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Galactic Civilizations III Released!
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- jztemple2
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Re: Galactic Civilizations III Released!
Well I'm not a happy camper. I got the bundle to get the few DLC I hadn't gotten before, plus I got the new DLC. I started a new game, played for an hour or so, no problem, and now I've had four crashes in thirty minutes. I've done the integrity check twice and each time it found corrupt files. I've posted on the Tech Support forum over on Steam, and I guess I'll be waiting for a patch.
Damn it all to hell, I have free time tomorrow and everything
Damn it all to hell, I have free time tomorrow and everything
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Galactic Civilizations III Released!
Well, the "good" news is that I've been able to make the crash repeatable. It occurs every time the game tried to display my one and only shipyard. I've tried to work around a need to select it but it's too hard to play with that restriction. So I can start a new game and hope this is a one time problem, accepting that maybe I'll have the same thing happen, get a ways into the game and start having constant crashes. Or I can start playing something else.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Isgrimnur
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Re: Galactic Civilizations III Released!
Aren't there some sand dunes you need to be driving over?
It's almost as if people are the problem.
- jztemple2
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Re: Galactic Civilizations III Released!
I'm waiting for the bike physics update for Dakar 18, if that is what you mean.
Otherwise I'd have to say that where we go to the beach, the beach patrol frowns on people driving over the dunes
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Galactic Civilizations III Released!
The devs got back to me and using a save game determined that the problem was a missing ship type that I probably screwed up when doing some custom fleet building. I've since uninstalled and deleted all the associated game folders then did a clean install. I'd start a new game but now I'm into CKII for a whilejztemple2 wrote: ↑Tue Nov 13, 2018 1:21 am Well, the "good" news is that I've been able to make the crash repeatable. It occurs every time the game tried to display my one and only shipyard. I've tried to work around a need to select it but it's too hard to play with that restriction. So I can start a new game and hope this is a one time problem, accepting that maybe I'll have the same thing happen, get a ways into the game and start having constant crashes. Or I can start playing something else.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Island Dog
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Re: Galactic Civilizations III Released!
Glad they were able to help. Hope you can jump back into it.
- Island Dog
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Re: Galactic Civilizations III Released!
Galactic Civilizations III v3.2 takes faction personality traits into account, improves game AI, and more.
More info and changelog: https://www.stardock.com/games/article/492219
More info and changelog: https://www.stardock.com/games/article/492219
- jztemple2
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Re: Galactic Civilizations III Released!
I'm trying to get back into GC3 after some time off and I have some questions about Galaxy Settings.
One area where I've always felt like I've made the wrong decisions is on the Galaxy Options. As you (might be able to) see, I've adjusted all settings to "Occasional". As an occasional (hah!) player, does this make sense, or am I making it a lot harder to get back into by doing this?
Another area is Victory Options. If I disable some of these options (as I would like to do) does the AI also ignore those options? Or does the AI always assume all victory options are valid?
My final question has to do with Tech Trading and this is more of a "what do people think?" kind of situation. I realize that trading tech gives a player more to give and ask for in negotiations, but I feel that sometimes it feels like I'm zipping through the tech tree since I manage to gull some sucker civ that likes me into giving me some tech that would take me a lot of effort to discover. So in the past I've usually turned off tech trading, but does this handicap the AI? Or perhaps me?
Thanks for any responses . Even though I've played all the GC games since it came to Windows, I still feel like I'm not really getting it all correct. Food, farming and cities still confuses me
One area where I've always felt like I've made the wrong decisions is on the Galaxy Options. As you (might be able to) see, I've adjusted all settings to "Occasional". As an occasional (hah!) player, does this make sense, or am I making it a lot harder to get back into by doing this?
Another area is Victory Options. If I disable some of these options (as I would like to do) does the AI also ignore those options? Or does the AI always assume all victory options are valid?
My final question has to do with Tech Trading and this is more of a "what do people think?" kind of situation. I realize that trading tech gives a player more to give and ask for in negotiations, but I feel that sometimes it feels like I'm zipping through the tech tree since I manage to gull some sucker civ that likes me into giving me some tech that would take me a lot of effort to discover. So in the past I've usually turned off tech trading, but does this handicap the AI? Or perhaps me?
Thanks for any responses . Even though I've played all the GC games since it came to Windows, I still feel like I'm not really getting it all correct. Food, farming and cities still confuses me
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Kraken
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Re: Galactic Civilizations III Released!
I turn off tech brokering but leave tech trading turned on. There's very little point to trading at all if you turn it off. In galaxy setup, I like to make habitable planets uncommon and extreme planets rare. On larger maps, it makes them more precious and helps avoid empires with too damned many colonies to manage.
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Re: Galactic Civilizations III Released!
I'm playing this again (with the latest add-ons but not yet the new patch). One very annoying thing that ought to be addressed is failure for one remaining civ to capitulate when all is clearly lost. It can take hours in a pointless exercise to subdue every last planet, and this is not fun at all.
Black Lives Matter
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Re: Galactic Civilizations III Released!
Are you playing with the latest add-on? Some of the rare planetary resources now have use and accumulate in quantities. There are things you just can't do without certain resources. Also, starbases now can be improved as long as you have stocks of certain raw materials (such as promethium). They are no longer improved by sending more constructors. Playing with a low number of planets or limiting what you have to offer in exchange for these resources (limiting tech trading) would certainly be a handicap.Kraken wrote: ↑Sun Dec 16, 2018 12:00 am I turn off tech brokering but leave tech trading turned on. There's very little point to trading at all if you turn it off. In galaxy setup, I like to make habitable planets uncommon and extreme planets rare. On larger maps, it makes them more precious and helps avoid empires with too damned many colonies to manage.
Black Lives Matter
- jztemple2
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Re: Galactic Civilizations III Released!
These requirements have made the Market a godsend. I used to have to use diplomacy to check which empires had a certain material and whether they would trade it to me, now I can just keep some cash in reserve and buy what I need and sell off any large surpluses. It also helps to know the Market price of items when some other ruler comes calling to offer me some magic beans for my cow...
Come to think of it, a nice update for the game would be to display the latest Market price of commodities in the trade window. I find it annoying that when I am offered those magic beans, I have to turn down the trade to go to the Market screen to find the current price. I posted that request over on the Steam Gamplay Feedback discussion forum.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Kraken
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Re: Galactic Civilizations III Released!
Yes, I know all that. "Uncommon" still yields scores of habitable planets on an enormous (huge? I forget the size names) map, vs. hundreds if you make them common. I don't want to babysit 100 colonies once I start rampaging across the galaxy and AIs start surrendering.Jeff V wrote: ↑Tue Dec 18, 2018 1:43 pmAre you playing with the latest add-on? Some of the rare planetary resources now have use and accumulate in quantities. There are things you just can't do without certain resources. Also, starbases now can be improved as long as you have stocks of certain raw materials (such as promethium). They are no longer improved by sending more constructors. Playing with a low number of planets or limiting what you have to offer in exchange for these resources (limiting tech trading) would certainly be a handicap.Kraken wrote: ↑Sun Dec 16, 2018 12:00 am I turn off tech brokering but leave tech trading turned on. There's very little point to trading at all if you turn it off. In galaxy setup, I like to make habitable planets uncommon and extreme planets rare. On larger maps, it makes them more precious and helps avoid empires with too damned many colonies to manage.
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Re: Galactic Civilizations III Released!
I think I only played on the humongous map once - I was a little annoyed that some of my enemies were so far away as to be unreachable. Eventually I was able to overcome, but it sure took a long time.
Black Lives Matter
- jztemple2
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Re: Galactic Civilizations III Released!
I only played on a truly giant map back in the original GC1 days. I actually had to keep paper logs since I was supporting three or four theaters of war. I had to keep my production tied to the needs of each theater and be sure that the proper ships were being forwarded to the proper theater. This was back when I still had the energy to do that, now it sounds like a lot of work.
Mind you, I am thinking of ordering some RAM so I can play on the two or three biggest map sizes, just because
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Galactic Civilizations III Released!
Question, is there somewhere in the game I can display a list of the types of ships I currently have and the number of each? I'm trying to tweak a design I've been using and want to know how many of that ship it will affect if I implement it. Thanks!
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Brad Wardell
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Re: Galactic Civilizations III Released!
Been working on AI stuff over the holidays (that's my vacation treat). Hopefully we'll be able to get some of these improvements out in v3.3 early next year. A lot of it is in the area of the AI using starbases better than it currently does.
-Brad (designer)
-Brad (designer)
Brad Wardell - Stardock
Sins of a Solar Empire - http://www.sinsofasolarempire.com
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Sins of a Solar Empire - http://www.sinsofasolarempire.com
Galactic Civilizations - http://www.galciv.com
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- jztemple2
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Re: Galactic Civilizations III Released!
I just realized that nothing has been posted here for a month, so now it's time to break the news about the newest expansion coming down the pike, err, Hyperlane , Galactic Civilizations III: Retribution Expansion. Release is planned the first quarter of 2019, which can't be soon enough for me.
For a lot more information and some excellent explanations of the details of Retribution, see the following two dev journals:
Galactic Civilizations: Retribution Journal #1 - Some good background info here about the past expansions and the significance of their changes, plus an introduction to the new features of Retribution and just as important, what is changing in the base game to make those new features so critical.
Galactic Civilizations: Retribution Journal #2 - This entry gives a nice narrative description of a new game started under Retribution. It shows some of the new features such as Hyperlanes. It will be continued in the third journal entry.
I'm really stoked about this expansion because there are quite a lot of fundamental changes to the game system. For instance, population growth rate has been slashed, so that early colony rush might not be a good idea. Also stars and planets are further apart, making the development of those hyperlanes important for getting from place to place. And the tech trees have been tweaked, as the dev notes: "You'll also notice that most of the optimization techs (where you would choose one of three) are gone". That's good, I never did like those.About This Content
What started as a crusade has become a war of retribution.
Across the galaxy, ancient alien artifacts are being discovered, giving civilizations powerful new capabilities. Meanwhile, as civilizations try to carefully balance building an economy, funding an ever growing war machine, and engaging in diplomacy, the humans of Sol III have invented a game-changing new technology - Hypergates - which, when connected, allow for rapid transit across the galaxy.
With two new major civilizations and the concluding campaign to the Galactic Civilizations III backstory that serves this massive space 4X sandbox game, Retribution asks the question: How will you rule your galaxy?
Features
Artifacts - Powerful items buried on planets across the galaxy will give your civilization instant-access to new abilities.
Hypergates - Construct powerful gateways that, when linked, allow your fleets to travel even faster across hyperspace.
New Major Civilizations - The Drath and the Korath are back! The manipulative Drath pull the strings across the galaxy while the Korath rely on extermination. Each has its own set of special abilities, bonuses, and ship parts.
Cargo ships - No longer do your planets act just as islands in space. Cargo ships can be constructed to deliver goods and services to your other planets to aid in their development.
New Technology Tree - A top to bottom overhaul of the technology tree adds depth and sharpens the strategic choices in your research options.
Retribution Campaign - The climactic final battle players have been waiting for. The malevolent Drengin Empire thought humans were soft and peace-loving. They made a terrible mistake that may now end in their extinction.
For a lot more information and some excellent explanations of the details of Retribution, see the following two dev journals:
Galactic Civilizations: Retribution Journal #1 - Some good background info here about the past expansions and the significance of their changes, plus an introduction to the new features of Retribution and just as important, what is changing in the base game to make those new features so critical.
Galactic Civilizations: Retribution Journal #2 - This entry gives a nice narrative description of a new game started under Retribution. It shows some of the new features such as Hyperlanes. It will be continued in the third journal entry.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Galactic Civilizations III Released!
Because major changes in game mechanics went over so well for Stellaris.
Sims 3 and signature unclear.
- jztemple2
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Re: Galactic Civilizations III Released!
Well, since I'll be a Day One purchaser, I'll let you know how things turned out
And I think some of those changes are for the better. For instance, the population growth has always seemed (to me at least) to be way too fast early in the game, it would be nice to see a new approach.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Paingod
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Re: Galactic Civilizations III Released!
That's an interesting update. It's been years since I played GalCivIII and I think I like everything I just read. I'm curious to see how it plays out.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- jztemple2
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Re: Galactic Civilizations III Released!
Galactic Civilizations III: Retribution Journal #3 is up with a continuation of a game playthrough started in the second journal entry. I've also been following the first journal entry thread where aside from the usual endless to and fro of people who what to argue what the game should have been are some great posts from Frogboy about the new expansion.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Galactic Civilizations III Released!
Pre-release Trailer. Release is now scheduled for February 21st.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Island Dog
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Re: Galactic Civilizations III Released!
More Retribution journal entries are up!
#4 - https://www.stardock.net/article/493294 ... -journal-4
#5 -https://www.stardock.net/article/493335 ... -journal-5
#6- https://www.stardock.net/article/493347 ... -journal-6
#4 - https://www.stardock.net/article/493294 ... -journal-4
#5 -https://www.stardock.net/article/493335 ... -journal-5
#6- https://www.stardock.net/article/493347 ... -journal-6
- jztemple2
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Re: Galactic Civilizations III Released!
Journal 6 is a good introduction to those who haven't been following the development of Retribution, although the first journal entry really kicked things off. I'm going to be picking up the DLC on release but it is going to take some time before I have some real impressions.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Galactic Civilizations III Released!
Galactic Civilizations III: Retribution Expansion is now available on the Steam Store, on sale for 10% off for the next week.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Island Dog
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Re: Galactic Civilizations III Released!
Thanks for posting!
Brad also had a couple more journals for Retribution available.
#7 - https://forums.galciv3.com/493538/galac ... the-korath
#8 - https://forums.galciv3.com/493483/galac ... -the-drath
Brad also had a couple more journals for Retribution available.
#7 - https://forums.galciv3.com/493538/galac ... the-korath
#8 - https://forums.galciv3.com/493483/galac ... -the-drath
- jztemple2
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Re: Galactic Civilizations III Released!
Galactic Civilizations III v3.5 & Retribution Mega change log
And as happens when you release a huge update, things get missed (I can assure you, we were still patching Space Shuttle launch software for years after the first launch). So here's the info on the hot patch.
Galactic Civilizations III. 3.5 Hot patch (opt-in available)
Spoiler:
Galactic Civilizations III. 3.5 Hot patch (opt-in available)
Spoiler:
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Kraken
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Re: Galactic Civilizations III Released!
If I were to install the vanilla game from Steam, would I need to do that beta opt-in thing to get the latest patch, or will it be baked into a new install?
- jztemple2
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Re: Galactic Civilizations III Released!
The opt-in is only for some post-patch tweaks, if you install the vanilla game you should get the full 3.5 patch content.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Kraken
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Re: Galactic Civilizations III Released!
- jztemple2
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Re: Galactic Civilizations III Released!
I played the new DLC for about four hours with the Terrans. It was interesting. The biggest thing you'll notice is the population growth rate. It has been nerfed from 0.1 pop per turn to 0.01 per turn. So if you are the usual Terran player and think you are going to colony rush, think again, you're going to run out of people fast. I was using all the default settings in the game and so there were some decent planets in range, but you had to carefully manage from which planet you took population for a new colony.
The tech tree has been altered so there are some new things to check out. It means you really need to think about what is needed some turns down the road. There are some immigration techs that will help make up for that slow pop growth, but you'll need to spend some time researching them, time that doesn't get spent researching weapons and engines, among other things.
I was enjoying my game, except that I didn't remember to set Mega Events to None so at that fourth hour the damn Dread Lords showed up with two ships, each better than a fleet of mine. There was no point in continuing since every ship I would have moved from my core colonies would get eaten for breakfast
The new artifact system seems promising. You'll come across a planet that has an artifact which you might be able to use right away or you'll have to research a tech that "charges" it. It will add some randomness and motivate you to invade someone's planet, like you needed the motivation
The hypergates and hyperlanes aren't too big a deal, they just make a way to move ships around faster. They are handy however. The new supply ships are a definite help to allow a good planet to help a struggling planet complete construction in a timely manner.
Had the damn Dread Lords not shown up I might have continued my first try, although I had set the AI at beginner and only had three opponents in an immense galaxy. For my next game I'll step it up a bit. Oh, that's one more thing, they have tweaked how memory is used so that if you have at least 16GB of RAM you can play all but the vary largest maps without concern.
The tech tree has been altered so there are some new things to check out. It means you really need to think about what is needed some turns down the road. There are some immigration techs that will help make up for that slow pop growth, but you'll need to spend some time researching them, time that doesn't get spent researching weapons and engines, among other things.
I was enjoying my game, except that I didn't remember to set Mega Events to None so at that fourth hour the damn Dread Lords showed up with two ships, each better than a fleet of mine. There was no point in continuing since every ship I would have moved from my core colonies would get eaten for breakfast
The new artifact system seems promising. You'll come across a planet that has an artifact which you might be able to use right away or you'll have to research a tech that "charges" it. It will add some randomness and motivate you to invade someone's planet, like you needed the motivation
The hypergates and hyperlanes aren't too big a deal, they just make a way to move ships around faster. They are handy however. The new supply ships are a definite help to allow a good planet to help a struggling planet complete construction in a timely manner.
Had the damn Dread Lords not shown up I might have continued my first try, although I had set the AI at beginner and only had three opponents in an immense galaxy. For my next game I'll step it up a bit. Oh, that's one more thing, they have tweaked how memory is used so that if you have at least 16GB of RAM you can play all but the vary largest maps without concern.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Galactic Civilizations III Released!
Hyperlane, must have two or more sentient beings in vehicle to use:
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Galactic Civilizations III Released!
Oh, I also didn't mention more about Artifacts. As the Terrans I started off with one artifact on Earth, it gives me one extra tile on one planet. Since I was just starting I held off on using it. However, on a planet I colonized there was another one which boosts morale for ten turns on all worlds. I used it after I had six colonies and since everyone is really, really happy, they don't mind playing a 100% tax rate . So this artifact was good for lots and lots of credits
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Galactic Civilizations III Released!
This is my galaxy. That blueish smudge in the upper right is my current empire. That's a lot of stars to visit!
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Galactic Civilizations III Released!
Hey, this is interesting. One of the artifacts I found lets me spawn a space monster . However, once it is spawned, I have no control over it . It looks like this:
Now I thought, "What possible use is this artifact if I can't control the monster?" and then it occurred to me, I can drop this monster anywhere, like next to the Drengin home world
Now I thought, "What possible use is this artifact if I can't control the monster?" and then it occurred to me, I can drop this monster anywhere, like next to the Drengin home world
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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- jztemple2
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Re: Galactic Civilizations III Released!
A look at my hyperlane layout later in my campaign.
I was playing on the second to the largest map with all the galaxy setting at the default, but apparently with the new update the stars and habitable planets are farther apart. I faced the challenge of having opponent empires on each end of mine, where even with the hyperlanes it would take a few months to move from one front to the other. I really had to suck up to the south empire to keep it happy so I could concentrate on the war to the north.
One tactic I used was to build picket ships on cargo hulls, with lots and lots of sensors. I positioned them as a line on my war front to make sure I didn't miss any enemy ships moving towards my interior. I also built, when I got medium hulls, a small fleet of the fastest warships I could, with a couple of weapons each, so I could chase down enemies. Playing on a really big map is a heck of challenge to planning.
The AI still does dumb things. At one point one of my pickets way off on the edge of the war front spotted five enemy colony ships trying to sneak into my interior. I used my fast fleet to chase and destroy them. I guess it could be argued that the opponent wouldn't know that I had those picket ships and hoped to sneak in and create a few colonies to give me grief, but five at one time in one place seems a misuse of resources.
However, the AI is no slouch when it comes to launching attack transports with escorting warships. Two of his invasion fleets slipped pass my line before I had pickets in place and grabbed a couple of planets which I had figured to be too far behind the front line to fortify. I had to spend three or four dozen game turns assembling my own attack transports with a battle fleet and move them to retake the planets. Really got me to be more careful!
I was playing on the second to the largest map with all the galaxy setting at the default, but apparently with the new update the stars and habitable planets are farther apart. I faced the challenge of having opponent empires on each end of mine, where even with the hyperlanes it would take a few months to move from one front to the other. I really had to suck up to the south empire to keep it happy so I could concentrate on the war to the north.
One tactic I used was to build picket ships on cargo hulls, with lots and lots of sensors. I positioned them as a line on my war front to make sure I didn't miss any enemy ships moving towards my interior. I also built, when I got medium hulls, a small fleet of the fastest warships I could, with a couple of weapons each, so I could chase down enemies. Playing on a really big map is a heck of challenge to planning.
The AI still does dumb things. At one point one of my pickets way off on the edge of the war front spotted five enemy colony ships trying to sneak into my interior. I used my fast fleet to chase and destroy them. I guess it could be argued that the opponent wouldn't know that I had those picket ships and hoped to sneak in and create a few colonies to give me grief, but five at one time in one place seems a misuse of resources.
However, the AI is no slouch when it comes to launching attack transports with escorting warships. Two of his invasion fleets slipped pass my line before I had pickets in place and grabbed a couple of planets which I had figured to be too far behind the front line to fortify. I had to spend three or four dozen game turns assembling my own attack transports with a battle fleet and move them to retake the planets. Really got me to be more careful!
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Island Dog
- Posts: 622
- Joined: Tue Sep 04, 2007 5:21 pm
Re: Galactic Civilizations III Released!
The v3.7 Anniversary Update for Galactic Civilizations III is here!
For the game's 4th anniversary, we've focused exclusively on a top-to-bottom series of improvements based on fan requests. These improvements are major quality of life changes that improve the overall experience of Galactic Civilizations III.
https://www.galciv3.com/article/494789
For the game's 4th anniversary, we've focused exclusively on a top-to-bottom series of improvements based on fan requests. These improvements are major quality of life changes that improve the overall experience of Galactic Civilizations III.
https://www.galciv3.com/article/494789
- jztemple2
- Posts: 11684
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Galactic Civilizations III Released!
From the change log: "The AI no longer uses the Government as "explorers." (aka fodder)". Yup, this is a good change, assuming they mean the ships provided free when you change government. I've come across these ships way far away from any place they would be of value to the AI.Island Dog wrote: ↑Tue May 14, 2019 2:16 pm The v3.7 Anniversary Update for Galactic Civilizations III is here!
For the game's 4th anniversary, we've focused exclusively on a top-to-bottom series of improvements based on fan requests. These improvements are major quality of life changes that improve the overall experience of Galactic Civilizations III.
https://www.galciv3.com/article/494789
My father said that anything is interesting if you bother to read about it - Michael C. Harrold