[quote who="androshalforc" reply="7" id="3459494"]the idea was somewhat along the fact that a culture base amplifies the culture of the race (race a) that built it however if another race (race b ) still manages to flip the immediate surroundings and can push back the culture to the point where it would be acceptable to say that it is in fact the citizens of race b that are manning and operating the star base why should it not flip to race b[/quote] Wait so are you saying that i
peregrine23
I really agree that one of the big pluses for GalCiv 2 is that it felt almost more like a sim than a 4x. It was enjoyable just to play, and I never felt like I had to be trying to win. As to star names, there's no accounting for taste and I think anybody should be able to get their name in, but I do think the star names should be able to be edited, so if there are names you hate you can take then out, and if you want to make your own custom list of hundreds of star names you can.<
[quote quoting="post"] Like the +15% ship range from adventuresome. The movement system works and should always speak in hexes. So instead of +15% I would say +1 range per module. [/quote] This would severely screw with game balance as it would strongly incentivise many small modules over a few large ones. I think 15% is pretty clear personally. [quote]A more visual way to display a social or economic abilities could be by showing a time line that spread ov
There are some good suggestions in this thread, I especially like the idea of surveying uninhabitable worlds, but I want to disagree with the sentiment of the OP that worlds that you can't do anything with are wasted resources. I strongly feel that having useless planets adds to the feel of the game. One of the things I love about this game is the feeling of wide open space with only a few scattered useful resources. It makes it extra special when you do find that asteroid or habi
Parrot, you have a point, but there are much simpler ways to do this than keeping track of every single population. For instance: Every planet in addition to having an owner has a "native species" tag. When you colonize a planet you get tagged as natives. When you conquer a planet, its new population is split between the owner species and the native species. As the planet grows, the owner species will see more growth than the native species, and if the owner goes over 50% they
I think what you are describing OP, is a great political simulator, but a game unto itself. Dealing with internal politics in that level of detail would really distract from the core gameplay of GalCiv III. I would totally play the game you are describing though, as long as that was the focus of the game.
You have many great ideas here. I think there is a real concern though, about information overload, especially on the main game screen. I think it's better to have only the most important info on the main screen, or you risk a.) making the game feel like a spreadsheet, and b.) making it harder to find the actual info you want because there is too much there. One example of this to me is having planet class prominently displayed on the planet screen. That number isn't nearly as useful
[quote quoting="post"] Catch it at 12pm Pacific time (3pm Eastern, 9pm CET for our friends across the ocean) on the official Stardock Twitch channel. [/quote] Pretty sure 12pm IS noon.
Edit: screwed up and double posted, sorry
As stated above, this is intentional. When you zoom out to a certain point, you aren't seeing your ship, you are seeing an icon representing the kind of ship. When you zoom in enough to see your ship, it will be facing the correct way.
[quote who="Gaunathor" reply="37" id="3457993"] Yes, Paul Boyer said so in this podcast. It's been a while since I listened to it, but, from what I remember, he said, that they have a idea which coincides with their plans for espionage. However, they don't have the time to implement it, so they'll have to wait for an expansion before they can add both.[/quote] Thanks for linking this podcast, it was a great listen. Especially interesting to listen to him address the c
Malevolent is the direct opposite of benevolent, so I like the symmetry there. Also it seems a gross perversion of Darwin or Nietzche to attribute the philosophies of conquest and domination to either of them. I am guessing you are trying to find a term that removes the value judgement that malevolent brings, but I think the value judgement is part of the point. These are civs that wish to do harm to others, which is the exact definition of malevolent.
I haven’t seen much id100 yet, so I thought I’d start a thread. At first I wasn’t keen on the new trees, as I had been having fun with the ones in Alpha, but the more I look at them the more I like them. They do seem to reinforce certain play-styles, which is good. So here are my thoughts, and I look forward to hearing what you guys think: Benevolence: Overview: Happiness and bui
What is the purple building in eastern North America? I was assuming it was the capitol, but multiple people have commented that there is no capitol on the map.
[quote who="econundrum1" reply="3" id="3457563"] Not sure i can see why you would need to lock it just move the dot up until you get the number of credits you want then laterally to splitt between research and production...or am I missing something?[/quote] It's not really laterally, you have to move in curves like Darca noted. It isn't difficult without the ability to lock, but adding the lock would be a bit of a time saver, especially if you want t
Agree with everything but #3. I love the adjacency bonuses and that they make me think about tile placement on my planet.
What are you looking for Vanadrom? You initially asked if GC3 would allow you to make a scratch disk so it could handle huge galaxies. When people tried to explain that because of the way 64bit Windows manages memory, a scratch disk will do you no good, and Windows will automatically adjust to allow you to play as large a game as you want, you accuse them of flaming and being condescending. When Frogboy posts, assures you that what others were saying is correct and 64 bit Windows will
I think the new screen is much prettier, but I have lost a lot of my ability to gain useful info at a glance. 1) All the information I want is on the bottom, which is counter intuitive for me. My eye is strongly drawn to the map, which gives little useful info. 2) I like the icons for production, but including 50's and 5's makes if very hard to read, just do 100s, 10s and 1s 3) It feels to me like the production queu
It will be interesting as, in general, starbases are much more vulnerable than planets. Also where will colony ships pull their colonists from, and where will freighters count as the origins of their trade routes? Or will these be handled differently in GC3?
Will constructors go in planetary queue? Or will they be build with the resources from that planet that have been budgeted for shipyards?
[quote who="satoru1" reply="9" id="3457633"] I don't see how this was a problem in Civ5. They got rid of Corruption, by far the largest 'rubber banding' mechanism in Civ4 to penalize wide empires. The only tihng they ddi was make Happiness a 'local' resource instaed of a global one, but that didnt really address wide vs tall. The onlyl thing was that culture victory was a 'tall' empire goal. The only way to get a cultural victory was to be tall not wide
Still kinda wondering if this was a very subtle April Fool's joke. It seems like your civ will really be able to pump out ships. It will be interesting to see how much the distance penalty is, and if it will be worth using one shipyard for a bunch of different systems. I think instead of the distance penalty, planets should have to establish trade-routes to shipyards which can be pirated/disrupted/blockaded. Another interesting option might be to have cargo ships that actually have to go
After looking at the alignment stuff in the vault a little closer, I'm pretty sure that has to be old. The Stuff on alpha makes more sense and is more balanced. Plus there is no tourism in the vault list, and very little in the way of producing more alignment based on what you get from your tree. EDIT: just saw the thread where Frogboy announced that he added this to the vault, so it seems it is the next iteration. If that is the case, it seems like a step back to m
[quote who="DARCA1213" reply="24" id="3457187"] you will know what's up when you look in the vault. [/quote] So the vault is more current than the current build? I assumed since it was in the vault it was a previous version that had been replaced by what we see in the alpha. At least that explains my confusion over what you were referring to.
I really don't like the wide vs. tall dichotomy. In Civ it was introduced to temper the dominant strategy at the time, which was to get 5 or 6 cities as soon as possible. Then in Civ V I think they went way too far in making it difficult to play wide. In GalCiv I don't think an early colony rush is a problem, in fact I think it is a fun phase of the game, especially with the rarity and variability of habitable planets. I really hate in Civ how success in conquest cripples your economy