No confusion on this end. If you score enough points on say Pragmatic to pick up an ideology trait/perk/advancement - and you don't. You wait a bit. The ideology tab indicates you have one available. Not longer after, say you are able to pick up a Malevolent trait/perk/advancement - your ideology tab indicates you have 2 available. When you pick one - doesn't matter which - the other disappears, i.e., your ideology tab shows zero available where just seconds before - it showed two and y
courtneyme109
No mis clicks on this. Try it. When you colonize your first few planets and are awarded an ideology choice, let's say Benevolent. Save it - don't pick one right away - save it. Continue colonization with different ideologies until you have another choice in - say Pragmatic. Go take your Pragmatic pick. Vola! Your Benevolent perk that you didn't instantly utilize has simply disappeared. In other words - use them or lose them. So, if you want to use the Pragma
It does disappear Rhonin - as if it was never there. Essentially, if you save a choice to use at a strategic moment and take advantage of a new choice in a different ideology - poof! Your previous choice disappears as if it were never there. luceo non uro
So your choice disappears if you don't use it instantly? luceo non uro
You know how it is. You score a Pragmatic choice and since you have yet to select the War Free 50 turns option - you save it to use when your neighbors begin to cast their envious eyes upon you. In the interim, you score Benevolent and/or Malevolent choices and use them. Except now, your Pragmatic choice that you have carefully saved is simply...gone. Even worse, the cost to achieve another is higher as if you indeed used your disappeared choice. Anyone else notice this bug? H
[quote who="Horemvore" reply="4" id="3709220"] The tooltip, when you hover over your Balance (on the Topbar) actually displays your GDP as Net Income which is giving you the impression you should be gaining BC per turn when you are not, just a bit of miss information atm (untill they change Net Income to um GDP). [/quote] Thanks very Horemvore! Hope they fix it asap. luceo non uro
24% then bumped up to 34% luceo non uro
First off, influence really grows - fast! 2nd up, when your economy shows you gross, say 342 per turn and your spending is 109, yet you are in the red and not gaining those credits per turn. Missing something here? luceo non uro
Only your computer's ability to handle them all. [e digicons]:grin:[/e] luceo non uro
Any colony with a military academy can create legions, when legions are completed, they are stationed in a reserve - which transports draw from when transports leave the shipyard (prompt pops up). Generals provide legions to the reserve and when generals are promoted to supreme generals do as well. luceo non uro
Yeah, purchased it also. Great stuff. luceo non uro
Love the starbase concept in GCIII. Start off with 4 economic starbases around systems with 2 or more planets, then eventually every planet has 4 economic starbases. Really kicks ups everything - especially starship construction and you're gon need it when the AI starts rushing you. luceo non uro
Currently playing at genius level also. What turn were you at? Did the AI rush you en masse? What size galaxy? Number of opponents? Turn drag appears related to increasing the number of citizens, after researching citizen recruitment techs. By turn 633 it's a real issue. At war in and around turn 300, the AI enjoys building cities (as many as three on one planet) and garrisoning legions. They also deploy Core Detonation on invasions and fleets with one huge support ship and to
[quote who="implodinggoat" reply="29" id="3702670"] Quoting JerkClock, reply 20 Yeah, kinda weird that this only happens upon colonization. [/quote] Increasing the number events in Galaxy creation helps gen
When the GCIII Founders program was released - members could name a star, so there are bunches of - uh - unique - star names. Wait til you discover "Carrotdevourer", "Boatmurdered" and "Misterphoo" luceo non uro
Can't wait! luceo non uro
Congratulations Larsenex! Very cool. luceo non uro
Much the same as mine Palace Guardian, yet around turn 633 (genius level) Ludacris, scattered, 21 opponents, all the DLC (sans mega events) it will not load - just crashes to the Steam Launch. In the painful process of starting all over, it works like a charm and runs flawlessly luceo non uro
Carriers are pretty sweet. Especially when you craft a fleet around one with support ships and tons of 1 logistic point fighters. The only down side is occasionally the logistics won't work, i.e., your logistics is at, say, 110 for a fleet. With a huge carrier (15 logistics points) 2 huge support ships (30 logistic points) you should have 65 logistic points remaining. Lately, you are not able to add 65 1 logistic point each fighters to reach your 110 logistic points total. In
Ludacris works well for moi with 21 opponents - gives time to get defensive/interceptor task forces semi crunk up before running into more enemies than I could handle. Though, it does seem to slow down a bit around turn 600 (even as me system claims to have the ability to handle it). Enjoying a really epic game and have yet to fire up a new one from scratch with the latest patch. luceo non uro
[quote quoting="post"] So for every planet you have to SCROLL DOWN THE ENTIRE BUILD LIST, which isn't easy if you have 30 colonies. [/quote] The ability to prioritize different items in the build queue per colony helps in this regards luceo non uro
That appears more like the colony rush instead of a bug. Blocking AI ships is a long time defense from the GCII days. Privateers always add some fun! luceo non uro
Fleets with 2 commanders can actually save the day - particularly in the early part of a game when the AI fires up those mass wave attacks. Disappointed it's no longer available. luceo non uro
PM'd. Thanks very Rhonin_the_Wizard. luceo non uro
No, some have less - others have more. The raw logistic points seem to limit at about 64 or 66 so the fleet reads as 66/110. Before the opt in/patch the ability to fulfill the logistics ability of 110 was available, as in 110/110. luceo non uro