Hello,
We are working on a community-focused update based on your requests. The following is a preview of some of the changes we have in store.
Some key community reported issues we've addressed:
Please read below for all of the changes:
Gameplay
UI
Bugs
Mod fixes
Retribution
Fixed!
(cough)
I'll keep an eye out for this.
Please please please change the auto upgrade selection for techs to default to off. I hate changing that for every one of my colonies only to find one that is stuck upgrading a factory to the latest and it will take 70 turns.
I've been asking for this for a very long time now. A simple checkbox in Game Settings, or Interface Settings to change the default behavior would do the trick. I'm not a programmer, but this sounds simple enough.
TIA,
Richard
It is tiresome to remember to do it with each colony founding. Makes more sense as a toggle on for developed worlds. I am however thankful they made projects repeatable.
I don't use the Repeat button. It's too easy for me to forget about it when a new building or tile becomes available. I just click the Build button half a dozen times. That way, I'm not bothered every turn, but I'm still reminded that the planet exists and might need attention.
Forgetting about things is the easiest thing for me to do these days... :-/
That's my attitude exactly. [e digicons][/e]
Tourism has gone back to being way overpowered. Even with my custom race which has the maximum income and popularity penalties (the latter affects tourism), it's still no challenge whatsoever to max out my treasury . No entrepreneurs or other economic buildings required. Just build a few consulates and watch the money flow in. It's been a problem for awhile that tourism is overpowered, but Stardock had gone a long ways towards fixing it by limiting tourism improvements to one of each type. The consulates thing has again made most other economic choices irrelevant. I don't bother with financial capitals or even going up the income tech tree. Precursory treasury planets can be used for manufacturing as they are not needed either. I just get consulates and may get a few of the tourism improvements and I'm quickly making thousands per turn. This needs to be drastically nerfed to make the other economic choices meaningful.
Edit: I wanted to add that I think this iteration of the game is quite good.
I’ll have to revisit consulates. Thanks for the head’s up.
A revisit of tourism is definitely required. In my latest game with 3.6 and all DLC, I have a planet with the 25% tourism bonus, I placed a consulate, the regular tourism buildings and an entrepreneur on it and it now brings in 1950 credits per turn. As Mac2411 stated, this now makes any financial decisions moot.
Some feedback.I've been using fleets of tiny ships for a long while now. I don't have much incentive to go bigger. Tiny hulls give me the most weapons per point of logistics, and they have no maintenance.I really am not getting the incentive to go big like I did in GalCiv 2. I'm not getting that much more space each time I go up a hull size, and many ship components get bigger the larger the ship hull is. In fact, I would argue that I lose space when I go with big hulls. When I try to make a fleet using bigger ships, I lose firepower (assuming firepower was my only concern). I've also had lost some stats on some of my ships as 'better' ship components required more room resulting in me having to remove something to make space.Money is also important. I find that funds are really tight. Its hard to have many things with maintenance costs. Hard to maintain a navy with large ships. If someone knows a way to get more funds, I'd love to hear it.
I'm usually in the black well before turn 60 and am making tons of credits by turn 100. Here's what I do:
By turn 60 or so, my infrastructure is basically complete, I am making money, and I can begin building that awesome fleet. The natives are beginning to get restless by then.
A good rule of thumb in GC3 is to get what you need, when you need it. Don't put it off until later-- that will only cause anguish and suffering. Be flexible and adapt to changing situations. It doesn't matter if you need to stop researching a Tech. It will still be there when you get back to it and you won't lose any points you have put into it.
A note about the Market: If you see that an item is selling for 1,000 credits, then the game sees only one of those items is currently available on the map. If you need that item to complete your plans, you might want to bite the bullet and snatch it up. There might not ever be a second chance to do so unless you or another Civ finds another of that resource later.
Hope this helps,
Regarding hulls, I've utilized the tiny ship strategy as well. I would combine those ships with medium class support ships to up their defensive stats and offensive stats further. It worked quite well until the changes to the tech tree with retribution took away some of the support modules. The problem without them is that the fighters typically suffer fairly heavy casualties. Replacing them fast enough can be a problem. For example, it might take one turn to build that tiny fighter with three firepower, but if I can also build a medium class in one turn that has what is likely to be at least twice the fighter's firepower then I can replace firepower faster with the medium class. Combine that with the higher defensive capabilities of the medium hull (more shielding, armor and point defense) and more hit points and the calculation becomes more certain from my point of view. So I can fill out a fleet in fewer turns for roughly the same firepower, more defensive capability, and higher survivability by going with medium hulls. I rarely go past medium hulls, however.
Regarding economics I just don't see the challenge. I typically play on gifted level for the galaxy setting with all AI set to genius. Even with an economically crippled custom race (high maintenance costs, lowest economic rating, and lowest popularity rating) and not getting Paxton's emporium, money just isn't a challenge. All it takes is the consulate building either adjacent to another consulate or influence generating building and you can be making hundreds per turn very early and thousands by mid game. I have single planets pulling in tens of thousands per turn and my treasury maxes at 1,000,000 on a regular basis. My issue is that with the choices I've made for my custom race I should be having money issues.
Thanks for bugfixing!
It seems Virtual Vacation is still rather OP after the nerf,which gives a massive +100% approval worldwide (Entertainment Capital in comparison is a mere +25%),perhaps it should be a local bonus.
Singularity Powerplant still looks bugged,the base productionbonus(the +30%) only applies to the planet it's constructed,and the level effect(+2.5%/lvl) went completely missing,even on the colony it's built.
Also does anyone know how to update commander's ship design?
I bought stellar folding tech from AI and mounted on all newly build ships, but the commander is still piloting the ship with hyperdrive plus, and now he lags behind the whole fleet lol
I don't think you can update or upgrade the commander ship. You're stuck with what you got.
Tourism has been tamed. In fact, I think the economics balance now is the best it's been. Great job Stardock.
Glad to hear this feels better, let us know if anything else comes up.
Right. No update for a commander's ship, but you can decommission it. Decommissioning a commander's ship refunds the commander. You can then add a commander to an existing fleet to get a better commander's ship which aligns with your current tech.
Thanks for the head's up on some of these. That consluate exploit was huge!
Trying to get the beta for 3.7 up today but we're having server issues getting things uploaded.
Frogboy, thank you for all your work but writing is not your strong suit:
I mean it about the "work" part. I know you and all the other SD people do their best to make this a great game and for the most part, you have succeeded.
Who was it that said, "A program is never finished."? Probably every person who ever wrote a program.
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