Honestly it would be nice if they were 2 way that your ability to travel would span a certain amount from origin... and that you would need to develop starbases that stabilize them on both sides. I.e. the worm hole is unstable unless secured when it collapses it leaves an anomaly but if you stabilize it you are able to travel it until the stabilizing star bases are destroyed Or maybe have some 2 way some one way... all depending upon how unstable they
jhanglyn
They also need to put modifiers on colonization ships... its very easy to buy a ship and 2.5bln ppl
Yes for this to work it needs to be up
I have experienced this as well... with similarly high specs...
I have loaded a save that was in a wait state at save due to the hang and it did progress.
At least for me.. it wasn't that case. It was a turn with no technology spend recognized by the tech you had at the end of the turn
I have seen this issue pop up as well. I switch techs alot to game the artifact tech bonus that you can receive. I have on multiple occasions noticed that if I switch to a different tech that it won't apply the tech points to that Technology and thus I lose a turn of tech spend.
thanks for the explanation Thecw
Based upon how they programmed it... at the start of the game all of the planets are known... the only thing that should be adding memory are the modules/ships/starbases that you add... and honestly from a memory perspective... immense with 1000 ships and star bases should impact cpu more than memory... all of the data should be stored in arrays... maybe I am being blind here... But if your save file is not that large then the memory it would take to run the game should be s
I am also in the boat that you play large maps to make it take longer to meet races on average. .. when we have the minor races and have them enabled to slowly spread you probably won't have the same experience? ? Or maybe have the ability to create more races and add them to your game?
Well with my potential solution at most its a constructor to build the base and a support constructor to act as supply. You can build non support to continue to build the modules or have multiple planets Supply it so it should work well for both sides...
Also for races that get logistic benefits... it should be a percentage gain or an increasing gain... I.e. the terrans.. at the start the extra logistics help at the end not as much.. i would think that if they are naturally good at it... then given higher logistics they are that much better... Akin to the plus 20% for other items... i understand that it would be game breaking to just give plus 20% logistics so have a graduated scale...
With yor and malevolence you won't need to worry about flipping and you can colonize away. But yes... you should be able to knock them off a world but not take it if you can't survive there. I don't agree with the current non flipping of malevolent races... they should just make it take much longer or need much more influence
Influence is definitely bugged.
When will the influence bug get fixed?
[quote who="erischild" reply="8" id="3520170"] I just have to take a moment to say that I, along with others, think you are trying to fix a problem that is not a problem. I like constructors. I love the idea of huge constructors. I wish I had thought of that. [/quote] I like constructors too. I am trying to propose a solution that allows those who are tired of creating a bunch of constructors to only have to create one to create the base and another to s
Peregrin.. the production would be a sifon from your total production on whichever planets are supporting it. when you establish a supply constructor route you would set how much production it takes per trip. That number divided by trips per turn would be taken from total production. So if your constructor takes 2 turns to get there and you want 8 mfg points delivered... each turn 2 mfg points will be deducted. Because it would take 2 turns to get there and
It is never added even to the planets. 2.5 colony ships create 2.5 planets...
https://forums.galciv3.com/460951 . What do you all think about this idea?
I have seen similar behavior where the peace took a turn or 2 to "occur"
In beta 3 influence was off. This is not a beta 4 problem
Yes ideology is not 100% yet
Think of it as perfecting your early game... but with how it is now it is definitely pointing you in playing a specific way
I tend to grow wide before I grow up with my civilization the 1 per turn is keeping me from doing that... all of the current ais are just going straight military and by the time I meet them i am at their mercy unless I can get the 3 ships to every colony pragmatism trait
Honestly I think that the malevolence trait of never switching is a bit of overkill. Instead make it take 5 xs more or something. I think that is in part of what is causing this.