I played the game for hours, but found that i don't get a ida what ships are gonne be build, possible with the researchThe menu's of the ships are one long list and the same for the building on the planets..no filteringNo help for the possible building goals on a planetThe research tree is a endless tree to choose from and i get no direction there what i am after for ..sayfor example building a assualt ship
It feels all ..aimless with the sparsemanimenu and also the shipdesigner is minimal as it seemsA userunfriendly experience.. iam hoping that it will be improved in the future updates
Makes that i am not forelooking to play again a new game...a poor experience
Get rid of all life support stuff, it's useless overpriced junk. Your general colonizer wants to have 1 colony module and an engine or two. Don't add anything else to the hull after that. Make sure you have everything set to 100% manufacturing and 100% military production. Rush-buy as many colony ships as you can until you run out of money. Point them directly at the nearest unexplored star and let them go. And never put more than the minimum number of people on a ship.
Thanks !
Yes, i was already trying rebuilding the colonizer, but the right configuration was not clear..till now
When i rebuild a stripped colonizer its range is not much left anymore when i remove all life support,.. it seems to me impossible to have no life support anymore, because that equipment is needed for a shiprangeI must use at least one lifesupport to get a shiprange of 23,4 ..probably 2 life support is needed for a workable shiprange
Or maybe stiil using 4 life support modules, but removing a another part and add a hyperdrive.. so this colonizer has it range and goes faster
Build 5 different colonizers with varying amounts of engines and life support.
Basically: nearby planets should be colonized by colonizers with no engines or 1 engine and ZERO life support. Longer range colonization missions use more engines and life support.
Also get fast +2. This means even your non-engine ships can move at 3 speed.
As with all 4X games, the direction in playing is up to you. A lot of people fall into the "too much choice, not enough focus" problem which was(is) prevalent in the Civilization series. Going into the game with a clear idea of which winning condition you want to pursue helps you pick not only your race, but also your starting tech choices and settling strategy (or vice versa, which race you pick helps you narrow down the winning conditions you choose to pursue). Not all plan's survive contact with the enemy though, so those plan's may change mid game depending on the situation in the universe but at least you have a relatively focused goal at the beginning.
For example, my latest game I chose to go for a Tech victory as I have not done one yet. So my initial strategy was to settle and secure my own little corner of the map, focus 2 or 3 planets on production/coin (they can share that role - I don't need vast amount's of ships to conquer the galaxy, just enough to defend myself) and the rest on research with just enough production to get the research building upgrades in a reasonable amount of time. Tech choice wise, a heavy focus on research and economy techs was the choice, with just enough military techs to keep my fleets current for defense. As my fleets will only ever be defending home territory, the entire life support and invasion lines are useless so I don't need to bother with them.
Try picking a winning goal first and then focusing your builds/tech/fleets on that goal and you should have a bit more direction in your game-play.
Another suggestion I have, in regards to the ship designer, is to filter by core and obsolete every single design as it becomes available. The generic ships are, in general, terrible and shouldn't be built. Design your ships based upon what you need RIGHT NOW. If you need to build a starbase 15 tiles away to claim some resources that are about to be stolen by an AI, build a constructor with 4 or 5 engines to get it there asap. If you are building economic starbases in the back of your territory then you probably only need 1 engine, maybe 0 and you certainly don't need life support. If you need to clean up pirates and they are using beam weapons and shields, design a small/medium ship with missles and engines. You will pop them before they fire at you. What I am trying to say is, tailor make your ships like you do your tech choices. There is no reason to incorporate items on your ships that you do not need, like life support and sensors if it is operating in your home territory anyway.
Thanks
Yes, there are different strategies to follow for ruling the galaxy.
The strategy of marigoldran is attractive : the conquest victory , because it seems there is not much researching involved other then for building militair shipsThis strategy seems to be the most simple one ?.. and therefore a good starting point.
On the other hand ..no militair force other then minimum defence and researching techs to get a technology victory... seems to my more complicated to keep on the right track ( how more simple a strategy is, how easier to accomplish this )
Roughly four ways to rule the galaxy by: influence, diplomaticy,technology and conquest.
Designing my own colonyships ... Has someone not made already a table for all coloniser ship designs?
Ok i get now 13 colonies in 30 turns ..not much difference without the default colonisers versus the different custom colonizer combined..disappointing.Well again with coloniser, but minimal with a different range..
Key is getting Interstellar Specialization 2 (less mass for colony modules) and Dense +2 as a trait. This lets you put colony modules on tiny hulls. Rush buying a tiny hull with a colony module costs 110 credits. Rush buying a support hull with a colony module costs a lot more.
Also, don't forget the constructor trick. Pragmatic Level 1 gives you 3 free constructors. Quickly colonize a planet outside of your home system, and choose Pragmatic +3 Constructors. Upgrade Constructors to colony ships, move them to your planets to load up on population, and send them out to colonize.
Every strategy has it's own requirements and all of them will need some form of manufacturing, research and income. My point wasn't necessarily telling you to try a research victory instead - you can choose whatever you want. My point was to pick one from the beginning and try to make sure your choices all build in some way to that particular goal. That gives you a sense of direction and focus so you don't feel too lost. If you are, for example, going for the conquest victory then you will probably find the diplomatic and trade research paths less useful than in other types of games. As you have already said, the bulk of your research will be going into military type stuff. I don't, however, agree that it is necessarily less research than other victory types. Military games will still need a strong research focus - you need to get production, hull types, weapon(s), defenses, invasion, life support (to extend into their territory), engines etc.
I did my homework and i won a Influence victory yesterday. (Game rules: Standart map, 3 enemies with minor races, normal difficulty, custom race)
I did not stick the strategy strictly but i did manage to get as much colony as i can in the beginning of the game. After some point i have the %60 of the map, then expansion is little bit slower. So i decided to research some military stuff and go for war. After some succesful invasions i managed to win.
It is kind of easy in normal difficulty. Now i am trying a new game hard difficulty with hybrid colonisation/diplomacy in a larger map with 7 opponents.
I love the game, but still there is so much to learn. It is a complicated game though. I hope the battle system changes. The battle system in Endless Legend is good i think, but in GalCiv3 i never watched a single battle because it is meaningless.
As you have already said, the bulk of your research will be going into military type stuff. I don't, however, agree that it is necessarily less research than other victory types. Military games will still need a strong research focus - you need to get production, hull types, weapon(s), defenses, invasion, life support (to extend into their territory), engines etc.
There is still a lot involved when someone takes the miltiar path..indeed it is difficult to say if this is easier then the other strategiesIt seems that i am more familiar with the militair concepts then the other strategies and there is much to learn fpr thr not militair strategies ( if Calactic Civilization 3 can made more userfriendly ? )
Ok , but there is no research with the wheel set on manufacturing 100 % and slider 100 % on militair building..this is the startcondition as we agreed ?..takes 856 turns with no research for the Interstellar specilizationThen i must first put 100 % on research ...and look at the Dense trait .. Takes 6 turns to get the Interstellar specialization2 tech, so there are 24 turns left for getting 30 colonies , also building a tiny hull
So this new colonyships building..gets more complicated..and can be done after the first 30 colonies are settled ?..can i chance traits during gameplay, because there are 5 points to ditribute at the initial setup of the game.
I am looking for a tech tree map as a pdf or jpeg file. I can not see the whole tech tree ingame and i cannot decide where to go.
It would be useful to see the big picture i think.
Can't follow marigoldran anymore about how to get in 30 turns ..30 colonies ...his strategy writing(aproach) seems to me conflicting with eachother?
It requires a trick or two that you haven't figured out yet.
How to solve this two tricks, before i become the Master of the Universe ?
https://soundcloud.com/mutools/master-of-the-universe-c-alien?in=mutools/sets/allofmutools
We have the tiny hull trick for Colonisers and one for a constructor to transform these into colonisers ? Probably i overlook something in GC3 inner working?
Yup, those two. Tiny hull for colonizers, and constructor to colonizer trick.
And choose the Thalan tech tree and rush buy Hives on every new planet.
So save some of your money for that.
Well i got now 14 colonies in 30 turns with the custom colonizers models and assigned one sponsor planet to every shipyard..another strategy then assign 5 sponsorplanets to the homeplanet. Makes not much of a difference, when i use standard colonizers and use 5 sponsors for the homecolony.
I can start with another tech tree then the one of this race..it should be a research tree focussed on colonising (Thalan?)I try now the strategy with 5 sponsorplanets for the homeplanet and with customised coloniser and chancing the reseach tree ?
Obviously you didn't pay attention in algebra class when they taught the concept of EXPONENTIAL GROWTH.
The key is the 3 Constructor into Colony Ship trick. And yes, Thalans. Get Hives Tech. The Benevolence line Research can quickly get you the necessary points for Hives and the two Engine techs.
o yes exponential grow.. y = b • g ^ x , and logarithms and the number e ..sums ..., but what is exponential related here? ..idea is that there is a increase of coloniser for every turn
I have choosen terrans ( humans ) , but Thalans is the race what is most focussed on rapid expension of colonies..welll i must make another configurations to platy with this race What is the max number of colonies in 30 turns for a Terran race...are there numbers known from other races?...one race could be optimal for rapid colonization
You're missing the main point again. You can get 30 colonies on 30 turns with Terran tech too, though it's easier with Thalan tech.
Once again, think of the implications behind exponential growth.
Exponential grow of number of building turns against number of colonizer ? note: i am not a mathematician
Under what initial starting conditions do you want exponential growth? Under what initial starting conditions do you want linear growth?
Exponential/linear growth of what ? ..not colonyships against turns, but another quantity..manufacturing against turns ?I start with the home colony and 5 sponsors Money...enough money means rushbuy ships..building time ships decrease via sponsorplanetsColoniser trick and tiny hulls, somehow i must go withinthe 30 turns to the 100% research ?
To be capable of getting more then one coloniser per turn i must use a sponsorplanets --tine hulls rush buy i need research..benevolent gives 150 research points Also here no direction where to go ..to get 30 colonies in 30 turns..perhaps it is related with the population for a colony rush
I am not getting further...
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