The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
Remember in Post #3 I said:I simply followed what you did. The problem is I don't know where to select the ones I want to have instead just researching them. I tried the research screen (obviously) but all I found there was conventional research that would take a lot of time and use scientists and labs.
Bring up the start-up menu... this thing:With these settings chosen, we can create the game and then enter Space-Master mode (to allocate our starting tech points and construction points) and press <F3> to bring up the System Map.
You can start in the modern day, and research all of the Trans-Neutonian techs by hand, yes... there is an option for that in the World-Gen menu. Bear in mind that the Aliens already start ahead of you in the tech-race and ship-building race, though. If they happen to find Earth early, you'll be screwed.How early does the tech go? Is it possible to start with modern day tech, or is that just skipped out?
There is no manual... the game is still in Alpha. I spent a day skimming through the Wiki, and a couple of days fooling around with the game. I'm still a noob.Say, how much time did you spend reading the manual?
It may be just me and my accounting loving brain, but I would say this one looks more manageable than DF. There is some GUI and the rest is in very neat columns and such.This game do seem like you could have a lot fun with. Though I think I need to master Dwarf Fortress first!
Well we will need to see if the population gets mad if the beer runs out, if they do, I'll love this game!It may be just me and my accounting loving brain, but I would say this one looks more manageable than DF. There is some GUI and the rest is in very neat columns and such.
I could certainly go with the Fleet Tug idea... but it would have to be fairly speedy or the other ship would end up hanging around for months waiting for the Tug to show up. Jump points can be scattered billions of kilometers apart, well outside the orbit of Pluto, for instance. I'll need Tugs eventually, but I hope to get by without them in the early game, since the Tug should be designed to service specific tonnages of ships, and my ship classes will be changing as I research new techs.Coinneach said:How long would it take the non-jump capable vessel to explore the system? Could you make do with one big tug to take assorted ones back and forth from nearby systems? Regardless, is interesting to see the impressive yet daunting ship design screens
No idea... I'm still a complete noob at the game myself.Anyone knows how to add multiple player empires to the Sol system? From the AARs in the official forum it's clear that it's possible. I've searched the forum and wiki and tried to follow the instructions I've found, but somehow I just can't get it to work