
Speaking of which, the ship designer remains as time-devouringly addictive and deep as ever. Deciding where to deploy your final drops of priceless Prometheum gas is never an easy choice. Certain special upgrades, such as targeting boosters that improve your accuracy fleet-wide, require these new resources, as do several unique and powerful planetary structures. New unique resources make for an even greater dilemma. There are new specialisation options that allow you to tinker even further research advanced shield tech, say, and you’ll be able to choose whether you want cheaper installation, improved power, or reduced mass – the latter is particularly important when you’re trying to jam as much experimental gear as possible into your most advanced ship designs. The tech tree has also been vastly improved, with a lot of the clutter removed (no more chugging your way through Laser I, Laser II, Laser III and on and on…), and replaced with milestones that repay your scientists’ hard work with unique rewards a new toy, a cooler ship, or a new diplomatic option. In another smart change, shipyard production is now kept separate from planetary construction, which means you can build up both your military forces and your civilian infrastructure simultaneously. The revised main screen interface display each colony neatly and unobtrusively on the right-hand side of the screen, so you can tell at a glance what’s being built, how happy your populace is, and how efficiently your research and production is coming along. It’s easy to mark a particular planet as your technological capital, another as your main production facility, and before you know it your empire begins to take shape.
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You might find a paradise world, ripe for resource extraction, but blanketed by radioactive clouds, or a frozen Hoth-like planet packed full of valuable crystals.

Research has been significantly de-cluttered, with all the boring tech chains removed and replaced with unique options The familiar planetary maps return (though this time they’re hex-based rather than squares) and each fresh colony comes with its own idiosyncrasies. Even with upwards of forty colonies to manage, I never found myself getting irritated with the intricacies of governing my realm. 4X games often get bogged down in micromanagement, but that’s not the case here, thanks to a smooth, intuitive interface and simplified construction mechanics. A simple shift of the cursor, and you can pump all your manpower into military production, or research to unlock key tech assets. The governance screen contains a simple graph with three axes representing research, manufacturing and your economy. I’d have to put on hold my cultural research and deal with these upstart philistines before they ignited a galaxy-wide war.įortunately, GalCiv 3 does a great job of allowing you to switch up your focus at any point, without making it too tricky to do so. It was time for a new wave of Krynnic technological might. I’d left my military to stagnate, and the enemy had taken advantage. My most advanced warships lacked the deep-space stasis systems necessary to traverse the galaxy and take the fight to the Drengin.

Create Trade Resource: createtraderesource.Colonize planets: colonize, or Colonize.Get Culture Points: modcult – modcult 100.Get credits: modcredits – modcredits 10000.Now that you have enabled the console, to open it launch the game and press “ ~” (the key to the left of “1” on your keyboard) Galactic Civilizations 3 Cheats – Console Commands Replace the whole Target input with, for example: “C:\ProgramFiles(x86)\Steam\Steam.exe” -applaunch 226860 -cheat.Right click on the newly created shortcut -> Properties.Right click on the GalCiv.exe file > Send to > Desktop (create shortcut).Right click on the game in your library.Galactic Civilizations 3 Cheats – Console Commands – Enable the console and use all the available cheats & Console commands Galactic Civilizations 3 Cheats – Enable Console
