Hello,
the lack of available ingame information is really getting on my nerves.
The manual is pretty much useless.
A few informations I'd like to have:
- What are the differences between the tech trees? Am I really supposed to write down/make screenshots of all tech trees in game in order to find that out?
- What do all the modifiers exactly mean?
- How are all the values calculated?
The best sources of information right now is neither the manual, nor the official website, or the (fan created) wiki, but youtube videos and trial & error.
I know, creating documentation is boring and costs money. But why do I, the customer, have to reverse engineer the game mechanics when you, the developer, could just make them available? Why not create a official wiki with info? I know you have some neat excel sheet somewhere with all the infos we, the customers who`d like to know how this game works, want.
I'm the type of customer who wants to create his own race and play in an max-sized max-difficulty galaxy. But the fact that I have to compare 10 (?) tech trees by myself to just figure out what the differences even are, let alone what the stats of the buildings, ship parts etc. are, just kills my motivation right there. I have no problem with trying out and finding the "optimal" combination of racial traits, strategies, ship designs, but the fact that not even the most basic information is available is just a bit too much for me.
Having information does not diminish the fun of finding the "optimal" solution to the game, or reduce the replay-value, or anything really, but it would safe me (and millions out there) time and ressources I have to invest to play a game I'd like to actually play, not write the wiki/manual/documentation for. As far as I'm concerned that's your job.
I'm going to take a swing at this and hopefully I can help. The difference between the tech trees is simple. You have 4 categories, in each they give you a basic few techs. If your looking to blow something up then unlocking military type techs is likely going to get you what your looking for. You can expand into the tree view to look around for something specific. The only other way I could read that question was if you meant between different races. If that is the case its worth noting that you can only use one at a time, but you can get a synopsis from reading about the various races strengths and weaknesses. Another more direct synopsis can be gleamed by making a custom race and flipping through the tech trees. Beyond that you could explore the xml files if you for some reason really needed to see every single tech in each tree. There is an in progress wiki. Give it a chance to grow. You can take a look at previous stardock wikis and you will know your concerns will be addressed with some time.
1st Max difficulty on this game is probably a REALLY bad idea for you until you have alot more gameplay under your belt. No wait let me rephrase that. Max difficulty is a REALLY bad idea for ANYONE who wants any sort of chance of winning. Godlike is... godlike. Don't say you weren't warned. I suppose if your looking for that "What is the perfect combo to be the best" type info I would have to say you won't find it at all. The reason for that is probably different then you would expect. Simply put, that doesnt exists anywhere because it just depends on the game your in. It depends upon what you have, where you are, what AI's are playing and what strategy those AI's are pursuing. This isn't like a game where you can encounter X race and say ok I know the way to beat them is going to be to do X. They adapt and change up their goals and strategies, based upon what they encounter as well. That being said it will almost always be easier to get along with the Terrans then the Drengins... But maybe not. Long story short. "optimal" depends upon the very specific game your in.
What do modifiers mean depends upon which it is. Mousing over production on planets will usually answer that question. The in game explanations are almost always a work in progress but the information is by and large available at this point in some fashion.
Hopefully this was helpful, and I would be happy to answer any other questions I can.
I've decided to join in this thread because I have some questions about game mechanics as well.
I am slightly frustrated like Damarow, but not angry about "missing" information. Because I've been enjoying Galactic Civilizations for many years, I didn't mind paying to be in the Elite Founders group; I trust the developers at Stardock to provide a great and enjoyable game. And, I can be patient waiting for the Wiki to develop. But maybe Mohobie or others can answer some of my questions.
These are "newbie" questions because I haven't had time through the betas to get deep into any game, and the Spring Semester was too full to even try. Once I finish grading finals, I'll give myself time to explore more thoroughly.
1. Fleet formation seems easy enough -- send ships to the same location. But, I can't find the way to disband fleets or redistribute ships between fleets. The method from GC2 doesn't appear to me. I'm sure there's a simple answer, so forgive this simple ignorance!
2. Even though I've achieved upgraded planet projects, e.g., advanced beyond "basic factory," the basic and not advance "xeno factory" shows as the build option. Is this part of the new game mechanic or am I missing something?
3. I, too, like Damarow, do not see the effect of "bonuses" -- the little icons in the hexes -- when building planet projects. The scroll over identifies the special effect of the tile but not in detail, e.g., +1 morale, etc. Again, is this the new mechanic; is this a T.B.Added; am I missing something as a newbie to GC3?
Anyway, I'm committed to the game -- will even be paying to upgrade my computer for maximum game play -- but would like the help of experienced players along the way!
The Wiki is designed to be the place to go for this sort of information some of the data there is direct from stardock, but this is a huge game with lots to know.
If you go and look at the standard race descriptions or go to make a custom race and scroll through the tech trees you get an idea of what each tech tree is focused on give to you, it doesn't do a tech by tech comparison though as that would be a huge under taking and far from light reading.
Anyway while I hope to see a lot more documentation through the Wiki, there is actually a lot of in game information in the tool tips.
When you put multiple fleets onto the same tile, you should have the option to call up a fleet management tab; a new "Stacked Fleets" bar pops up above the main bar in the bottom left when you select that hex.
You have to first build a Basic Factory and then on the next turn upgrade to a Xeno Factory. Unfortunately, even though it's been brought up to the devs before, there does not seem to be an interest in making it possible to build a higher level building, like the Xeno Factory, in a single turn.
When you see a "Level 1" bonus and such, that's the actual value of the adjacency bonus. It's a bit confusing, I know I didn't get it until I saw it on the forums.
What the bonus tiles do is increase the level of the improvements that are built on or next to the hex with the bonus. When you build a manufacturing building on top of a hex that give +3 manufacturing, the actual bonus you get is dependent on the building itself, not the tile. Most will get +5% manufacturing, while some will get +5% production. Population buildings may get +0.5 food or +5% population growth. That's why the information is simple, like "+3". Adjacency gives +1 level to each similar building next to it. Bonuses give +X level. If a building has at least one bonus level (either through adjacency or hex bonuses) certain technologies will increase that level, but only once.
So it is a little bit complicated.
As for the OP:
Including documentation for everything you want would be a waste of time and resources for the developer. The vast majority of players are going to learn the game by playing it. For those who like to read and dig into the information (which is absolutely fine, you're just in a very small minority) there's the wiki but it is currently very new! You're going to have to wait for the pages to fill up with information, sorry. I would strongly warn against playing max map, max difficulty in this game. The biggest map is ridiculously big. "Insane" is a very, very good descriptor. It is for people who want to spend weeks or months on a single game. I wouldn't recommend getting that invested into a single game until you've learned the ins and outs of the game by experiencing it. (not just reading about it) The Large-Gigantic size maps should be big enough for anyone who likes big maps. (like me!) These names for the map sizes should be taken at face value. Large is large! Huge is huge! Excessive really is excessive.
The advice I'm giving you is advice I'm giving to myself: tone down those big-map ambitions. This scope of this game is massive. You (and I) should spend some time on smaller maps learning what we like, what we don't like, and getting familiar with various tech trees and stuff. You can look at the trees, you can read about them, but often it is only in practice that you can really get a feel for them. And I'm telling myself this with almost 200 hours in the game - I need to spend more time on smaller maps to learn the game better!
Here is a link to our Wiki
http://galciv3.gamepedia.com/Galactic_Civilizations_III_Wiki
Also I have been playing since Alpha and I refuse to play on the higher difficulties. Not because I am bad player but becuase the bonuses the AI gets are just unfun. I strongly suggest you play on a 'large map' at Normal AI first and add a custom civ or two.
I really like Insane or Excessive with 15 AI and all Minors and Rare planets. I play on Normal or Gifted at most. Gifted was a SHOCK to me btw...
Quick question in a similar vein for anyone helpful with a moment to spare
If an enemy civ has rushed a starbase to minable resources next to my starting area, how can I get my own starbases to assume control of these resources? Must I destroy their starbase as it was there first (aka war)? Or is there a way to do it through border expansion? Currently I have them completely engulfed and even the resources themselves are now back in my own borders, but their base is still controlling them.
I pray that I will receive a combat guide one day, and we will actually understand how all of the combat mechanics (attack, defense, speed, range, evasion) work together.
First, thanks Mohobie, Lavo_2, Turkwise and Larsenex for the advice given
Yes, creating a custom race is what I intended. The problem for me is, there are different tech trees to choose from (like Terran, Basic, Altarian...) and every tech tree has some (seemingly) special techs and with them unique buidling with of course unique stats. I can't remember them all, so I either have to write them all down and make some excel list to just compare the differences. Then I would be able to weigh the different advantages and disadvantages etc. and play the optimization-game.
You are right of course, I obviously didn't make myself clear, but should have forseen this misunderstanding. An optimal strategy is both discrete and flexible, will suit for every situation, is both simple and infinitly complex. A strategy then becomes an infinte well of imperatives for every scenario. This is what I mean by "optimal". In this definition it well exists, although it is less like a book and more like a library or a rubic cube.
I see your point of course, but I'm pretty sure that the developers themself have excel sheets with tech trees for example. I guess it would be a days worth of work, maybe two, to convert that to a wiki-readable format. The issue here for me is, weigh 2 days work for a developer against (X customers times Y hours of confusion) or the time the fans need to write the wiki, which I estimate to be much higher than the time the devs would need because they don't have to reverse engineer or gather the information in a collaborative effort. After having written a large part of the Europa Universalis 4 Wiki I gotta say my motivation for writing another wiki just to play the game in any orderly fashion - in my view of course - is quite low.
Also, the wiki will eventually get built up. For a minority this will be part of the experience, for the majority it will be frustrating or at least unhelpful to don't find the right info in the wiki, especially shortly after launch. So I guess I will either have to write the wiki or sit back for a few weeks to wait for other people to have written the tech tree-articles in the wiki because I don't get paid to invest that much time - unlike the developers.
So in conclusion, I'd like to point out that I understand the difficulties the developers face, but providing documentation for such a game is part of the product. The shift of work for the creation of the documentation from the developers to the customers is not only inefficient, ineffective, not customer-orientated but above all getting on my nerves
PS: Anyone has a comparison sheet for all the techs and buildings in GC3?
Resources go to the first mining starbase that gets them and never changes unless the starbase is destroyed. If you don't want to declare war you could try to buy/trade for the starbase.
Ahh, super that's good to know, much obliged!
I said before release that a lot of new players would find this confusing, so I wouldn't think that they where alone in not understanding this, it isn't intuitive at all.
It also serves as, intentionally or not, a nerf of the Colonizers trait, as you will always only be able to build a basic improvement, and not an upgraded version.
There is an ideology trait somewhere, benevolence I think, that auto-flips all planets and starbases (I think it said starbases) in your area of influence.
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