warrich

warrich

Joined Member # 1984445
0 Posts 3 Replies 91 Reputation

I personally do not like the new system. I do appreciate that we will have the ability to bring the wheel back. I just want to say, I'm just not sure about the rationale behind the change; I lost choices that I used to have, and I don't feel like I've gained anything gameplay-wise. Frankly, it doesn't feel like any less of a command economy, because now every planet is more or less following one centrally set economic plan.

93 Replies 991,762 Views

Hello all, I've been playing GC3 off and on since the alpha was released, and so far I love it. I have noticed a few micro-management tasks that take up a lot of time and could be reduced. They are: 1. Manually focusing planets on industry/social prod every time I research a new improvement & want to upgrade; 2. Manually re-adjusting the prod wheel every time I set prod to an infinite project; 3. Manually setting empty queues to projects; 4. Manually switching off pop growth p

0 Replies 2,023 Views

[quote who="Storm" reply="32" id="2699434"] Quoting larienna, reply 19 I will suggest something crazy that will never happen (like the original poster said). A group of online games where Each game has a world of it's own but players can open gates to warp from a dimention to another (another game). That would be totally crazy an complex to manage especially if your empire is spanning across multiple dimension

35 Replies 97,154 Views

I think this is a terrific idea, as it models technological progression in a realistic way. If your society values warfare and devotes a lot of time to it, then a lot of your best and brightest people will probably be in the military. Those people would want to innovate (create new weapons, tactics, etc) and find more efficient ways to apply their existing weapons and tactics, thus progressing military technology independently from the academic research. Great idea [e digicons]:thumbsup

6 Replies 11,587 Views

I agree with nitey and Jalicos, sovereigns subletting or issuing quests is a great idea! I also like the idea in reply #12, that the game would have persistent NPC heroes who could be hired on contract, but wouldn't be "your" heroes. It sounds like a couple ideas I think were mentioned before, regarding independent organizations and independent kingdoms, not quite sure where those are... It would be cool to have NPCs who either begin with or develop throughout the game distinct i

101 Replies 270,736 Views

Basically instead of having a random event popping up asking you to kill the dragon and then the dragon cave magically appears on the map, the dragon is already there and interacts with it's environment. Agreed. I like the idea of things already in the world forcing the player to make decisions and undertake quests of their own volition. Good suggestion.

10 Replies 46,708 Views

I agree with Climber in reply #87, that quests should be generated by players/dieties/NPCs with agendas. In this case, I would want to see something I believe was suggested before regarding mercenaries, that these quest-givers could give quests by proxy, and hide their identity from whoever takes the quest. For example, mysterious wizard A asks you to bring him artifact B for a substantial reward. Little do you know that the wizard is actually working for your arch-rival, and that art

176 Replies 648,285 Views