[quote who="erischild" reply="219" id="3693336"] Given the mounds of research I get in some of my empires, I can force some Research build up and rollover by taking one tech at a time, then let it cue up along a branch of one tech type. I can then accumulate enough Research to completely fill up a previously untouched tech branch in one turn. Easy in late game. For example, I can leave the espionage tree alone then fill it all at once. If there is a limit to the r
dreef1999
[quote who="zuPloed" reply="214" id="3693312"] Quoting dreef1999, reply 213 Research production rollover. When research is complete I believe all excess research is lost. This makes me unhappy. Planetary production rollover would be nice but less irksome to me. Last I checked planetary production rollover is allready
Previously I mentioned that I wanted a simplification of the bonus/adjacency/production system because it is needlessly difficult creating a trap to AI and new players. I recognize this is probably not going to happen because it would present yet another dramatic change of mechanics. Realistic stuff I would like to see. 1. Tweek/balance planet invasions. A transport with 3B population can conquer 10B without much fuss even when the invasion screen numbers sugge
GC3 is a really good game and I love that the developers take pride in it and are asking how to make it better. I think you guys nailed a lot of the interface like the negotiation bar. That makes it so much easier and faster to make a deal. The typical trajectory of one of these games has multiple phases for me. 1. Novelty. What are all these shiny new buttons/races/techs/ etc?! 2. Exploration. Increasing difficulty lev