Galactic Civilizations III

Galactic Civilizations III

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nestor_d 50 19 Nov, 2019 @ 1:08pm
Anyone wants to give me some feedback on this civ?
I created this civ basically as an experiment. The purpose was for it to have the absolute best ships possible, so what I did was lower the value of everything not essential to ship quality, such as 'Fertile' or 'Popular' to -2, so that I could spend the most points possible on traits that directly affect ship performance, such as 'Agile', 'Dense', etc.

If anyone's willing to give some feedback, whether as you playing it or as an AI player, I'd appreciate it.

EDIT: Even though it was built with a specific purpose, I still tried to give it a backstory and a custom ship set that will hopefully be interesting

Thanks!

Here's the workshop download: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1916132104
Last edited by nestor_d; 19 Nov, 2019 @ 1:09pm
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jonnin 1 24 Mar, 2020 @ 8:03am 
I will give a min max critique to start. From a role-playing standpoint, its fine, I guess. Its just a bit like playing the tyworms ... its going to make the game tougher with those stats.

Overall, your faction is nearly crippled from lack of population (can't colonize up front in the colony rush phase) and lack of money, food, ... nearly everything!

I recommend some tweaks (again, ignores role play in favor of max/min). I did not set them to robotic, which lets you get loads of points back (no food so farming is free, no morale so morale one is free, no growth so fertile is free, thats 6 points right off) as you did too much work as a non robotic to go there but a maxed out shipper would be a bot race.

- lose likeable. its 2 points you can't afford.
- lose resilient. forge and healing techs make out of combat over time healing pointless, you can heal a large hull from 1 hp to max before battle starts every time you fight, and its a small lightweight tech.
- lose organized, its points that are worth more elsewhere for a microscopic amount of logistics.

-- take away the popular penalty. tourism income is too useful to drop.

tweaking after the above and my take on it is:
- vigilant / scavengers. the mining from scavenge +1 to every node lets you actually MAKE the high HP ships from the vigilant techs. Without it, you starve for resources.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2033787679

With these changes, you now only have 2 real penalties. 1) farming is a little low so you will have a lower/slower population/city building. This is not crippling, but it will weaken you a little. And invasions: the AI since last patch or two has been putting 20+ legions on one planet to annoy the human. You will suffer greatly against this tactic with this setup, but I didnt see anything better to get you those 2 points.

A recent endgame tiny hull ship using stellar forge (vigilant) and scavenge in a similar faction of mine (that uses only tiny hull swarms). Even with scavenging, I had to raid the market at one point.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2033787512

BTW you can afford to drop tough and just use the hit points from forge and tech. That gets you 2 points back.
I usually take the 3 constructors asap from ideology, so I prefer to start with something else, but that is minor.
Last edited by jonnin; 24 Mar, 2020 @ 8:21am
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