dlapine1

dlapine1

Joined Last seen Member # 2526623
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[quote who="Phlox1" reply="3" id="3856734"] Best way to get Culture during early game? Thanks [/quote] Three main sources Leaders, who add a culture point Research techs, which give you a point like Minister of Culture, and events Completed Events, which can reward a culture point Early game, what you will have the most control of is random leaders who have this trait, so work to increase your treasury so that you can pay for them.<

4 Replies 31,699 Views

Given that GC has always been about exploration and doing it before the other civs find all the good stuff, here are some tips to help you get started in a more efficient way One thing to do is try to find a better colony target as fast as you can close by. Using the executive action Telescope Takeover let's you select a location and see everything within 10 hex radius (just a bit more than your starting influence area). Pick a pair of stars (1 of them yellow i

4 Replies 31,699 Views

Unable to eject a colony ship - <span style="font-family: Whitney, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 16px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; text-align: start; text-indent: 0px; text-transform: none; white-space: break-spaces; word-spacing: 0px; -webkit-text-stroke-width: 0px; text-decoration-style: initial; text-decorat

54 Replies 141,382 Views

[quote who="dlapine1" reply="43" id="3819031"] Ideology "Planning" should grant +10 logistics. Activated It and no increase to logistics in the running game or after a save and reload. Ideology screen shows that "you have purchased this already". Running 0.55...342a with a game started on the original 0.55 drop. Save game here: https://drive.google.com/file/d/1iFhYTAO3vmaxRnLlc2ozKGBKfy38L2B9/view?usp=sharing [/quote] I gained the ideolo

54 Replies 141,382 Views

Ideology "Planning" should grant +10 logistics. Activated It and no increase to logistics in the running game or after a save and reload. Ideology screen shows that "you have purchased this already". Running 0.55...342a with a game started on the original 0.55 drop. Save game here: https://drive.google.com/file/d/1iFhYTAO3vmaxRnLlc2ozKGBKfy38L2B9/view?usp=sharing

54 Replies 141,382 Views

If you don't have infinite range, just build a colony or base in a sector to get access to the ones nearby fleets single ships get auto added to an existing fleet upon joining, if you have enough logistics you can control click ships to create a new fleet to show the fleet manager, you need to have two fleets in the same hex don't underestimate the power of 10 tiny ships, especially if you have some fleet defense ships </ul

1 Replies 7,165 Views

I would note as feedback, the new subsector mode of operation really extends the feel of "exploration is useful and necessary" for far longer than GCIII. The new mechanisms are really effective in this purpose. There's a lot more of a feeling that its a big galaxy, and I can indulge my desire to explore and find new goodies, rather than make a rush to go at the other civs. That's playing with a sparse galaxy and less than huge number of opponents, but that's a preferred game play mode for me.

127 Replies 342,407 Views

[quote who="Publius of NV" reply="19" id="3809219"] Survey event for saving a stranded Snathi ship was supposed to give me +3 Arnorian Spice, but afterwards I didn't have any. [/quote] There may be an issue in general with Arnor spice, as I've had it and spent it, but have never seen the resource icon for it displayed. To be fair, I've only ever had it through missions.

127 Replies 342,407 Views

[quote who="Philocthetes" reply="2" id="3809011"] It's probably odd, possibly not helpful, but in early Alphas my attention tends to focus on quality of life. I've not had much time to play yet, but I already think: The core/colony icons on the zoomed-out map need to be much, much smaller--they can block out too much info sometimes. Perhaps shrinking to just the faction icon unless we point to that icon and ask for the details and maybe set

127 Replies 342,407 Views

Excellent to see the new version in progress. I have enjoyed GC since version 1. I also have great hopes that the sector to sector mapping mechanism will allow for bigger maps and meaningful exploration later in the game- that part of the 4E is always fun, but had been limited in GC3, mostly to early stages. Once you "found" another civ, exploring "past" them was less helpful as they could usually get to resources (planets, asteroids, etc) before you could.

19 Replies 110,193 Views

[quote who="AdamMG" reply="8" id="3801055"] For that matter, just go with Devout as a trait. It gives the best happiness building (multiple per planet) in the game, and produces up to 40 influence/turn. Also gives access to extra tourism buildings. Tourism is the only income you'll need once they are built and upgraded. [/quote] But sometimes you have to use what the default races give you- gotta get those Steam accomplishments from completio

10 Replies 90,085 Views

[quote who="JoeCorrado" reply="27" id="3792848"] The Hypergates can be activated and connected, or they can be inactive- not connected at any time. Good idea! I see that when NOT connected they are nothing more than an icon in the map. Only when connected to a destination gate would enemies be able to jump in unannounced through your gate. That would make sense too. Believing this- I do create a military star base at each end but that isn't totally effective since exiting

32 Replies 165,150 Views

I've run gc III on every generation of and processors since it came out. The main reason I have a 12core ryzen 3900 is because gc will use it for game calculations.[e digicons]|-)[/e]

3 Replies 15,751 Views

Check the games .xml files for specs on weapon fire rates and base damage. Be aware that several tech advances & precursor events can increase fire rates and/or base damages for normal weapons or add unique weapons. For an early game fleet try using a combination of undefended Capital ships with best weapons and a 2x set of escorts with appropriate defense and some attack. Enemy fleets will go after the escorts first while the capital ships get "free" shots on the other enemies. <

1 Replies 14,505 Views

One advantage is that there are many approaches that can work, and with a multitude of available races different approaches are needed. You can and should try different methods to see what works and what works better. I wouldn't focus on cities at the start, but rather use your excess population to fill colony ships and claim new planets. That implies that you are making more colony ships and have some scouting/survey ships to find new real estate. Factories are nice,

6 Replies 47,152 Views

This is a good place to start, we've had several discussions about what to do for beginners in the previous threads. Have you played any 4x style games previously?

6 Replies 47,152 Views

[quote who="ForesterGC" reply="13" id="3778572"] If you want to be evil then you could send an empty colony ship to a planet, load it up to max, launch the ship, destroy the ship. [/quote] Hmm advice from the Borg cube. duly noted :)

16 Replies 47,698 Views

[quote who="Horemvore" reply="15" id="3778385"] Why sorry at me? I missed a patch note for market center is all, and thought it was a bug, I prefered it the old way and have always had it the old way. Everyone misses information now and again. EDIT: Yeah really confused as to why that is directed at myself. [/quote] Not at you, but in sympathy for your advanced modding efforts. Simple modding changes are easy, harder ones are more painful

25 Replies 120,892 Views

@Trims2u Not to pile on, but if only you had a way to change the game play to suit your ideas of it should be. Oh wait, you do. Just create a mod that overrides the behavior. It's so easy for simple improvement changes (Sorry @heromvore) that even I have done it. It's listed as an explicit change in the change logs, so yes, that's what they intended. It's about, oh, say #30 in importance of the policies and rules that have changed since GCIII 1.0 came out. As a player

25 Replies 120,892 Views

[quote who="admiralWillyWilber" reply="8" id="3777985"] Kona and Iconia are not Altarian planets. [/quote] Well, they are now. :) but to his point, if you capture a planet during war, you should expect to have some portion of their population left, and depending on what techs & improvements they had that you now don't, could leave you a planet that has more pop than capacity. Be really interesting to see two save games where the population was inc

16 Replies 47,698 Views