game) and see the names?</p

37 Replies 128,251 Views

[quote who="Publius of NV" reply="9" id="3679804"] ...go to My Games\GC3Crusade\Factions\FlavorText and find your CivName_stringofhex_CitizenNames.xml file and use a decent editor like Notepad++ to edit it. Worked for me, I now have a lot of unique names. [/quote] So I figured this would be an easy first-attempt for me. I'd love for some spoiled real-life people to come into my civilization so that I can put them on some God forsaken ice world someplace as worker

37 Replies 128,251 Views

[quote who="Naric" reply="3" id="3679832"] I've complained about this before as well. I'm not sure why GalCiv can't just do what nearly every other game does when it comes to turn based movement. The distance you can cover this turn are often a light green color, and moves beyond this turn are a dark if not greyed out color. It's easy to see because of the visual change in colors. GalCiv does half of this as it shows the green line of the ships mo

8 Replies 20,968 Views

[quote who="Publius of NV" reply="17" id="3679825"] Just to clarify: the reference to higher production making citizens faster to build applies to the planetary project that recruits a new citizen. You still get a new one every 10 turns, but you can also build one through the planetary project or find a new one through a ship yard project. [/quote] So it's a one-off deal. That doesn't really apply to my points, but thanks anyway.

37 Replies 128,251 Views

[quote who="Moser_Alchemist" reply="15" id="3679817"] "And yes, I still think other factors should um.. "factor in" on the frequency of Great Citizen". There already is a mechanic for building citizens if you want them more frequently. The higher your production the faster they can be built. And since production is based on all the other "factors", they don't really need to be factored again IMO. [e digico

37 Replies 128,251 Views

[quote who="Publius of NV" reply="9" id="3679804"] Anyway, go to My Games\GC3Crusade\Factions\FlavorText and find your CivName_stringofhex_CitizenNames.xml file and use a decent editor like Notepad++ to edit it. Worked for me, I now have a lot of unique names. [/quote] Is there a file size limit? I'm thinking of using my local white pages, heh![e digicons]XD[/e]

37 Replies 128,251 Views

I think your mod is heading in the right direction. Question back to Brad's comment (and I know you might not know the answer)... " Cities provide +2 level bonuses to Research, Manufacturing, Wealth and Influence improvements!" I love it, but would like to understand: Is this an "adjacency bonus" or a bonus for coexisting anywhere on the same planet?

12 Replies 43,321 Views