Unspeakable.Elvis

Unspeakable.Elvis

Joined Member # 2957998
27 Posts 58 Replies 874 Reputation

One doesn't see a lot of strategy discussion on the forum, which is very sad to me. The reason, of course, is that the game keeps changing so drastically that anyone trying to put together a comprehensive guide would get discouraged soon. It seems pointless trying to really dig into strategy for a beta version of a game, and GC3 still feels like a beta to me. Just look at all the bug reports and complaints on the main forum: no room for strategy discussion. Maybe one day when this game is

6 Replies 19,512 Views

" We loved the base game when it came out last year and its newest DLC, Galactic Civilizations III: Mercenaries, builds on top of that rock-solid foundation." Rock-solid? People have been complaining about huge changes happening every patch, some even saying that every patch made the game worse. Any guide or in-depth video mentions bugs galore. Just last week

3 Replies 23,087 Views

Hi So after doing some testing it seems to me that one gets the best results for manufacturing/research worlds by having a minimum amount of farms on it (probably 0-1) with the rest factories/labs. Conversely, with money worlds it seems that the best approach is to have enough farms to NOT tank your approval completely (thereby suffering penalties) and then having markets for the rest; approval buildings don't seem to be useful for either kind of planet. These are merely m

7 Replies 22,934 Views

Hi, question: I'm looking at my planet's Manufacturing tooltip. It says: Manufacturing 13.6 Precursor Nanites +5% Manufacturing Relic +10% Productive (+1) +10% Mega Factory (3) +129% Base Manufacturing +5.3 When I do the math (applying all the modifiers t

4 Replies 13,946 Views

Combat in GC3 is nothing like SoSE. In GC you compose fleets and there is a new feature of specifying a ship's role in the fleet (but I have no idea how it works); but from there the combat is turn-based and automated, meaning you will order one fleet to attack something (a starbase or planet or an enemy fleet) and the combat resolves with no further input from you. You can watch the battle but I don't really see the point, the outcome will be the same. After that combat resolves, you

8 Replies 15,732 Views

I am not a great player, but I'm trying to figure something out. The manipulation of the planetary wheel seemingly played a large role in maximising planetary production, allowing players to tackle Suicidal/Godlike AI opponents. Now, however this system has changed, and I'd like to know how such a Suicidal/Godlike-viable strat translates to the new Focus Production model. Specifically I want to know from Suicidal/Godlike veterans: 1. Do you always aim to have the globa

0 Replies 7,468 Views

I do indeed have a real copy, sir. I would not worry about the game's value-for-money if I did not in fact pay money for it. Your suggestion of downloading mods seems like a good one, however. Which mods would you suggest (i.e. the most popular)? J.

15 Replies 29,449 Views

Howdy. Like everyone else I was amazed by SoaSE's scope and visual richness; during the first week of owning the game I played it for hours on end. Here, I thought, is a worthy successor to Galactic Civilisations. These thoughts turned out be premature, however. As it turns out, since my first week of owning the game, I haven't played it at all. I've learned the mechanics, and despite the lush graphics and higher difficulty levels, I find there is nothing in the game to keep g

15 Replies 29,449 Views

I found the Sins IRC channel very unhelpful. About thirty people were on at the time, but only one answered my questions, and then stopped responding after two answers. Is this normal? J. Edit: the time I was on: 10am EST, Sunday 8 Feb. Bad time?

74 Replies 184,405 Views

Howdy. I've been using the all factories approach for a long while now, believing (rightly) that it gives one a distinct advantage. Besides this I've been playing Gal Civ for at least a year. Nontheless I still struggle breaching the "Tough" difficulty level. Having considered every possible approach, optimising my strategy, and being a relatively experienced gamer, I'm currently wondering exactly what the ingredient is that I'm missing in order to go for year zero victories on

4 Replies 26,899 Views

[quote]what the heck am i doing??[/quote] The object of the game is to win. Things that make you win: 1) Wiping out all other civilisations (Conquest Victory). 2) Getting your sphere of Influence to cover 75% of the galaxy map (Influence Victory). 3) Establishing Alliances with all other civilisations. (Diplomatic Victory). 4) Researching all the technologies in the Technological Victory tree. I've tried all of these and none are rea

25 Replies 9,980 Views

[quote]However, if you are building something and you produce 100 points but it only costs 10pts, the other 90 points are wasted.[/quote] Out of curiosity, how does one circumvent this problem? Should one build a portion of one's worlds solely for the construction of smaller ships (fewer factories), and others for bigger ships (many factories)? Or, once one reaches high production capability on all worlds, should one simply not build cheaper ships? Or even, should one drop all Military

7 Replies 3,807 Views

1. You only get the party bonus from your chosen party, and only if your party wins the elections. This is a function of approval; if it drops low enough you will be voted out and you will lose your party bonus. You don't get any bonuses from other parties. 2. There are slight differences in the weapons types relating to research cost and eventual strength. Missiles, I believe, are broadly speaking slightly more expensive but at the end they're more powerful; beam weapons are cheaper bu

7 Replies 4,881 Views

I remember there being serious problems with ships in 1.8e, not too dissimilar from what you're describing now (in fact, these errors were in 1.8c up to 1.8f). Currently I'm playing 1.8g, in which these errors were finally fixed. Now, I won't speak on behalf of Stardock, but my gut tells me you might be playing an older game (1.8e) while Stardock Central thinks you're updated to 1.8g. Just my opinion, yours is likely a problem that users can't address. I hope you get some help from the

5 Replies 2,726 Views

Howdy. Another user idea to be sequestered to "maybe in GC3" (if it even gets noticed). Approval should react differently to tax changes. The problems with the artificial population in GC2 are: a) they react with total naivety to changes in tax; with sudden and precipitous changes they completely forget what the tax rate was like a week ago; and b) their happiness is absolutely, linearly proportional to the tax rate. Now, I'm not a psychologist (nor an economist), but I thin

0 Replies 2,040 Views

Almost the very first thing I do is raise the tax rate from the starting 33%. You can push it to 39% and still have happy colonists. Generally I don't [I]buy[/I] any ships right off the bat anymore, but buying that first colony ship is quite feasible. The first things I build on my homeworld: factories. I like good production early on, so I'd go for two or three of those, buying the first one and enqueuing (sp?) the others. I'd also add to the queue two labs, an entertainment n

4 Replies 4,069 Views

This actually sheds some new light on the trade goods thing for me. I always assumed they conferred bonuses but were strictly and exclusively tied to the improvements that confer them. I'm not really into trading in my games, so I never experimented with them; but now I've discovered that they might actually be a bit more useful! However, wouldn't it make more sense that one civilisation retains the monopoly on manufacturing and trades only the [I]product[/I] to the others? I mean, toda

11 Replies 67,878 Views