So this is kind of the strategy I've followed over my last few play-through's that has helped get my economy off the ground. You also want to micro-manage your budget where you initially slam all your funds into research for as long as you can endure. I tend to rush buy research factories right from the word go and pound through the governance specialty for the economic bonuses. I also pound up the economy techs to get wealth population. Then I tried to surround my c
forceinfinity
So here are the things I like about GalCiv - Stardock tends to support their games a really long time and are always trying to refine their product - If Stardock has that rare-miss, they tend to go the extra mile to fix that miss (case in point Enchantress) - The AI in this game will surrender in the face of certain defeat, sparing you from having to chase down that random start to wipe them out (in my latest game, two of the AI's surrendered to m
You can look in this folder $DRIVELETTER$:\Steam\SteamApps\common\Galactic Civilizations III\data\English\Text The credits show up in CreditsSequenceText.xml It's in clear text and I couldn't find it in there either. Kind of bummer really. At least my planet name made it in
Weird, I can't seem to find my name in there
Badge check
1. What specific features of diplomacy do you traditionally like the most? I want you to be as specific as you can be. Which parts of diplomacy from any game do you like the most? What parts do you remember long after playing the most? 2. Looking back, how many turns do your favorite games last? This is important to know the specific number of turns the game in Question lasted. 3. Consider all The 4X strategy games that you have ever played. How do you d
That doesn't make it so. How difficult is it to provide a transfer screen that changes one owner to another? It's a basic database update utility that any decent programmer could write in 10 minutes. Don't beleeve everything Stardock says, just because you're a fanboy. So much for the hype about no copy protection for this game, which is the number one reason I bought it:
Well it happened when the computer managed to build transports on several planets, but never launched them. They ended up being jettisoned from the planets with zero troops when they either were flipped or surrendered to me during a war with the Acreans. So thats how you can get them in the air with zero troops.
I posted this in the bug channel as well, but everyone here should know so that you can at least try to avoid this situation. I had it happen where the AI invaded me with zero troops (their transport was empty) When I hit the spacebar to begin the battle, the game hung. So just a warning to anyone out there...if you see an empty troop transport...take it out before it crashes your game. (At least until this gets fixed) SeanB
If an AI does an invasion with zero troops, the game will just hang after you hit the spacebar. Happened in my game just now (and here I was kicking the Altarians in the teeth too)
Well, I'd use propeganda sooner than the 20% mark. Under about 30% is when you see the red angry face, which means bad news for your planet. As to the morale issue relevent to retaking a planet, morale (as in how happy the people are) is a direct product of Planet Quality, Number of People on the planet, Taxes, and Planet Improvment. Now this can play out a few ways. If you knock out a PQ 15 planet with 5 billion troops and you have say 3 billion remaining, then you'll have a planet
Actually I could've sworn Brad mentioned somewhere that there would be one major race being added in at some point....and I thought for some reason that might've been the expansion, but I know there was talk that there would be another raced added at some point
Actually what will happen is the following scenario. 1. You duked it out with the AI 2. You sue for peace 3. You have offensive ships sitting in the enemy's sector Now I've had it happen several times where they will sneak attack me because I have a acouple ships that just happen to be in the same sector as their planets. And they just plain hit me for no reason other than that I apparently offend them with the ships in their presence. I found that if I no ships in
That brings back memories of a game I had where the Yor didn't have any planets listed on the diplomacy screen yet they were very much alive.... the darndest thing I ever did see
Retaking a planet you once had would involve killing everyone on the surface. There's no morality issue and you can't make yourself evil by using force to retake your planet. The only time a morality switch takes place is if you get menu options that ask you to make one of three choices. Otherwise, you can load colonists onto a colony ship and destroy it (theoretically killing millions of people) and you would still be all the saintly for it.
I'd save some of those anamolies for the rangers, since the ranger start out about as powerful as dreadnaughts, but can escalate quickly in power.
I can give you a bit of help on the prevention front. You're losing planets because the enemy influence is much greater than yours within the sector in question. There are a few things you can do that mitigate or even counteract the effects: 1. Build up +influence starbases in or near the systems you're trying to protect (better in the system if you can, but one sector outside if you dont want to risk the other empire demanding your starbase. 2. Build up +influence structur
[quote]forceinfinity: I think the limit is currently that of a signed 32 bit integer, or just over 2 billion. The reasoning is as follows: Assuming that what I've heard is correct, that cultural starbases multiply rather than add together (which makes sense, as without multiplication, I couldn't have hit 150M in a single sector), the change of adding the Party Palaces would have been a factor of (4.43/3.43)^10, or 12.91. 150M * 12.91 comes out to just short of 2B, and it wouldn't have taken much
If Terror Stars are fitted with +cultural modules in sufficient numbers, they can also terrorize planets into flipping to your civilization by their mere presence in the targeted sector. If you have 3 such things, you can plant them in the heart of their empire and watch them beg for mercy
I think alot of the micromanagement nightmare would go away as soon as the expansion pack comes online. For one, I could use Rally Points to cut down about 75% of the micro that I deal with (which is sending constructors where they need to go), and the other 25% (which is sending my fleet where I need them to go). It'd make setting up my Alpha Strikes alot easier as well. I still would like to see the ability to use jumpgates, stargates, or an actual tech that *does* boost the speeds
To add on what Frogboy stated, generally when you have a game, you have two groups: the developer and the publisher. Most publisher agreements I ever heard of involve the publisher handling the well... publication, distribution, and tech support of the product. So in the case of Moo3, Quicksilver doesn't do the tech support, Atari would. Same thing with Nascar or others. That said, I've got alot of feedback from Stardock people and its really a huge bonus. They try hard, and will
[quote]MOO 3 con : no Elerians anymore Gal Civ con : no Elerians at all [/quote] Hehehe...I forgot about that one....the telepathic female demoniated societies :-)
I actually like Moo3 post code patch for one set of reasons while I like Gal Civ for a variety of other reasons. It really depends on what mood I am at the moment. Moo3 pros: backstory, ship design, complexity, graphics (except for combats), special situations (guardians, New Orions, the Harvesters) Moo3 cons: AI castrated (has improved), space combat, UI a bit on the clunky side, LOOOOOOOOONG patch cycles Gal Civ pros: AI (I find faults here and there, but its sti
Codemonkey. I agree with you for the reasons you mentioned above. Before the trade good nerf, it was even easier because I could always trade up for stuff. Right now, if I can clear the early game and get a huge superiority on like the Altarians and Torians, I use my "Alpha Strike" strategy to pummel the hell out of them and then take them for as many techs as I can. So it is a little easier in some ways
Starbases carry about a 3 radius range boost so you can space them accordingly