I also notice having gone back that there was a little red icon above my planet before it flipped but since I play zoomed all the way out I didn't notice it.
derbius
So I need to mouse over my threatened planets to see what the state of their influence is each turn?
I had a happy "perfect" planet near the enemy's planets - I made sure it was happy because I was afraid it would flip. And it just did - so morale by itself doesn't seem to help. I am not sure what else to build or do to stave off flipping. Also, there was no big flashing red light to warn me that the planet was liable to flip soon. Rage-inducing! What listing do I need to look at to make sure my planets are not vulnerable aside from morale?
Took a look at http://galciv3.gamepedia.com/Tourism - does it matter if I am at war with one or more of my neighbours or if they hate my empire? Seems odd to be fighting or hating an empire and still have lots of their population coming to check out my pyramids or whatever... But the wiki doesn't say anything about an effect. If I am at war with someone will I lose trade with them?
Well it would have been nice if there was, say, the possibility to concentrate fire intelligently etc. The combat system does seem rather under-developed compared to the other CG III systems...
Looking at what I have seen described of the combat system I just wanted to see if ships would be smart enough that if they noticed that they had weapons longer ranged than their opponents and were at least as fast as they were that they would seek to remain out of range. And by extension if they have multiple weapons do they seek to stay at a range where the ratio of their damage capacity to the opponents' damage capacity is most favourable?
Knowing your rank by various criteria is nice but I would like even more to be able to see the whole galaxy at the end and scroll around it seeing what I missed and where the enemies' ships were and where they were going. Knowing what the AI's plans would have been would be even better. Of course it would be an option that competitive players against each other could choose to switch off...
I agree - and the list should let you filter by various criteria like size or valuable resources so you could prioritise. And even so you could auto-build a colonizer at your nearest shipyard which would send it to the uncolonised planet of your choice.
I would really like a streamlined async multiplayer mode too - where you would get alerted as soon as your turn was ready (but you wouldn't have to have the game open to stay alerted and playing.
All I know is that it can do damage at greater range than the normal starbase weapons. How much? For how long? Does it have a radius of effect? And does it actually work the same whether you are orbiting a star, planet or asteroid belt? PS Is there a revised SoSE unit cost/abilities spreadsheet available? Last one I am aware of was by Zyrxil based on game version 1.12 and doesn't include entrenchment.
My votes: 1) Starbases shouldn't be mobile - certainly not between planets. If you've built a monster one in a backwater too bad - demolish it and build it elsewhere. 2) "Starbases should outrange everything but the super-missile launchers (and each other)" and should be able to cover most of the grav well so you can get past them and can maybe bombard the planet they're near but only if they are badly sited. 3) They should take a long time to build 4) They sho
Mines should have lower numbers and bigger range plus a mine/system limit, a resource cost and some AI to control laying them automatically that would start with the jump lanes facing the enemy and work backward.
I don't know whether I succeeded but I was able to pay for colony pods even though I didn't research them (I could have researched them - I had 3 weapon labs).
I have a support request logged but I guess with the new beta and the Xmas season they're too busy to help. I'm getting the following error: "Context: Impulse: WebService: ValidateAccount Message: (Result: 6 - Invalid Stardock.net account. A Stardock.net account does not exist for "[my email address]". You must register the account first.) Build #: 947" I believe I have several email addresses registered at
Can anyone definitely confirm what Cutthroats do (and what damage they do?) And can anyone confirm that there are only the five basic kinds of pirate ship?
I believe I was offered the opportunity to build more than one media center on a planet. Are these and other logistic builds cumulative? Or with diminishing returns?
So bigger ships are better because in order to damage them you end up reaching max mitigation pretty fast. Hm... It also means that even if you are using weapons that skip shields the mitigation level rises at the same rate.
Thanks, Tiberius - that's a great start! Hope I don't find out about a pirate Battleship equivalent! I don't recall seeing pirate fighters or bombers but perhaps I just overlooked them?
Please could someone add them to the master ship stats spreadsheet (at http://www.mediafire.com/download.php?xdyuy5xconi)? In the meantime, I have established that pillagers are planet bombers. Rogues seem to be basic assault equivalents, cutthroats tougher, reapers perhaps anti-strike-craft and corsairs like a cruiser of some kind (please could someone confirm). Also I notice that some pirates have anti-matter - what do they spend it on? Information like that would help in figurin
Obvious question but one I didn't see an answer to. If I choose a "hard" AI does it get more resources, play more aggressively or just play smarter? I would ideally like to be able to choose whether or not the AI should get more resources as well as whether it will be tougher.
I was a bit confused about planet health vs population. If health hits zero does the population all die off? What happens when the pop hits zero and there's still some health left? Is there a planet conquest FAQ somewhere?
... but if a ship in orbit has no anti-personnel weapons (or only weak ones) my pop doesn't even go down. In some 4X games a sieged planet can't contribute to the empire's economy (because the goods can't leave the system) but evidently not in this one.
I know if it is being sieged by a cap ship its culture will decline, and if it has a trade port or refinery nearby the ships wmay be intercepted but is there any other effect? Does credit production get harmed for example? Just wondering how worried I should be when a single weak ship sieges a planet of mine...