Your pollution is at 100%. Some events have been known to happen once you go 50% and beyond. There is this one event where the planet abducts your citizens in an effort to figure out how to talk to creatures like you and ask for you to get the pollution under control.
DivineWrath
You'll be happy to know (or not) that there is no option in GalCiv 3 to turn off auto end turn (I believe it was removed). Yes this annoys me as well. I often lose the opportunity to build starbases and upgrade them before the end of the turn.
I think so. Try this: Options -> Interface -> Nebula Opacity Move the slider to 0. The background image should be gone now. You may need to restart the program for it to take effect.
[quote who="Frogboy" reply="7" id="3849288"] BTW, if I had my way there'd be no explaination on this at all. You'd analyse three battle results and try to figure out strategies from trial and error. I don't even like showing the tech tree or saying what techs lead to. [/quote] I didn't like that in GalCiv 1 at all. I found it difficult to figure out where I wanted to go techwise. On many occasions I would zone out and just pick the top most tech or cheapest
[quote]I wish their was a "fortify" button, sentry is decent but there are ships that I simply do not want to move period, and I wish there was a button for that. [/quote] In GalCiv 3, that was the guard command. For a ship to remain "sleeping" until its moved again. I've been asking for one for a while now. The "problem" seems to be is that the devs (or at least some of them) sees not being alerted that there is an enemy ship nearby as a bad thing. They don't see any val
[quote]Base ship speed is no longer set by hull size (previously tiny and small ships were faster than larger ships which made them annoying when trying to chase them all down, or having them run around your larger fleets). [/quote] I found that cargo hulls were slower than even medium hulls. I found it productive to design transports as medium hulls since they had a higher base speed. Plus they had the room to install enough engines to keep up with my tiny hulls. It allows
There has been a problem with ship management since GalCiv 3. The problem being that when selecting ships, shift does the same thing as ctrl does. In windows, you can use shift to select a range of items, and thats what I want it to do in the game. This problem is at its most extreme when trying to select a bunch of tiny hulls when you posses high logistics. I'm not sure how many of you have tried selecting 64 tiny hulled ships, 1 at a time? Unfortunately, there is another pro
*scratches head* Considering that this game currently has a limit where a fleet can only make 1 attack per turn, I find I want more fleets. I need the fleets split up so I have enough attack actions to destroy multiple fleets and to invade multiple planets. Yet I want my fleets big enough to have the firepower to kill the enemy quickly thus limiting my casualties. It doesn't quite feel like a war unless I have a dozen fleets giving me total space superiority.
I had this happen to me before. It'd be nice if the civs that ask for peace to leave you alone for a while. Otherwise, why ask for peace? In GalCiv 2, you could make trade deals for peace. You can figure out who the jerks in the galaxy are based upon who would declare war so soon after accepting a peace deal.
I think the OP said that they "spun the wheel" a few times without luck. So they probably knows what to do with it. I have money frustrations myself. I barely make ends meet until late in the game. Though sometimes the AI has insane money. My last game had one of the factions offer me 2700 bc to attack another civ, and this was around turn 40. How did they get that much money? I strongly recommend you learn some diplomacy. Even a simple "open borders" treaty will improve you r
I don't think you can look those numbers up. The last game where you could look up stats and numbers was GalCiv 2. GalCiv 3 was a mystery and that doesn't appear to have changed in GalCiv 4.
Yeah. Tiny hulls can be quite effective. Back when weapons had different ranges, missiles were king because they had the highest ranges and thus could kill before their opponents could fire back. This wasn't just an attack strategy, but also a defense strategy. If the enemy could not fire back, then you didn't need to worry about defenses and hit points. Tiny hulls were strategically fast and were a cheap way to add firepower to a fleet. Its no wonder that the devs did some nerfing. T
I care little for the name. I use guard because that was its name in GalCiv 3. In GalCiv 2, I asked many times for a fortify command because guard worked like sentry does now, and sentry woke up when any* ship got in range. *any being any ship that does not belong to my civ. Ships can get hidden pretty easily, behind a planet banner, in an asteroid, on top of an anomaly, behind stars (even when you look top down), and sometimes they even camouflage when having a similar color
Known bug. Thanks for reporting. The devs are working on it last I heard. Some players claim that the AI skyrockets in military might because of this. Yellow anomalies often produce small combat ships hence why the AI can grow in power so fast. So long as this bug exists, it offers a quick way to get a military force without a military force.
Frogboy nailed it. Ship does not come back to life on its own. Sentry reacts to the presence of enemy ships, while guard does not. Its kind of a play style choice. Some people love sentry, while others would like something more permanent. I find myself, time to time, pressing spacebar make a fleet skip a turn (and lose all remaining movement points) when a guard command would have worked better. To counter criticism, I think that if you need sentry to be aware of enemy ships,
I would add the guard command. I don't like sentry.
In my experience, better missile parts have better long range attacks. Chances are you are using a fleet with multiple different tiers of missile weapons. As for damage, I've found that they deal damage equal what a single round of attack does. So if your fleet has an attack of 50, expect it do 25 damage (average damage). Also, I find that ranged missile attacks can only kill 1 ship per turn. Great if you are attacking a few big ships, bad if you are attacking a swarm.
Sometimes I get no prediction. I think battle predictions could use some work.
[quote who="Publius of NV" reply="19" id="3847395"] That's due to the Ancient race trait. They are the only ones that get that research boost. Was the same in GC3. [/quote] I was not aware. I was thinking that the Altarians were almost a bland civ.
[quote]2) We're told at the start that the Xeloxi can unlock special improvements with increased levels of crime, but what does that mean? You've got the Smuggler's Port, but you can only build one of those. Are there other improvements you get with even higher crime? Is there some technology you need to unlock these? I feel like it should be spelled out exactly what the rewards and requirements are, so that I have some idea whether to increase crime or not. [/quote] I don't know
Yeah. The button should really be "Next". "Customize" makes it seem like you making a custom civ or something. Considering that is another button that makes custom civs, I think it adds to the confusion.
There seems to be a balance issue with ascension crystals, relics, and research. Ascension crystals add to raw research (like +1), relics add a percent bonus to research (+5%). If you nab a few ascension crystal and relics, and then upgrade them, you can get some ridiculous research. You can get up to 15 of raw research from ascension crystals, and you can get up to 36% research from relics. If you can nab a few ascension crystals and relics, you can get an explosive growth to research <
Some feedback: -On the planet screen, I would like the population counter to have tooltips. Show what factors set the population cap to where it is. -Population should show how much growth is needed to grow the population to the next level. -Why does more population slow growth? Shouldn't more population increase growth rate? -Why is the cap to morale 96%? I would like to get the whole 100% morale. -Tool tips for morale is not good. Its hard to tell how
In GalCiv 3, there were some techs that would only last 15 turns, but you could research them repeatedly. I think this merely adds to the duration of the effect. So if you researched it 3 times, it'd last you 45 turns. Its not clear as to what it does and thus should be fixed.
I don't think you can build them anymore. I tried searching, but I'm not finding anything.