Technically you had the same size empires you just had more "space". For the influence game your approach was better. The AI will expand to nearby sectors once the sector is filled up. They will also war with their neighbors. I wouldn't expec tthe AI to expand into you and then backfill when borders meet. Thats a human strategy. THe AI will be more organic.
Illauna
Part of the difference is the AI is going to grab every planet nearby where you are skipping across the galaxy to get to the other end and if the game went on longer you would backfill. Both you and the AI have about the same number of planets colonized and starbases built. This to me isn't a problem.
"Back in my day while walking up hill, both ways ... we used a website called Goo-gooo-google. WHAT DEAR? YES I'M TELLING HIM. Alright go to that Google website. " On a serious note, here: https://www.youtube.com/watch?v=UFlkLX7UG0M Your looking for Additional Command Line Arguments and type in cheat.
I only know how to do it on steam. On epic look for command line options or whatever. Right click the game on on steam. Select Properties On General tab type Cheat into Launch options While in game press the tilda key to bring up the console. Type help to get a list of commands Type help for instructions how t
[quote who="PaulLach" reply="5" id="3893529"] Quoting Illauna, reply 4 Ok you just confirmed what I thought could happen. I'll replicate this and post. I don't think the constructors is intended the problem is your changing your citizens job to Engineer and changing jobs cost 5 control.
Considering the spirit of your test there are a few fallacies. - the Yor growth is dependant on Durantium. They have no growth without it. - Growth is not a very high priority for them. Try with the Torian - there are many different galaxy patterns. They are not all spiral like in your picture. If your interested in seeing the AI at work you can actually test this by enabling cheats and using the "soak" command. This has the added benefit i
Ok you just confirmed what I thought could happen. I'll replicate this and post. I don't think the constructors is intended the problem is your changing your citizens job to Engineer and changing jobs cost 5 control.
IIRC asteroids, nebula, blackholes are all missing because you can cheese durantium, elerium and antimatter resource spawns with it.
Also, if you leave the AI alone on that large of a map size tehy don't need to expand. It seems they also got a fairly large sector too so doubly so.
Sorry don't get offended by this, but what are you expecting? You set the game state to Max sizes, Max sectors and Farthest away from each other. I'm surprised you ran into them even that early.
You can look back at the previous autosave and see which one is missing. After that replaying the turn might show you what happened to it. Otherwise, no they shouldn't expire. But AIs Embargo, get eliminated, etc...
The starbases protecting worlds was an experiment and they reverted it back so they don't protect them anymore. They are tossing around a lot of different ideas with the invasion system. For protecting system fights and I think frigates are 0 maintenance. So pump them out and guard your areas or put a rapid response fleet nearby.
Tourism has always been very good in Galactic Civilizations. It's basically the more tiles you own and the higher tourism percent the better. Also, looks like credits are capped at 1 billion. Think part of the problem might be you can stack Tourism bonuses without investing into Tourism on a planet.
I don't think this is intended to fulfill the colonies desire to be defended.
- The ship designer also has very limited movement. It's a challenge to get underneath your ship to add detail because the camera is locked. - There is also no way ingame to delete a custom part that you saved. Such as when your trying to delete a custom part that didn't save the way you had planned.
@gypsy2299 Lol I only placed it there to reproduce the bug although sometimes it's better to do something like this anyways to make it easier to defend. The lines do help with mining bases but when your placing economic starbases, or military given they defend colonies, you will not see the lines. So this is can be a problem because it's not how most people expect hex distance to be calculated. That being said if this is working as designed I will consider it for future playth
Title: Distance calculations are incorrect Version: 1.05 Details: In the screenshot below this constructor is 5 tiles away from a Thulium resource. There are no lines connecting to this resource nor do I have an option to build a mining starbase. However, the starbase range at this point in the game is 5 so this resource should be connected. The same behavior is noticed with the short range missile volley ability where the effective range should be 3 tiles from the tooltip of
This is turn 32. I've only encountered 2 factions and both have that debuff. So I'm assuming it's from Criminal Ties because that's the only faction I allied with.
I'm not sure if this is intentional but I took the Criminal Ties perk from the Secrecy tree and it counts as being allied with cilizations' we dislike. It sorta make sense.
Can we have a separator, border or icon to at a glance differentiate between Colony Unique, Player Achievement and Galaxy Achievement? Currently all the buildings are displayed with no apparent order.
It would be nice to group the percentile and flat values in the tool tip and show more subtotals and align them by the decimal point. Something like this: Taxes 33% Gros
I use Rally Points as map pins and when I'm zoomed in I really cannot see them all that well.
So I put in 1136.9 hours into GalCiv 3 which takes #2 on my Steam list...a mmo is #1. GalCiv 2 would probably second but this was pre-Impulse and pre-Steam for me. I have had GalCiv 4 since beta, but really didn't have any time due to IRL to play this. Also, every time I tried to get into it I very quickly bounced to GalCiv3. Then I forgot about it. However, this weekend I made a point to get into it and it is really growing on me. However, I have a bit of feedback I'd like to s
[quote who="Frogboy" reply="1" id="3806054"] I think attention to the series background lore is going to be one of the biggest changes in the game. Rather than having a campaign, it's all integrated into the sandbox. There will be a lot LOT more "mini" cut-scenes in this game. [/quote] I think in GalCiv 2 I played 2 campaign missions and GC3 I played half of one so Sandbox all the way.
First I would like to say, YES!!! I haven't read much into the announcement but will check out more afterwards. Regarding wishlist my out-there items would be t to see a manpower mechanic, where you have grow a pool of troops and ship crew, and more to do with resources. For example, Distant Worlds, Stars!, and hell even War of Magic had this. Some of these games required having miners extract resources and trade ships shuttle them back and forth. It might be me wanting