bc_1

bc_1

Joined Member # 5082943
0 Posts 1 Replies 436 Reputation

If the focus is on making GalCiv III more fun and less of a micro management headache (at least for people who want to optimize their gameplay), what about the following suggestions: - get rid of the planetary wheel AND the empire wheel, just let planets produce whatever their buildings will produce (factories = production, banks = cash, labs = science, etc...). Simple to understand, no micromanagement, only forward thinking / planning, which is what a strategy game should be all about<b

135 Replies 749,187 Views

I wiould think it's more of a balance issue (spell costs way too much) than an AI one (although AI should be more capable of cost/benfit analysis, that's way more difficult to change) Cheers

1 Replies 6,872 Views

[quote who="joeherbert48" reply="5" id="3334642"]Stardock said they would never balance the multiplayer game in favor of the single player game[/quote]I feel that if the single player was correctly balanced, then multiplayer would be fairly OK...

16 Replies 37,045 Views

The AIs are usually very friendly in the first 100 turns, and only tend to become sour after that. Plus if you're strong, they will like you even more :D 5000 mana is fairly quick to accumulate with a 6 to 8 city empire, which is fairly easy on medium and large map sizes. Perhaps the mana requirement should increase with map size ? And with difficulty level (only for the player) ?

39 Replies 124,412 Views

The -9 does not change much, especially with the change to accumulative diplomacy modifiers - it simply takes too long to degrade the accumulated goodwill to have any effect. This victory condition is so easy it can be done in about 100 turns on ridiculous... Definitely needs a major nerf: increase in tech requirement, even if it branches off before the end of the tech tree, and increase in mana requirement (it's way too cheap a spell, especiallly compared to other spells: s

39 Replies 124,412 Views

[quote who="Wizard1200" reply="38" id="3334505"] I do not use Outposts, because it is to easy to capture and raze them.[/quote] Why build an outpost when you could be building a city for the same cost ? Wait for the AI to build them and either flip them with your snaking cities or capture them...

155 Replies 131,783 Views

Maybe a solution for settlers would be to require an influence cost. Sovereigns would need to have a small base influence income, and you could get one time influence bonuses for feats such as winning battles against the odds etc... in addition to existing mechanisms. And it would balance out a bit with henchmen: if you spend your influence on settlers, less to spend for henchmen.

62 Replies 48,312 Views

Research does seem to carry over, but not production. Many people (including myself) have asked for this, and there seems to be no logical reason for it staying that way, just micromanagement hassle, but it seems it's a useless fight against Stardock religion - Galciv did not have production carry over either.

18 Replies 34,015 Views

[quote who="willie sanderson" reply="2" id="3323779"]I spent the money on something else "rushing".[/quote]Can't have it all, can you ? [quote who="carn112004" reply="10" id="3324160"]the AI is probably programmed not to commit such a mistake or has enough starting funds to avoid the problem of lacking money to hire.[/quote]no the AI gives you plenty of time to hire all the heroes on the map if you try (except perhaps some of the level 1's)

11 Replies 19,088 Views

I'm not sure if they do, but web only lasts 3 turns, that would be kinda short for a "powerful" enemy. [quote who="StevenAus" reply="10" id="3324861"]you can choose adventurer, tech up for better heroes and hire beastmaster heroes for free. You have to be lucky with where heroes are placed on the map though.[/quote]No you just have to scout agressively, it kind of snowballs as you get more heroes

15 Replies 22,078 Views

Although I agree the game and especially the AI need more work, it's become standard industry practice to release games a bit early because games cost so much to develop. That's especially true for TBS games (remember the sorry state of Civ V when it came out ?), because let's face it - TBS players are a fringe group, dinosaurs from the long forgotten Microprose era... Nowdays the money's on FPS and to a lesser extent RTS (on PC that is, because the rage is now mobile devices)

15 Replies 13,747 Views