Okay. I recently finished a game that I started in v0.91.282721 and finished in v0.91.282880 (I played it over 2 days). The economy seems tight, but not in a good way. Starved even. I was the Drengin by the way, with default map settings (cept AI). I didn't have a whole lot of manufacturing and I needed more morale districts than normal. Conquered worlds felt like they needed a dozen districts to get to 99% morale (why is that the cap? Not 100%?). The AI felt more aggressive. I don't
DivineWrath
Starbases aren't great for defense. Their defenses are usually weak (so easily killed without a fleet to defend it), and military starbases are only effective in its AoE. You should be trying to mine resources like Durantium (so you can build fancy stuff on your ships and starbases), or be collecting special relics that can do things like boost manufacturing or morale empire wide. To be fair, I don't really do much with galactic resources so you want to might consider skipping those.<
You mean defense modules like ECM or shields? I don't use them a whole lot. Just large fleets composed of tiny hulls. I kill the enemy using overwhelming firepower. I try to kill the enemy before they get a second round to fire back.
Actually, the citizen will go to the closest core world that has capacity for new citizens. This means trouble if you somehow get a colony ship with a Festron on it.
This bug been around since first release of the alpha. Please please fix it already.
More transports help planet invasions. The minimum time required to invade is 3 for colonies, and 5 for core worlds. If invasion time is longer than this, then adding transports would help. Careful though, as I've seen adding ships to an invading fleet halt invasions. Invasions are always successful if given enough time. The selecting a fleet or planet should show how many turns are left. I've never seen soldiering be of any help. I have halted invasions, then start again to s
I found that a missile volley is equal to 1 round of attacks by the whole fleet. It also only destroys 1 ship at a time (its like they only target one ship, and any excess missiles miss). Its been more than a few patches since I tested it, so maybe I'll test it again to see if its the same.
I made a mod that removed all admin costs, so you can build an unlimited amount of colony, constructor, survey, or hypergate ships. After playing it a few times, I found the game didn't change much. Mind you, before that mod, my play style involved getting 4 admin citizens at the start and researching a whole bunch of techs that gave me admin points. Near the end of the game on huge maps, I start running out of admins for my starbases. I don't use a whole lot of survey and no hypergat
Yeah. This can happen before you even have the tech needed to even see the streams, let alone travel through them. *It is at this moment they realize that they should have reported this bug long ago.* I probably didn't think much of it since it was such a minor bug. I keep getting it frequently cause I often send probes to explore the outer ring of a sector (its a good way to find streams).
Intentional. Many folks wanted more planets that could be made into good or at least half decent core worlds.
Well, I like the RPS combat system that GalCiv 2 had. I think it worked well. I think something overlooked is that researching weapons in GalCiv 2 was expensive. It was really expensive. It was quite the investment to go even a moderate distance down one weapon type; enough so that trying to change what weapon type you were using really hurt. A player had to make a choice of whether to continue going down the weapon tech path that have already invested a lot of research into, to chang
GalCiv 3 had events that would add resources or artifacts to the map, but an advisor would pop up to tell you that. I think the game adding new artifacts after loading a save (and without an advisor message) would count as a bug. It could change the balance of power, one that the player can abuse by saving and reloading as needed to spawn artifacts in their territory.
I don't think the number of transports affect invasion times anymore. Last I checked, invading colonies takes 2 turns, and core worlds take 5. I think resistance planet improvements affect invasion times by increasing the number of turns it takes. Any combat ship can take a colony, but you need transports to take core worlds.
The ship might be the prize you get from surveying an anomaly. I've got colony ships, constructor ships, and even max logistic points increase from anomalies. The more dangerous the anomaly, the better the prize might be.
I have some problems with stars showing up in the background and unrevealed map. It makes it look like there are more stars than there really are. I usually start my game by sending my probe ships after stars to find what secrets they have, so fake stars are not helpful.
I think the battle system in GalCiv 2 was pretty good. It might not have a lot of features, but it kept battles fair. I have to worry about putting defenses on my ships. In GalCiv 3, I spam missile ships, and put them into as big of fleets as I can manage. Killing the enemy before they get a chance to shoot at you is a bit bland and unfair.
GalCiv 3 is not the best game in the series. I would recommend starting with GalCiv 2, if thats an option.
[quote]Planets can no longer respawn fighters and free defenders while they are under Siege.[/quote] Good. I'll make sure to test it when the next patch comes out.
The above is my GalCiv 3 strategy. It still seems to work for GalCiv 4. In GalCiv 2, I had the opposite strategy. I would build big ships with strong defenses. I doubled down on this when I studied the game files and saw how much cheaper some techs were when compared to weapon techs: defense techs, hull sizes, miniaturization, etc. So it was more productive to design large ships with a lot of hit points with strong defenses, than to build small ships with powerful weapons. My ships
My strategy isn't very sophisticated. I build a lot of tiny hulled fighters so I attack with overwhelming firepower. Arm them with missile weapons so they can shoot first and kill the enemy before they can fire back. I win most battles with these fleets. The only thing that seems to weaken them is now fleets can only make 1 attack per turn, so now it takes at least a few turns for a lone fleet to clear out a star system of defenders. To counter this, I've been splitting my fleets so I
[quote who="DerekPaxton" reply="3" id="3840456"]Non-military ships don't auto join fleets for the double power of the mimot. The reason for this is that it was frustrating to have fleeted colony ships, probes, etc. So the player can decide if he wants to fleet or not. [/quote] Well this also affects my military ships. I tend to leave my fleets, that I'm building up, next to shipyards right were new ships are launched from. With guard activated, new ships automatically join the fleet w
Here is some feedback from several maps I played. Mimot – As you know, Mimot produce 2 ships when they build 1. About 50% of the time, when producing ships, there will be a produced ship that doesn’t join a the local fleet sitting right outside the shipyard. There is also a problem with the Mimot and ships that require citizens. If you build 2 colony ship
The last place influence bug is still in the game. You could be the civ with the most influence, but you are ranked dead last. You can still get the odd colony ship with no population on it. We still don't have a guard command. It would be like sentry, except they wouldn't wake up because a ship came into sensor range.
Unknown. Stardock has been silent on that.
I generally have my shipyards auto build some kind of useful starship. A habit I got back in GalCiv 2. I would like to be able to auto build ship missions and special resources.