Hi there... I'm a new player to GalCiv3, used to play GalCiv2 a lot...
thanks for the help!
1. If you request constructor, the starbase will find an idle constructor and tell it to move to the starbase. If there is no idle constructor, it will then ask a nearby starbase to build one and send it over. This is a handy button that takes a few steps out of upgrading starbases.
2. You must build the appropriate building for the bonus type if you wish to get any benefit. Tourism building for a tourism bonus, etc.
3. As you research more techs you'll get some Military buildings like Military Academy or Hyperion Shrinker.
4. Currently working as intended. The developers might tweak the rules to make diminishing returns on stacking sensors.
5. Yes, in expansions and DLC.
6. Yep. Documents/My Games/Galciv3/Designs is where I find my ship designs.
7. (can't answer, I don't do multiplayer)
8. I am not sure what you mean.
9. Starbases affect tiles that are up to 5 tiles away from them. Certain mid-to-late game techs can expand that area, allowing starbases to mine further away. It is not in any way dependent on your influence, as you can use starbases in other people's area of influence (though they won't like that!)
10. Tourism is automatic - you don't have to do anything to activate it, it just adds income to every planet. Trade, you build a Freighter, then send that trader to a foreign planet. Once it arrives, a trade route will be established and generate income for you.
11. The planet screen shows your total population and your total food. Food is your population cap - if your population equals your food, your planet will not grow in population. If it is under the cap, your population will grow.
12. I think you understand prototypes, you just didn't have the resource you think you did.? I've done that before. Each prototype component requires one resource, and some buildings require those too. So if you put 3 Durantium Drivers on a ship, you need 3 Durantium for that.
1. It allows you to request that a constructor be built at the closet shipyard and sent to your star base automatically. Default construtor only.
2. Yes
3.Certain buildings do use it. The Hyperion projects and planetary defense buildings are affected.
4. There is a raging debate over this but the developers say working as intended.
5. Yes, expansion packs
6. Yes though currently its a bit awkard. Workshop is set for 1.1
7. nope
8. Through the ship designer.
9. No, influence plays no role in mining but you can add modules to star base that extends its range.
10. Tourism just works. Trade you need to send a freighter to an alien planet to get a trade route. The farther the better.
11. Put your mouse cursor over the number for population
12. Prototypes are early high powered ships. You do need certain resources to build them. Use the starbases to collect. 1 unit for each weapon/module/building (yes you can use them for buildings as well) will be used and only returned upon loss of weapon/building/module.
It should be noted that Tourism doesn't start happening until you research Interstellar Tourism, unless you play a Wealthy race, in which case you start with tourism enabled. Once active, tourism just works.
Thanks for the help guys.... about "8".
What I mean is how do you add modules or upgrade starbases? Ryat said in the ship designer.... ? Like this "request constructor" ... don't they just make starbases?
You send another constructor. Hence the "request constructor" button. Helps the process.
yeah but why? Don't they only build starbases?
And improve/build modules on the star bases.
dose this game have a manual or something as I do not understand.
So your saying that you build a new constructor, and move it to the base.. and then you cna build a new thing on the base and the ship gets destroyed... is that right?
That's exactly right! Or you can click "request constructor" to have the game build it and move it for you.
thanks guys, and thanks for your patience.
10 - So you build a "freighter" and send it to a planet from a different race? There is no trade inside your empire? Also if you send a 2nd ship, doe that increase the trade?
11 - The greater the difference between FOOD and POPULATION = population growth?
No trade inside your empire. You have to go to a different planet. And I think there is only one trade route per planet allowed.
For organic races yes. Synthetics (Yor and any custom race that uses the trait) do not worry about food. They just build their own population.
I don't know if the growth depends on the current population or that difference, or if it is just constant...however, I do know that if you end up over the population (maybe food was destroyed or you transported population from another planet), it will decrease over time....
I think the pragmatic Preparation Center also utilizes that trait...
I don't believe this is the case (for organics). Each planet has a growth rate stat, and you can mouse over it to see a tooltip with the factors that are affecting it. I believe the base growth rate is 0.1 (1 population per 10 turns), and I don't recall seeing any modifiers based on current population vs food. You can build things like the Colonial Hospital (or whatever it's called) to increase growth rate.
If I recall correctly, you can only have one trade route between two specific planets. So I think planet A can have routes going to B, C, and D, but not two routes to B.
There is a stat that limits how many trade routes you can have in total - Trade Licenses, or something like that. Various techs and other things can increase it.
How can you tell if a planet is good for trade? Or dose it not really matter?
Part of the value of a trade route is calculated based on the income produced by the two worlds involved. So you want to select one of your worlds that has a good sized population and perhaps some wealth buildings (and trade buildings if you've researched them) and then look for an AI planet that also looks rich and is as far away as you can find.
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