Game unplayably complex without more explanation.

I played the tutorial and there is just too much stuff that I don't understand for me to play the actual game. The tutorial barely explained anything at all.

  • Everything is a massive pile of symbols the meaning of which is completely unexplained. The tooltips don't help because they just list off a bunch of terminology that is still completely uneplained.
  • The build menu is insanely large, with almost no ability to sort or cut down the list, and is filled with things whose functions I can't figure out.
  • There seems to be a difference depending on where you place buildings, but I have no idea how it works. Also seems to be some system for opening more space, but again...
  • Ship building can't possibly be as slow as it seems to be, so I must be doing something wrong.
  • Ships have a range limit, which I can't figure out how to extend.
  • What are the differences between weapon and defense types? Not explained.
  • What do all these techs do? How do I figure out what to research?
  • Resource information? I'm not even sure what is and is not a resource.

I could keep going on for a while, but I think I have made my point. There is no manual and the tutorial is grossly insufficient. Unless you already know how to play, you can't figure it out.

175,646 views 14 replies
Reply #1 Top

There is no manual and the tutorial is grossly insufficient. Unless you already know how to play, you can't figure it out.
End of quote
Weird... I wonder how other people learned this game. They must have learned from the ancients... I wonder where they came from...

In all seriousness though, I can't relate to this. To me it was sufficiently intuitive when I got into it.

Maybe this video gets you further:

Reply #2 Top

Their is a manual on top of that steam have manuals for the game. Youtube has playthrus.  Besides this you could always wiki. Oh yeah untill you get a better understanding of techs play the terran.

Reply #3 Top

Yes, check out the videos. Also, the community can be very helpful -- just say you're a new gamer and have some questions. The game as it currently stands is pretty easy to understand once you understand a few basic concepts and get your head around the initial info overload that every 4x pretty much has. 

 

Although the fundamentals are going to change with the release of Crusade soon. Exciting times -- I'll have to relearn the game pretty much over again :) 

Reply #4 Top

Here are some actual answers to your specific questions:

Everything is a massive pile of symbols the meaning of which is completely unexplained. The tooltips don't help because they just list off a bunch of terminology that is still completely uneplained.

Page 12 and 27 on here will explain some of those symbols: http://cdn.akamai.steamstatic.com/steam/apps/226860/manuals/GC3Manual_v103.pdf?t=1432646382

The build menu is insanely large, with almost no ability to sort or cut down the list, and is filled with things whose functions I can't figure out.

The build menu in the beginning will have two different kinds of projects: buildings which have a number of turn next to them. That's how many turns it will take to build them. Projects are persistent items you use that provide small bonuses to research, influence, income, what have you. They are produced into perpetuity (unless you tell them to stop) and are usually what you do with a planet when you have nothing you want to build. There is also a military production project which redirects your planet's manufacturing capabilities to the shipyard that planet is sponsoring. 

There seems to be a difference depending on where you place buildings, but I have no idea how it works. Also seems to be some system for opening more space, but again...

Broadly speaking, your planets will produce five capabilities: research, manufacturing (both social and military), wealth, influence and food.

- Food is arguably the most important as it provides the baseline for all the others. The amount of food your planet produces dictates the max population of your planet. That max population equals, plus or minus some race abilities and techs, your raw production. All other productivity is a function of that raw production. Max population is raised by building farms

- Research is enhanced with research labs. For research, manufacturing and wealth, you take the percentage of your total expenditures devoted to research and that's the percentage of raw production devoted to research. So, let's say you've got your global wheel set so that research is set at 40%, manufacturing at 40% and income at 20%. Further, let's say on Earth your raw production is 10, that means you'll produce 4 points of research, 4 points of manufacturing, and 2 dollars worth of income from that planet in a given turn. Research labs give you a percentage boost. So let's say you 2, each producing a 25% bonus (for 50% total), you would be looking at 6 points of research - 4 raw plus 50% extra from the labs. Now, when placed next to each other, like buildings raise each others "level," usually to the tune of an extra 5% per level. So, if you put those two research labs next to each other, they would actually produce a 60% bonus

- Manufacturing is enhanced with factories and is split between social (buildings and projects) and military (ships). When you look at the global wheel, you will see a percentage of your manufacturing you're devoting to colony improvement (social manufacturing) vs. ship building (military manufacturing)

- Income is enhanced with markets and pertains to how much money your empire produces

- Culture is generated from consulates and pertains to how quickly your borders (sphere of influence) expands and how likely enemy planets are to switch allegiance to your empire.

In addition, there are buildings that increase happiness (which gives productivity bonuses and prevents uprisings), trade income and tourism.

Opening additional spaces is accomplished via techs along the "green" tech line.

Ship building can't possibly be as slow as it seems to be, so I must be doing something wrong.

You probably have your resources split in such a way that you don't have a lot of military manufacturing devoted to your shipyard. Specializing planets is key in this game. Rush build a couple factories and devote more resources to manufacturing and you should be pumping out ships much, much faster.

Ships have a range limit, which I can't figure out how to extend.

Two ways: (1) new colonies and starbases automatically increase range and (2) if you go to the ship designer there are modules you can add to increase the range of ships so that they can venture farther away from the closest starbase/colony. All ships have at least one or two of these modules by default but you can remove some engines or weapons to increase the range further.

What are the differences between weapon and defense types? Not explained.

In general, missiles are effective from long range but often miss, kinetic weapons are only effective from very short range and almost never miss and energy weapons have a medium range and miss less often than missiles. Each has a commensurate defense - point defense/chaff effectively neutralizes missiles, armor effectively neutralizes kinetic weapons, and shields effectively neutralize energy/beam weapons. Each weapon is also associated with a resource that can be mined which produces a better version of a given weapon - durantium produces better kinetic weapons, anti-matter produces a better missile weapon and elerium produces a better energy weapon. It should be noted durantium is much, much, much more common than the other two and anti-matter is somewhat more common than elerium.

What do all these techs do? How do I figure out what to research?

This is too big of a question and part of the joys of learning how to play the game. In general, I like focusing on stuff that increases my population (better farms) and makes them happy (entertainment) as quickly as possible but that's just my play style. There is no right answer on this one.

Resource information? I'm not even sure what is and is not a resource.

Hopefully I've answered this above. Write back if it didn't help.

Reply #5 Top

Ok good post. Life support is the module that extends range. Im not disagreeing about farms at least for most of the game it is not end all. Factories are good, but there no end all building. I would say make your homeplanet a manufacturing world. Power plants help. Place them with the most tiles around them. Names are less important than bonuses. Id be more concerned about bonuses. Now everything has adjancencies. What these means if you put similar buildings together the give one, or each other small bonuses. The building type is towards the top, and adjancies at the bottom of highlighted section. Build duranthium refineries their worth it. Now about yech trees the terrans are the best to use. I would watch the wheel everytime you move it you get coercion loss of production. Colonise as much as possible. Theres a menu at the top of main screen look at it.

Reply #6 Top

Quoting rynebrandon, reply 4

In general, missiles are effective from long range but often miss, kinetic weapons are only effective from very short range and almost never miss and energy weapons have a medium range and miss less often than missiles.
End of rynebrandon's quote

This information is wrong.

<GlobalCombatMods>
   <EffectType>BeamAccuracy</EffectType>
   <Target>
    <TargetType>Ship</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>1.00</Value>
  </GlobalCombatMods>
  <GlobalCombatMods>
   <EffectType>KineticAccuracy</EffectType>
   <Target>
    <TargetType>Ship</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>0.80</Value>
  </GlobalCombatMods>
  <GlobalCombatMods>
   <EffectType>MissileAccuracy</EffectType>
   <Target>
    <TargetType>Ship</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>0.90</Value>
  </GlobalCombatMods>

  <GlobalCombatMods>
   <EffectType>BeamCooldown</EffectType>
   <Target>
    <TargetType>Ship</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>5</Value>
  </GlobalCombatMods>
  <GlobalCombatMods>
   <EffectType>MissileCooldown</EffectType>
   <Target>
    <TargetType>Ship</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>8</Value>
  </GlobalCombatMods>
  <GlobalCombatMods>
   <EffectType>KineticCooldown</EffectType>
   <Target>
    <TargetType>Ship</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>4</Value>
  </GlobalCombatMods>

 

  <GlobalCombatMods>
   <EffectType>BeamRange</EffectType>
   <Target>
    <TargetType>Ship</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>1000</Value>
  </GlobalCombatMods>
  <GlobalCombatMods>
   <EffectType>MissileRange</EffectType>
   <Target>
    <TargetType>Ship</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>1400</Value>
  </GlobalCombatMods>
  <GlobalCombatMods>
   <EffectType>KineticRange</EffectType>
   <Target>
    <TargetType>Ship</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>700</Value>
  </GlobalCombatMods>

So:

  • Kinetics have the least accuracy, shortest range and fastest rate of fire.
  • Beams have the best accuracy, moderate range and a moderate rate of fire.
  • Missiles have moderate accuracy, the longest range, and the slowest rate of fire.

Missile and Kinetic rates of fire are slightly faster for Shipyards and Starbases, but follow the same general pattern.

Mass, manufacturing cost, and maintenance are other factors to consider when outfitting your ships.

(edited to correct typos)

Reply #7 Top

Just specialize in missiles.

They are cheap to produce and maintain. Much cheaper than missiles and kinetics. If you are trading ships 1 to 1 you are most likely winning (the war, because production comes cheaper to you).

And late in the game with the proper setup they have:
 - highest rate of fire (by quite a margin)
 - highest damage
 - highest range

I sure hope they see some changes with crusade...

Reply #8 Top

Well, I'm coming from 20 years of playing GC and GCII, and I find GCIII damn near incomprehensible.  Yes I understand what the player is trying to do, but the controls are totally different.  For instance:

* NO manual movement of ships?  Mouse only?

* Why is the 'scientist' staring at me?  Is he expecting me to do something on the Tech screen?

* Is there any $^&*) way to play this game without involving F^&*)G STEAM ???

 

Reply #9 Top

Well, there's GOG and I think SD still sell from their own store, so I don't believe Steam is your only option!

Reply #10 Top

Quoting TheFunMachine, reply 9

Well, there's GOG and I think SD still sell from their own store, so I don't believe Steam is your only option!
End of TheFunMachine's quote

Buying the game from SD directly only gives you a Steam-key. GOG is the only non-Steam option available.

Reply #11 Top

Quoting Gaunathor, reply 10


Buying the game from SD directly only gives you a Steam-key. GOG is the only non-Steam option available.

End of Gaunathor's quote

 

+1, and if Steam ever becomes evil all of a sudden, Stardock will still have your info and will pursue some alternative distribution for their accounts.  If you notice, a lot of the more forward thinking companies are taking this approach, Obsidian, InXile, for example have both kept their own accounts when possible - partly for other reasons, but the above being one of them (albeit maybe unofficially).

No one's interested in their fans and customers getting screwed because of something having to do with some 3rd party's decisions.. Not sure if SD will generate a GOG key tho currently, might have to actually buy it from GOG..

Not that I've been paying /that/ much attention, but stardock seems to mirror the sale prices on steam..

Reply #12 Top

I always buy through SD, and yes, all you get is a Steam key.  Interestingly, IIRC Steam and SD seem to run sales independently.  That may be only on legacy apps, though.  I'll pay more attention henceforth.

What's a GOG?

FWIW, I tried running galciv.exe and others when I was finally able to find the game folder hidden in the steam tree.  But they don't run the game; they just call steam.

 

Reply #13 Top

Quoting DMF, reply 12

What's a GOG?
End of DMF's quote

GOG.com

It's an online-distributor like Steam. However, it's focused on DRM-free games.

Reply #14 Top

Quoting DMF, reply 12

I always buy through SD, and yes, all you get is a Steam key.  Interestingly, IIRC Steam and SD seem to run sales independently.  That may be only on legacy apps, though.  I'll pay more attention henceforth.

What's a GOG?

FWIW, I tried running galciv.exe and others when I was finally able to find the game folder hidden in the steam tree.  But they don't run the game; they just call steam.

 
End of DMF's quote

 

GOG is the DRM-free distro service that everyone likes.  Personally, I like steam so that's what I use - although GOG runs some pretty good sales, so I end up owning games over there too.. Incidentally GOG just had a huge GC3 sale in the past week or two I think it was..  Unlike Steam it doesn't install a front-end, rather you just download the games and install them on your HD - just like the good ol' days..

 

https://www.gog.com/

Ah... like I said I don't pay that much attention to the sales, I just feel like I see sales @ both places a lot of the time - but I may just be imagining this..

 Edit: it might be worth pointing out that GOG's patches/updates tend to be slightly behind those of steam, fwiw

+1 Loading…