I got this event with mega-events off and I have to say it disupted the game enough to qualify as a mega event. It can seriously mess up the balance of power, especially if the A.I does not take advantage of it right away, which only some of them seem to do. I had to restart the game because the idea of suddleny having 30 planets to colonize and build seemed really tedious.
Chipwich
One of the bigger problems with the economic system is how industry relies on money. This is made worse by the new tech trees. For example, the Drengin and Korath have all these badass industrial improvements but can't use them without money, which they are way short on. THe Torians and the Krynn, can set their own pace of industry and can finance it because of their economic bonuses, making them the mose powerful.
There are a lot of unfixed problems that go back to dread lords, like the mysterious difference between Morale and Popularity and the fact that since alliances tech is required to form an alliance with the A.I. I is very difficult to do so without tech trading on.
Speaking of techs, the tech editor is a confusing mess that I can't figure the first thing about. I just want to switch some techs from the Iconians over to the Drath to create a Arnor-Worshipper themed race, but I can't figure out how to use the editor at all.
The Korx, bizzarly, do not have the first market improvement or a technology for it.
The Drath tech tree still has healing pools. and the divergent evolution building looks too much like the Toian transport thing and is pretty weak.
Are the Drath still supposed to have healing pools in their tech tree? This was in the beta, but I thought it was a placeholder for some other tech.
Have the Drath/Altarian tech trees been finalized yet? i remember htere still being holes in beta 5.
[quote] Kinda wish you could retcon the Korx and Drath back into GCIII. I honestly really don't see why they couldn't continue to exist in the Sandbox mode in GC3... [/quote] Didn't the Korx survive DA? I specifically remember guiding the colony ship out.
[quote] + TWEAK: The starting game year has been changed to 2227 to match story. This has never made sense to me, not even for basic GalCiv2 vs orig GalCiv. Shouldn't the starting year of the sandbox game always be the year that all races started dashing around with Hyperdrive, regardless of where the current campaign story has progressed to? Of course, the CAMPAIGN scenarios should start at the appropriate story year, but for the sandbox "We've n
I'm hoping that one of the races will have a religion-based flavor, since my custom race is a theocracy. The Altarians are apparently "very spiritual" which gets my hopes up, and the devlogs mentioned a temple imporvement. Does anyone else wonder what a temple improvement might do?
A stable wormhole opening Galactus-like planet destoryer.
The loyalty bonus should be the Yor super ability, and their current isolationist super ability taken outside and shot.
I propose that, for each percent under the red numbers of happiness, there is a chance that a planet tile will be disabled with a homegrown spy. An interesting idea. However, if you're playing with any skill at all, you won't have planets in the red, except in the most extreme of circumstances. If it happens for long, you've probably lost the game already. Perhaps in the early-middle game w
Civil war in Galciv 2 is represented only by the Fundamentalist event and a very, very rare dicontent event that I have only triggered once by setting my morale to 1% to see if it would trigger, wherein the population loss was more damaging then the defections. I propose that, for each percent under the red numbers of happiness, there is a chance that a planet tile will be disabled with a homegrown spy. When all the tiles are taken up, the planet breaks away or joins an ongoing secessio
The dread lords should get the super hive ability to fix this.
As it stands, farming punishes the player. having high tech farms, more than 1 farm, or a farm built on a bonus tile makes the population so large as to be unmanageable. Most of the stratagies revolve around simply not investing in farming. My solution is simple- Each factory reduces the popuklation max by 500million, representing labor and pollution.
As it stands, farming punishes the player. having high tech farms, more than 1 farm, or a farm built on a bonus tile makes the population so large as to be unmanageable. Most of the stratagies revolve around simply not investing in farming. My solution is simple- Each factory reduces the popuklation max by 500million, representing labor and pollution.
I've wondered what happened to Netro. Poor guy must've become Drengin fire chili
Get rid of core ships for the player, except the important ones
Demographics. Instaed of the "everyone is wiped out in planetary invasions", thre are seperate policies for conquest for each race Annhiliation- Simple enough. Evil Only. Slavery- conquered population porvides bonus production. there is a chance of revolt. Evil only. exploitation- Conquered population provides bonus tax income. There is a chance of revolt. Neutral and evil. non-policy- No effect. for neutrals who don't want to bother with revolt risk.
But why Torians only if OFM are in general a bad idea (an idea I don't agree with?) I would guesstimate that it's because the Torians would rely on planetary defense rather than space defense because of their high population. And hi Vinraith. We miss you.
Why the Torian Orbital fleet manager change?
I am having difficulty cultivating the information from the forums about how to manage population fo 20billion and higher. This is poorly documented with the official stuff, and there are a few points of confusion 1. Apparently the secret police center and galactic resort morale bonuses have a magic morale bonus that is different from the the bonus of the normal morale buildings. apparently, there is an undocumented penalty for the normal buildings based on high population At the 20 bil
I've thgought about it, and perhaps if you don't want the population of another farm, it intsead only increases 25% of a farm. Unless it also counts the inital colony's production.