scifi1950

scifi1950

Joined Last seen Member # 1860429
136 Posts 651 Replies 4,995 Reputation

Culture Independent" now increases Colony Supply Attrition by 15%. Do you mean "decreases Colony Supply Attrition" by 15%? As I pointed out previously, high attrition is bad and "Independent" was already "increasing 15%" thus making attrition worse. So the fix should have been to reduce attrition by 15%.

4 Replies 28,435 Views

[quote who="scifi1950" reply="4" id="3917484"] Quoting Publius of NV, reply 2 Those look like the Snathi and Thalans, both of which spawn in via random event and start at war with everyone. Have you checked your diplomatic status to make sure you're not at war with them? Publius of NV - Good t

5 Replies 4,596 Views

[quote who="Publius of NV" reply="2" id="3917461"] Those look like the Snathi and Thalans, both of which spawn in via random event and start at war with everyone. Have you checked your diplomatic status to make sure you're not at war with them? [/quote] Publius of NV - Good to know they're real events, not just glitches. I'm sure that's who they are, but my in game character has never met them and they don't show up on the diplomatic status screen, so officially I don'

5 Replies 4,596 Views

Yes, that's what it probably means, but why is it the only culture ideology that has a negative impact? Culture points are to valuable to waste on negative outcomes and being the first one on the Individualism tree blocks all the others unless you accept the negative. Just doesn't feel right.

6 Replies 11,631 Views

Why does Independence ideology (under Individualism) give a negative result. I know it says that Supply Attrition will increase by 15% and it does exactly that, but aren't Cultural Progressions supposed to be a positive thing? I don't remember seeing any other ideology that has a negative outcome. Is this really what you meant to do or is it just backwards? <img src="https://cdn.stardock.us/forums/18/60/1860429/2a2455e7-69ef-4752-84ac-203192c9ccad.png" alt="" width="

6 Replies 11,631 Views

This is probably a known issue, but Censorship says, "Factions have no negative side effects", which clearly implies all factions since it does not say any will be excluded. Clearly I'm still getting negative penalties on Endless Emporium and Freemind Center. Those are negative side effects even though they're stated as a positive number. The Warforged crime negative effect was also stated as a positive number and it went to zero. <img src="https://cdn.stardock.us/fo

0 Replies 2,411 Views

mperlmuter - You already have a button to "Obsolete a ship design that is no longer needed", why manage the list for us. At the very least just add a button to "Show all ships" for those of us who want to see everything and not have to jump thru hoops. Also, I do not see an "edit an existing ship template" button. If I pick "Show ship designs", it only shows me the ships in the current in game shipyard list and only some of my previous custom ships have started

7 Replies 55,311 Views

Any idea why some of my custom ship designs from previous games are not showing up in new game. The Flag ship designs do show up, but not the combat ships. All these ships show up in the Ship Designer before I start a game, but once I start a new game and open the Ship Designer in a Shipyard they're not there. The ships I subscribed to in the workshop also do not show up in game, or in Ship designer in or out of game.

7 Replies 55,311 Views

Here is a discussion we had about this on the 24th. I PM'd one of the Moderator's to see if a fix is on their list of to do's. https://forums.galciv4.com/524987/supply-attrition-under-22503248

3 Replies 12,476 Views

Amazing, that's basically the same setup I have. The only difference is I have an I7-7700 running @4.2 GHz. But we both have 4 cores and that's important because they game is multithreaded and will needs at least 4 cores to run smoothly. The GTX1080 may be old but it's still a very good video card. Like I said I do see a small lag (10-30 sec) when picking new research, but nothing like you are. Just as an experiment try playing huge map with only 8 AI civs and se

7 Replies 29,043 Views

Sorry, the only hang I've ever noticed is 10-30 seconds after selecting new tech to research. I play largest size every setting, but only 8-10 AI civs. Try posting your rigs stats. Maybe that will prompt someone to take a closer look.

7 Replies 29,043 Views

[quote who="Jaia" reply="1" id="3915506"] Little things like that can really break the immersion in the game [/quote] Totally agree! Game not really optimized for extreme species or custom civs yet. I'm sure this is on a to do list as extreme species and custom civs are two of the big selling points for the game.

8 Replies 35,041 Views

[quote who="perrya555" reply="1" id="3915449"] I think 15% of 77 gets you to 87. I think Supply Attrition is confusing. But the larger the number the less supply attrition. [/quote] Sorry Perry, wrong on both - 1) If additive 15% + 77% = 92% , or if multiplied - 15% of 77% =.1155 and .1155 + .77 = .8855 which would round down to 88%, so heaven only knows how they got 87% 2) tooltip clearly says that the number represents the output lost

7 Replies 38,266 Views

How can we make a decision about adding 10% Pollution when we have no way to gauge the reward side. We're just supposed to be willing to risk that it's worth it? It would be nice to have an idea of how many Harmony Crystals we'll get. I wouldn't do this for only a couple of them and I certainly don't trust that the use of the word "Immensely" would get me anything more than that. There are still too many events that say you've found a large cache of some resource and y

0 Replies 5,035 Views

Stalker0 - I usually do "Self-Reliance" under Individualism, that way all citizens get +3 to all attributes. "Moral Relativism" under Nihilism only upgrades citizens who are Nihilists, but 4x multiplier would certainly make any of them on a planet like this way OP[e digicons]}:)[/e]

3 Replies 1,594 Views