Derek - WildLife Refuge is a "Player Achievement - one per player". IMHO there should be a "Colony Unique - one per Planet" that reduces pollution. [e digicons]}:)[/e]
scifi1950
So the real question is, besides climate purifier, what are the options for dialing back pollution? I don't see any improvements that you can build to offset it. Something like "Atmospheric Scruuber -10% pollution", would be nice. BTW - my Earth was up to 64% pollution, but since morale isn't impacted by it (and that begs the question, why not) that was at 77%. I don't need growth or food on my heavy production planets. I want them producing ships as fast as po
Has any else seen an issue with sending out Pilgrim expeditions? I'm on turn 427, playing as Terrans, and I have 10 ships out on Scavenger missions that won't resolve.
Commanders can all be upgraded with levels. Derek - I understand why you needed to limit the upgrading to Commander ships, but I really think that the prototype ships need looking at. They become obsolete too quickly. Some are even obsolete by the time I can build them. Since they are unique to each faction, maybe they could show up on the commanders tab. Even if we couldn't upgr
They have already said that GalCiv4 won't use Steam workshop. It will have an internal modding platform that was developed for other Stardock software.
Turn 310, stuck on 7 Ideology points. Haven't seen any way to get more points for about 75 turns. They were coming pretty steady up until then.
[quote who="scifi1950" reply="6" id="3837912"] Quoting AdamMG, reply 5 Quoting scifi1950, reply 4 Confirmed - only survey ships upgrading in this release. Is this mechanic going to be reinsta
[quote who="AdamMG" reply="5" id="3837876"] Quoting scifi1950, reply 4 Confirmed - only survey ships upgrading in this release. Is this mechanic going to be reinstated for Commander ships and all other military ships in a future release? They have said, multiple times, that Commander shi
Confirmed - only survey ships upgrading in this release. Is this mechanic going to be reinstated for Commander ships and all other military ships in a future release?
These survey explanations are still cropping (scrolling is not available either):
This leader is not yielding double experience as advertised - don't know if this is a problem with all leaders with this trait:
[quote who="Elhoim" reply="4" id="3837601"] Quoting , quoting post Man I miss the planet stats table for your own civilization so I can decide what planets should do what. The tables and II and III were so useful. There's one on the top right corner, it's a bit buggy as sometimes it wraps the info. But yeah, it would be great to have one more
That was a great overview table that you could actually gleen useful info from. Would vote to bring it back if possible.
Playing as Terrans - Why is Governor of Earth, DL Bradley, the only leader whose loyalty cannot be raised above 100? I can gift him Harmony Crystals and the =10 bonus shows up in his stats, but his loyalty is frozen at 100.
IMHO, the reminder shouldn't hide the true identity. It should work the other way around. Highlighting a hex should show you it was terraformed.
This has been around for a couple of versions so I'm sure it's been mentioned, but it really annoying. Hexes that have been terraformed used to change from the yellow + to just showing what the land has been upgraded to. Now we get a glaring green + and we have to hover over it to see actual land.
Played for a couple of hours last night (up to turn 138) & no crashes so far. Game seems to load quicker also. Approval relic icon color needs to be changed from "Magenta" to something brighter. Very difficult to see - Relics should pop out at you. Addendum - Research relic icon is also a dark color (purple I think) and blends into the background when zoomed out a little.
Confirmed that Commander and other combat ships still cannot upgrade like survey ships do in this version. Really hope this is a fix that is being worked on for a future update.
I just started a new game in 77b - Mostly Abundant settings. After 49 turns - 32 systems, 1 minor Civ, 10 no planets, 46 planets on other 21 systems (2.3/system) . 19 planets > size 15 (41%), 4 can be conlonized without additional tech. Remaing 27 planets all 1-2-3- except 1 (5). Does seem a tad skimpy at these settings, but certainly playable. <img src="https://cdn.stardock.us/forums/18/60/1860429/bc5e91ec-fab9-4c91-be47-872247a0e836.png" alt="" widt
Hopefully many of our problems disappear with all the crash fixes they put in 77b [e digicons]}:)[/e]
This would be a great feature.
Is there a problem with Nanobots and Drones? I'm on turn 323 and haven't been able to produce (on Shipyards) or trade for either one. Thanks to Nicholai777 pointing this out in his post: https://forums.galciv4.com/510137/colonization-issues <p
The colonize water worlds is a known issue in 77a & fixed in 77b. Nanobots and Drones do seem to be glitched also. I'm on turn 323 and haven't been able to produce (on Shipyards) or trade for either one. Frogboy has posted 77b preview here: https://forums.galciv4.com/510133/galciv-iv-077b-sneak-preview
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