Not worth buying yet, unless you really want it to burn out on it or let it sit on your computer until it gets better. Currently it is jarringly uneven, mopving between boring, one more turn, and wtf? Has been getting better, and will probably be worth buying eventually. Ask again next time it, and the dlcs, are on sale.
Ex Mudder
Is this the part where we all start singing Journey's "Don't stop believing" ?
In my last game, the ships I got for anomalies were 0 engine 1 life support 4 weapon 3 shield. With credits now being important, I was unwilling to upgrade most of them to a design I liked. This design works great on pirates, but I suffered 50% casualties when I attacked a pirate base with a fleet of 6. I would like the ability to specify a build order for the most basic craft in the designer. For example: Small co
I started a new game with the 1.3 patch (didn't play 1.2 much). Nice start, 2 bread basket planets near my homeplanet. Colonized both planets, reloaded, did it again. And again. Sucky colonization events I can live with, but sucky colonization events plus sucky colony capital placement = ragequit. I tried a dozen times from various save points out of sheer pique. Maybe one time in 3 the capital ended up some
did you set to 100% shipyard / military spending?
This should give the +10 manufacturing to the homeworld. Good news, +1 raw production and there is a tooltip giving you the breakdown.
+1 Sick of GalCiv III being all about Starbase and Constructor spam. Blowing up ships is fun. Blowing up starbases to make room for your own is not. Reminds me of the siege and tower spam of Eve Online. I still remember clearing and claiming the south after the fall of BoB to the Goons. No thanks.
[quote who="Derek Paxton" reply="78" id="3560760"] We are also fixing an issue where you can't request constructors on 1.03 if you started the game on a prior version. [/quote] Prior default constructors probably too big to build with mass changes.
Don't like how engines are also more massive, may not be an issue on smaller maps, but not being able to fit engines on warships and more engines on scouts and constructors is a pain on larger maps.
Don't like it, preferred when it was a bonus to production and could be tweaked based on the sliders. This mandates that every planet be building somethign every turn, so you can't go 100% research or Econ and leave the queue empty / no starbase.
Prolific nerfed, abundant stars actually has abundant stars not sure what else changed.
Too few stars, but I am seeing lots of habitable planets, as many as 3 a system, on common planets. The lack of stars makes expansion problematic, even on abundant. I use Gigantic maps. I'd bump up the number of stars but reduce habitable planets based on what I've seen in this opt in.
[quote who="tesb" reply="11" id="3553966"] It is always capital and first colony. [/quote] Interesting, Previous bug was homeworld system, this one is capital plus first colony.
These boosts applying to both planets in home system was fixed for a while, then it came back. Looks like the +10 to raw manufacturing, instead of raw production, is WAD, based on text. Which I dislike, as it forces your homeworld to always produce something or use a project. Did submit a ticket.
Second 10 meg patch today?
Submitted a bug report with save games.
I thought that relentless boosted raw production and only applied to the homeworld. In my game started under the monday patch, relentless adds 10 raw production to manufacturing in my first world and my mars. Even at 100% research I have 10 raw manufacturing production, plus modifiers (160% for 4 factories). No support ticket, never been able to get it to work. Also, the military manufacturing boost from Ruthless is also doubling shipyard
2 clicks a turn makes the game seem to take much longer that it does. I'd suggest changing the button to say "move all queued ships" or just "move ships" before it says "end turn."
Agreed, especially needed for AI exploration.
Seen this as well.
[quote who="Frogboy" reply="21" id="3546966"] ah Patrioc. I'll take a look at that trait. [/quote] While I agree patriotic is OP (half as much penalty should work better), I also feel that the large empire penalty is an overnerf on larger maps, and irrelevant on smaller ones.
[quote who="tungchiawah" reply="1" id="3544255"] This is not a bug, that was an intentional change. You should read the the patch notes, it's very helpful. [/quote] You're kidding! No, you are serious. wtf Yet another reason Beta 6 was a step backwards.
They also queue up durantium refineries right after the shipyard, despite the 30 turn build time, the minimal benefits, and the use of a limited strategic resource.
Seen a something similar to that, when they go from no way to that's great when you add 1 thing.
Most tile bonuses were +3 or +2, with +1 to adjacent, but that is not always the case, as there ere are 2 exceptions. Research: wasn't one of these +3? Rare Earth: +2 research, +1 Manufacturing Mineral Rich: +2 research, +1 Wealth Population: why is one of these a +1 and not a +2? Wild Grain: +3 population, +1 App