[quote who="lycan371" reply="1" id="3819063"] I see no reason why the Yor should be considered evil and have tried instead playing them as "Benevolent" [/quote] Blasphemy! But yeah, the cost of Manufacturing Population is too high early game, so you need the boosts the Benevolent tree provides to compensate. The AI seems to struggle with the cost as well, in every game I play with the Yor as an opponent, they're always way down towa
colinm1305
[quote who="AegisWolf78" reply="22" id="3806335"] On the wishlist of features, I know it's quite impossible to have it (because it would be too difficult/complicate/too heavy on the code), but it would be interesting if you can had a "tactical mode" to the combat, in which the player can manually control his ships on the battlefield, deciding their path and their targets and so on. This could be fun, as it would be add a new layer of strategy to the battle (for example, if the
Just find planets with the Empathy Engine artifacts. Those things are broken. Build them up with the precursor techs and you get 10 turns per charge where you can tax your population at 100% and have morale stay at or close to 100%. And with up to 7 charges per artifact, you can spend a lot of time at this rate and have more credits than you can spend.
Did you start a brand new game once you got all the DLC's?
Missions need the right government type (some governments don't allow missions to be sent - it is in their descriptions), and a lot of the missions also require resources, such as planetary ones from your original post. So what comes up when you mouse over the tile with the resource on it?
[quote who="Linklite" reply="10" id="3799532"] I researched a tech that said I'd be able to build trade stuff in starbases, promenades and such but none of my SBs come up with the option to build a trade based rings or modules? [/quote] To use those you have to build Economic Starbases with colonies in their area of effect (Mining Starbases can't build those Economic improvements and vice versa).So if you have a trade hub that you're sending all your freighters from,
[quote who="Carneades" reply="56" id="3799289"] All I am saying is I prefer a small map with 50 habitable planets to a large map with the same 50 habitable planets. What does empty space contribute to gameplay? Nothing. Galaxy size should be defined by available real estate, not hexes. [/quote] IMHO It's a Space game, and Space is 99.9999% empty space. Things are a long, long way away from each other. What's the point of basing a game in space if everything is clo
From being someone who wanted the absolute maximum of everything in every game - I spent more than my wife knows on my PC so it could handle it.... - I'm now very much of the 'less is more' school of thought. Fewer colonies, fewer civs and fewer resources make for much better gameplay (IMHO), and turn times, loading, all the rest of it are so much faster and smoother. Stars and planets common, but habitable planets and pretty much everything else uncommon, with slow game pace and research has
Yeah, that's a bummer. I use the Kiln whenever available, especially to keep the ideology points ticking over late game. Losing all the potential planets in this manner makes it that much more of a grind. Trimming the event to 50% would work, it's not like anyone's short of those two elements anyway
[quote who="AdamMG" reply="4" id="3797388"] Alliance victories are a bit wonked. If another civ has alliances with all but you, or all but one faction that you defeat in battle, it takes their alliance victory into account before yours. [/quote] Thank you, that must be it. Guess I have been lucky in not encountering that before now. I'll be watching out for that next time!
I was number one by some distance, the only category I wasn't top in was military, and maybe approval. One the last civ surrendered to me I would have had about 50% of the map via influence, the next best was maybe 25%/ I wondered if maybe I hadn't checked Alliance victory in the game settings, which would be weird because I always play with it on. And when I went on to the Quick Start from the main menu, Alliance, Conquest and Influence were all checked. My the
WTH? What the actual? So, long game, Ludicrous map size, victory conditions Conquest, Influence, and...Alliance. Playing as Iconians, forging alliances with the other Benevolent races as the game went on, defeating the Malevolent and Pragmatic races. Finally, the United Earth surrender to me, and on the same turn I manage to get the snooty Altarians to re-enter our Alliance. I am now in Alliance with all the remaining major races - Torians, Drath, Altarians - there's no-one else left
It's a game with too much cheese as it is, why enable more? ALL Cities should be indestructible (didn't know about the silicon), and having the AI stick them in less than optimal places is a small price to pay for less cheese IMHO.
Destroy cities? If the population of the planet is at max limit, what happens to the population the city enables? They'd have to vanish with the destroyed city, right? Otherwise it's another massively cheesy exploit.
[quote]Question 1: How do most of you all play in terms of pacing settings and why? For me its very simple, the game takes painstakingly too long to play without the fastest settings. [/quote] I play Ludicrous maps, with pacing and research both set to slow. Most of the other games I play are fast paced no-time-to-think types, and I love the change of pace GCIII brings, and the chance to create and play through my own epic Space Opera. The
My 2 cents worth; Population is everything. Way more important than buildings and starbases. Without lots of civilians on your planets, you aren't going to be generating much of anything, credits, research, or production. Grow (or build) that population as fast as you can. Second, get those trade routes established, the money they bring in can help till you have a big enough population base, at which point the trade routes are far less economically significant, more useful for the diplomacy b
Meh, making the best of what you do get is the whole game. Getting a map with good resources close to your starting location, a planet with a good layout and a resource AND one of the useful artifacts, a nebula with three Elerium, having no access to Antimatter except via the market and trades etc, those are what help make each game different, and memorable and challenging. How do you exploit your strengths and compensate for what you are missing? Being able to build everything, whenever you