NemoStardust

NemoStardust

Joined Member # 3137538
27 Posts 26 Replies 13,871 Reputation

First of all, I love the game! But I just noticed an achievement I hade on steam called "Ensign" which requires you to have played the game for 10 h. Only 16 % of owners hade this achievment! Which I find quite small? Looking at concurrent players on steam charts its around 1000, which also seem small. The reason Im bringin it up is, because I like the game I like to see continous support from the devs for as long as possible. But judging from the above i worrie that m

1 Replies 8,610 Views

I just thought of two more things: First: better info cards that more clearly describes how damage and damage reduction is calculated. Also better description of the abilities. I never understood how some of the abilities-percentages translated to the game. Senond. This is more of an idea. Would crew and crew experience be an idea. If I launch a capital ship I have to man it from a crew pool (some experience and some fresh). Perhaps when a capital ship is destroyed some of the

152 Replies 796,429 Views

What I world really look forward to would be a greater sense of scale. I would really like the capital ships to be a lot bigger than they where in sins1 compared to frigates and cruisers. But I would also like the planets to be bigger. This especially became apparent with the introduction of the Titans which I think was to big compared to the planets (but to clarify, that was because the planets where to small, not the Titan to big). I would also like a greater differe

152 Replies 796,429 Views

As the title says. I personally hope they will not reveal it as I think the mystery of it is much more interesting than actually knowing. From what I’ve read so far they are planning for 3 playable factions and that gives me hope that they will not reveal the Vasari-hunters. What do you think?

16 Replies 71,650 Views

I can´t seem to find it again but I think that I saw Frogboy commenting on a post maybe a year ago where he wrote that "they would come back with information regarding sins 2 at a later stage". I think it was after the announcement or release of ashes when somebody wrote that he/she was disappointed that the game was not sins 2. Frogboys comment didn´t attract much attention which surprised me at the time. Anyway. All this might have been something I've dreamt. Or do anyone el

303 Replies 2,337,178 Views

Come to think of it. I wonder if we really could have meaningful choices for every planet in a game like gal civ. And by meaningful, I'm going to steal Wraith367s definition which I think was really good. I.e. multiple options that are significantly different and can each be worthwhile. I'll try to explain what I mean. Take civ 5 for example. In ciV each time a city grew you would have a choice, more or less meaningful. And that worked fine in ciV where the number of citi

98 Replies 234,699 Views

[quote who="charon2112" reply="32" id="3502849"] Quoting Wraith367, reply 31 colony management lacks meaningful choice (eg multiple option that are significantly different and can each be worthwhile). Do you think GC2 had superior colony management? and how so? [/q

98 Replies 234,699 Views

[quote who="charon2112" reply="13" id="3502672"] I'm sorry but adjacency bonuses add a great deal to colony management, and are one of those 'why didn't I think of this before' game improvements. But if you are smart about the layout, you reap a benefit. Big colony management improvement IMO. [/quote] What I have experienced so far is that planetary specialization is the way to go. I.e. one either goes full factory, full research o

98 Replies 234,699 Views

[quote quoting="post"] Colony management, while I like the bonus tile/adjacency system in theory it doesn't really work well in practice. I tend to build the same things on every planet and most of the specialty buildings fall by the wayside with few exceptions that I build on large worlds. Why even bother with colony management beyond using the production wheel for optimization. The placement of tiles on most worlds aren't very good for optimization an

98 Replies 234,699 Views

[quote who="Tony2488" reply="1" id="3495713"] My only thoughts are for the excessive sized maps where zooming right out, you may not be able to pick what you were looking for......... 100,000's of hexes! [/quote] Well, I guess that for the big maps it will be even harder to select on the minimap... :)

9 Replies 9,202 Views

Hi all It just occurred to me that I rarely use the mini-map. I think the minimap made more sense in a time where the main screen was not zoomable, like for instance the older civilization games. But now I find myself navigating with the aid of the main screen. If I want to move to some place else I just zoom out and zoom in on the location I want to go too. To make this even faster there could be a shortcut key to zoom out maximally and then zoom back in to the same level of zoom pre

9 Replies 9,202 Views

I have the same problem If 2 or more autopilot invasions occuring on the same round. Only one succeeds and the other does not conquer (although I get no popup window that the have failed.) The unconquered planets then remain unconquerable.

9 Replies 4,697 Views

Hello Maybe this has been talked about before. I didn't see any resent discussion. I have given some thoughts into the information-window on the main screen. The one below the minimap. I don't now really, I think that the information provided there is not information that I use on a turn to turn basis and it therefore is just cluttering up the main screen. The information is either to scarce to be useful och simply not something that I need to know all the time. <

3 Replies 3,161 Views

Black holes can be seen in undiscovered territory as shimmering pixels around the location of the star as seen in this screenshot <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAABQAAAAQACAIAAAAx8WMUAAAgAElEQVR4nOy9d3Qb15mwTwDzDtgLxAICIAECYAUr2HsXey9g7713iRZt2ZYlx7bc7ViSKclWsR17U2TH2djc5Etx7E0+e2MnG9trWnLJl23J7ubb3bNnv985e/D744LD4WBQWCS2957n+FCDKXfueweeB++dOw5SmRJBEARBEARBkMMDXFmFvCZIr4Jv/zO89g8QnQnKcAgIAb9AkEjBzRMcnQALlv1ZKIpAURQlIrCKw65ffgiCIAiCIAiC3Enoy59AbiOk

2 Replies 2,034 Views

[PLANETARY SCREEN UI] Icon for the natural resources "mineral rich" and "precious metals" does not show up on planetary screen. Text describing some of the natural resources does not fit in the upper right corner of the planetary screen This is a minor complaint, but I think it just looks bad. On the planetary screen, the list of the planetary characteristics (to the right of the wealth square) crosses into the blue fuzzy border (namely the maintenance line). The same

0 Replies 1,459 Views

As of now the ships have three different "identifiers": Type: Support, Assault etc. Which I think will function in the battleviewer Class: Which is the name given to the ship during designing. I.e. scout, defender, etc Name: The name given to each ship individually I like this system. Although when an upgrade comes available the game autoredesigns ingame ships (eg scout becomes scout M1 and defender becomes defender M1) This is all good. Although I would like

0 Replies 1,369 Views

Hi all! Just want to make a small contribution to this very interesting discussion. Ive found the formula for the optimal number of farms to be: X=L/2 + 5B + 3 Where X is the number of farms L is the planetary level (and number of factories is hence L-X B is other manufacturing bonuses This formula assumes: Only basic factories (+10 %) and xenofarms (+2 food) Does not take into account adjacency bonuses Does not take into accoun

32 Replies 305,910 Views

Hi all After playing the game for a while I get the feeling that the adjacency bonus is more or less a no-brainer. Depending on what specialization I choose for the planet it is just about putting down all the structures (research, industrial or economy) with structures giving high adjacency-level-bonus i the middle and structures with less adjacency-bonus in the periphery. This is of course under the assumption that one chooses to specialize the planet in one the three lines. And I t

10 Replies 6,834 Views

Hi all When I play I specialize my planets into economic, research and production planets. I don't know if this is the optimal way to play, but I have found it to be the best one so far. Since I specialize my planets I set the production wheel individually for every planet. 100 % wealth on economic planets, 100 % research on research planets and 100 % production on production planets. I have thus no need for the global production wheel. Also, on the planetary productionwhe

10 Replies 43,825 Views

Hi all. Here are some issues ive seen and features I would like. UI PLANETARY SCREEN I cant seem to find the total growth for a planet anywhere on the planet screen. Raw production is missing Approval numbers does not add up correctly (Ive seen others having the same problem) In the window presenting the total production. I would love to see a breakdown into what goes into planetary production and what amount is sent away to the s

0 Replies 1,511 Views

Hi all! I haven't played that many stardock games (only FE and gal civ 2) and I liked a lot of things of gal civ 2, among others the the sense of humor. Maybe it is a bit unnecessary to ask for this. Perhaps the humor was there in gal civ 1 as well and therefore probably will be there in gal civ 3. But I create this post, just as much to tell the SD-team how much I liked that part of the previous game, as I want to make a small wish to keep it in gal civ 3.

34 Replies 148,273 Views