Didn't expect this to get so discussed. I'll make an update when 1.1 proper rolls around.
SadfaceSquirtle
Click here to download for v1.02 opt-in Description I didn't really agree with the latest nerfs in v1.02 opt-in to improvements that cost resources, so I decided to make this mod to put the S back in "strategic resources". Changes Durantium Refinery now gives +4 base production Thuliu
[quote quoting="post"]Should incorporate space docks as an option (yes, they should be able to build their own modules)[/quote] Being able to have shipyards sponsor starbases would be an idea that could greatly reduce micromanagement. [quote]But I ain't gonna get any of the above so I will go play SoaSE or Endless Space and wait for Gal Civ 4 [e digicons]:)[/e] [/quote] Your loss, I guess?
As resource-demanding improvements go, the Durantium Refinery and Thulium Data Archive are hardly alone. It's very difficult thinking of a single instance where the Antimatter Power Plant is justified.
[quote who="Eunomiac" reply="21" id="3556292"] I think the Pragmatic tree is being overvalued by a lot of people, in particular the Starbase buffs: They aren't worth nearly as much as they appear. First, the default Constructor you're given is absurdly bloated with unnecessary and expensive modules, and you should never build it---not ever : It comes loaded with six (six!) Life Suppo
[quote who="Scynix" reply="50" id="3556008"] Quoting Nathan E, reply 2 The odd thing is all the reviews that highly rate this game. The AI has serious deficiencies still. My only real complaint about this is the fact that, from the perspective of someone who predominantly plays 4X/Strategy gam
I think home star system planets not giving colonization events is an intended feature. Mars doesn't either.
One question: Can resistance ever go above 100%?
The Iconian tech "Precursor Traditions" also gives +10% capacity.
I don't ever touch the planet wheels, it's just tiresome, and I don't think the AI does either. This also makes specialization less of a no-brainer.
[quote who="Franco fx" reply="79" id="3552997"] Quoting trims2u, reply 78 That is, my opinion is that we should make the game default to being "fun" for the casual player, and then allow hard-core players to enable different rulesets via "cheat codes" - they're not really cheats, it's just altering the base behavio
There are some helpful links here: http://steamcommunity.com/app/226860/discussions/1/620713633843484431/
[quote who="ManiiNames" reply="3" id="3552126"] Yep you can. It's extremely slow-moving and has no range, but it can be done. I am personally quite fond of a cargo ship with two range extenders, one drive and a colonizer. Usually all you need. [/quote] Try a small colony ship with hyperdrive plus and smart placements of resource starbases.
The AI can only be perceived as disappointing by GalCiv standards. Compared to the AI of most games, it's pretty solid. They've mentioned it's now "C" and they're hoping for "A" in the future, so that's what I'm looking forward to.
[quote who="MrStarTrek" reply="171" id="3549064"] Quoting SadfaceSquirtle, reply 170 So, why are sensor upgrades for starbases in the game, if they are never a meaningful choice to begin with? Trick beginners? Simply because Star bases are still an important part of the game whether or not you
So, why are sensor upgrades for starbases in the game, if they are never a meaningful choice to begin with? Trick beginners?