[quote who="MacsenLP" reply="2" id="3611018"] What I don't understand is why they felt growth needed to be increased in the first place??? If you used growth bonuses and e.g. colonial hospital buildings line it seemed reasonably fast already to me, you don't need to now. I haven't decided if I like the change or not yet, but it seems like there's a lot less decision making when it comes to population, it's not important anymore as it takes care of itself.&
Go4Celerity
[quote who="admiralWillyWilber" reply="1" id="3606778"] Since the average American has a sixth grade reading level it is probably advisable to use that as the cut off limit on rules. [/quote] The Average GalCiv3 player reads at a 9th grade level and seven in ten Americans, if asked, will tell you that they are in favor of having the military bomb Agraba. You could stretch it a little and use three syllable words, I'm sure. MORE IMPORTANTLY,
[quote who="The Sisko" reply="6" id="3610075"] So for the examples at least the game does show what type of improvements will impact them. [/quote] Now I get it. I had never made the connection that THAT is why the improvement type information was provided. TY.
[quote who="exelsis" reply="4" id="3610045"] #2 makes no sense [/quote There is the crux of the problem. All improvements clearly list which adjacency bonuses they GIVE. They do not show which adjacency bonuses from surrounding improvements, trade goods, and tile modifiers that effect THEM. And the lack of pattern in the examples I gave is schizophrenic. The icon colors are as often irrelevant as relevant to the information delivered. They can be be
The Stardock client asked for a reason when I gave Eviator karma for this excellent post last Wednesday. I typed that it's an excellent post and I'd happily add to his list this weekend. Why is there no follow autopilot ships option like in GalCivI? Why do I have to click and drag the map every time I move a ship to see the unveiled hexes? Why doesn't the view stay centered on the ship as I move it. Why isn't there at least an o
[quote who="a0152570" reply="2" id="3609936"] Edit: not that things can't be made clearer, but can you elaborate on what you are looking for [/quote] I'm looking for: 1) Notation that differentiates bonuses applied to one object (ship/ starbase/ planet) vs. bonuses applied to an entire civilization. I PLAYED 150 HOURS of GC3 before building an Entertainment Capital because I had no way of knowing that the +25% moral bonus was applied to my civil
I just start the first starbase as far from the planet (unless I'm covering multiple planets) as possible, in the most obscure location that fits, and work my infrastructure backwards from there.
My suggestion for a combat revamp including a mechanic offering the possibility of retreat and other tactical choices is post #819 in this http://steamcommunity.com/app/226860/discussions/1/598198173700392501/#p17 <span style="font-family: b
I like the Castle idea. Halve the maintenance of ships in a military starbase's ZOC and add a defense buff of 25% or so- then there's enough incentive to build them and to garrison otherwise idle warships there. <span style="font-size
+1 for the return of the Drath +1/2 for the return of the Arceans... just another race to conquer +1 for getting the Torians back into the game, at least for the sandbox if not for the plot. +/- 0 for the Korx, never liked them and don't care if they're returned to the game or not
This thread seems much more civil than those on the Steam forum on the same topic: http://steamcommunity.com/app/226860/discussions/2/620712364039070703/ and, spawned from that thread, http://steamcommunity.com/app/226860/discussions/2/620712999976321931/ . [ *EDIT* These links will no longer work. The B