[quote who="Sole Soul" reply="24" id="1871034"] I STILL think they'd be better -for the game-, while obviously not in a more powerful kind of way, if the terror star were destroyed when it blew up the star in question. [/quote] They're no longer destroyed when used? Wow. That's a big change from the beta, where they were strictly kamikaze. Having played them that way, I don't think it would make them more useful or powerful. I think it would simply add to frustration
ArchitectureFramed
[quote who="Xrati" reply="18" id="1842885"]I always vote to ban them in the UP. That seems to make for a better game.[/quote] I think the TS should be "functional" after only two or three research steps. By functional I mean they could destroy stars and moce 1 parsec per turn. The last two or three TS research steps should ADD TO funtionality, with maybe one speed increase (something like the passives the Arceans get) and one defense/offense increase. When I fir
The Korx must build their "mercenary academy" galactic achievement before they can reap war profits, which are only 2% I think. I've built it a few times, but it's not game altering. The Drath research their bonuses which kick in instantly and permanently.
There are a FEW really nice new tips screens at startup for Arceans and Thalans but I think it would be nice to have those come up for EACH race, as each has a special building or ability that new players may not know about.
[quote]Well, the "creativity" bonus is responsible for the finishing techs ahead of schedual (so if you selected or got that perk somewhere, it'll kick in every so often) but it's dependant on how much research you're doing whether it shows up at all.[/quote] Creativity works even if you're doing no research, for example while you are 500BC or more in debt. That is the reason to choose creativity, and that's why it's powerful.
[quote]Confirmed! At least for my rig, when the game is set to 1024x768 the scroll bar in the interface menu will only go far enough down to show only the parts rotation selector and nothing else. Has any one else noticed this?[/quote] Yes, I noticed. Thanks for the fix. This is a really silly oversight. Wasn't like this during beta.
[quote]Aha. I didn't realize I had to research anything to build them. In DL and DA, they were available right out of the gate.[/quote] I like this change to ToA; it makes a few races, like the Torians and Iconians who start with farms, unique.
[quote]Mission Prioritization would be a neat feature too - if there's no anomalies in range, I would like ships to 'fall back' to exploration [/quote] I think you can do something similar to this right now. In the ship options you can choose to have a ship both explore and find anomalies. You are right though...this is not the default setting, and you have to do this manually.
[quote]Back in the old days, shortly after GalCiv2 was released, I came across a Class 72 that had occurred naturally (through random events and such).[/quote] It might take 200 turns just to fill that thing up with improvements.
[quote]The thing is, to get to planetary improvement, you have to do artificial gravity which gives +5 to population growth too. And I can do that in I think 5 or 6 turns from the start of the game. Would perhaps the ideal sequence then be Artificial Gravity, Galactic Warfare, and then Space Militarization? That way you are racing for both improvements to population growth. Cost is 50 + 100 + 200.[/quote] Not all races get the art. gravity bonus. For example, the Arceans get their early
[quote]I once saw a 27 PQ planet owned by the Altarians ... the bastards surrendered to the Yor later on. I never got the change to see what special tiles it had.[/quote] Spies! ^^ I always spie on planets I want. I usually don't place a spy, I just peek. However if the planet has OFC (orbital fleet command) I will place a spy just prior to invasion. *EDIT I said OFC, but I meant the planetary defense improvement. I don't think you can spy-botage the OFC. Too bad... I have lost
[quote]Wow you guys, I thought the PQ max was 25 :o[/quote] Nope. PQ 26 was max in DA. Here's the wiki: https://www.galciv.wikia.com/wiki/Planet_quality In ToA I have found up to PQ 28, though these larger planets generally have few if any tile bonuses (for balance?) With planet enhancers and passives that would turn into maybe 34-38? Wow. I wonder what the max PQ in ToA is? Anybody?
[quote]What do you guys think about building planetary improvements first? That leads to +10 in extra production, military, and research right away. And especially right in the beginning, you need all of them and pretty badly. Is the recruiting center's boost to population -- which could amount to, what, 20% improved growth rate of almost NO population in the first place on a new planet, really a better bargain?[/quote] I see what you're saying... why not tech to a good passive bon
Under ship designer options the only thing I see is a scroller for component rotation degree. That's it. Really. I've looked at every other tab and setting, too, and I just don't see this option. *EDIT I loaded up Dark Avatar just to check out the options menu, and the option for maintaining old parts is clearly there on the Interface tab. It's a checkbox directly underneath the part rotation box mentioned above. But there is a difference between the DA and ToA Interface tab: in the To
I once was "gifted" two precursor ships in a single game.... guess I was pretty far behind in the arms race :/. I parked 'em on a world that had just finished the Spin Control Center. It wasn't long before my sabre-rattling neighbors became my best friends. ^^
During the ToA beta there was a nice feature in the options menu that allowed you to keep old ship components in place when updating ship designs. I've looked through the options, and I don't see this option any more. Is it gone?
Admittedly that mega event fulfills its title - there will be peace in the galaxy. At least it happens to everybody pretty much equally. When that one happens I just turn research up to 100% and max out my defense against whatever those guys have. IT seems almost always to be a late mid-game event for me, so large-hulled + massive defense + some whopping logistics can usually overcome.
[quote]Unless I'm am already kicking the bejesus out of the AI, I save all my spies for defensive purposes. I usually start producing them pretty early so I have a stockpile when and if the AI decides to hit me. So far that has worked pretty well, but I haven't played a 1.96 game yet.[/quote] This is the best spy strat for the current 1.96 build. Put funding in early, keep putting it in, and use spies only for defense. The best defense against spies is really a huge economy. Every time
I'm not sure why starbase HP would be a big issue, what with the MANY upgrades to attack and defense. I've always thought that starbases got too much attention in this game. I mean... I spend the whole game upgrading this darned starbase: constructor after constructor after constructor. I'd like to see more passive upgrades for starbases in GCIII, kind of like the passive upgrades to ship hulls.
[quote]Thanks for filling in that gap in the documentation. (And bugged game interface label I guess... another "hard to notice" one that testers missed?)[/quote] This option wasn't in the Beta as recently as March. That's why this "tester" never commented on it.
[quote]Interesting, when i colonize a planet, I immediately plop a building on each site and let them build as time marches on, I guess I better stop doing that. But I figured that's the way that I make coin in the game (you see I know nothing about the game really), and thought that having those factories or research buildings or movie theaters or some other social buildng there would attract people to the planet who would pay their taxes etc.[/quote] Here's my strat for no tech tradin
Sending out a lone, fast troop transport can be a pretty effect strat. The AI has used it on me to good effect! It really only works if you have good intel. I usually send out unprotected transports but I always max out engines and sensors so I can see and outmaneuver enemy fleets. After (if) I get Eyes of the Universe, the unescorted transport is hard to defeat.
The following assumes no tech trading, of course. I agree that Iconians are very solid now, but not so much for the ship techs as the amazing precursor library/archives which are hands down the best research buildings in the game. As far as economy goes, I find the Iconians weak even with the Merchant Complexes because they are stuck with Imperial government (all due respect to Emperor Iso!) The Krynn are incredibly powerful at econ because it is so easy for them to monopolize
There's a simple solution to the problem of allies and spies: Making an alliance would automatically give both sides: 1. Ship Vision 2. Planet Vision 3. Advanced Intelligence Breaking an alliance would remove these benefits for both civs. This seems pretty easy... they did it in SINS!
Interesting possible fix. Doesn't work. I believe these AIs are simply broken. I've seen the same things as reported above: Drengin/Korath/Yor leave nice planets in their starting sector uncolonized; they build colony ships, but don't launch them; they are agressive, but it's all paper tiger. I've seen this behavior from medium galaxies up to immense; from Tough to Masochistic; from rare to abundant planets. It's not the game settings, it's the AI. Truly this has made