[quote]5. Are supply ships still present in GC 4?[/quote] Frogboy said he likes them, so I expect them to show up again in some form. [quote]6. Is the offered choice of 4 techs - 5 with dedicated minister - only based on innovation rating? I read that players spend hundred turns waiting for logical next level of a tech - tiny hull (basic) normally followed by small hull leading to medium hull. <a href="https://forums.galciv4.com/505372/page/1/#3809701" rel="nofollow
DivineWrath
Well, I've played 2 games to completion. After thinking about it, here is my feedback. On default sized maps, it takes me till about turn 500+ before I win the game. This is with crippled AI, so this is about as fast as I've been able to play. At about turn 250, I still had planets in my home sector to colonize. Without colonies building shipyards to build colony ships, it seems that the explosive rate one could expand their empires at has been significantly slowed. Late
Yes. I tried making one a core world, but I didn't get much out of it. From what I recall, colonies can't transfer resources to core worlds in other sectors. The decay is 100%.
Strange. In my last game, medium got 6 slots. Maybe you were thinking of cargo hulls. They got 5 slots. They've got hit points at the moment, so they could be made as actual combat ships.
Oh my. I've only played small maps thus far. So far, its taken me over 500 turns to beat them. I can only imagine what 100+ sectors will do.
At the moment, the ship designer seems to have been simplified. Tiny ships get 1 slot (good for a weapon) and cargo hulls get 5 slots. Some modules, like a colony or constructor module, seem to take up 3 slots. This will probably make mass reduction techs obsolete. I wonder if we will get techs that increase the number of slots ships of different sizes might have (for example, one tech for tiny hulls might get a +1 to capacity, while another tech might give 3 to cargo hulls).
I think the disappearing colonies due to surrender is due to a game option. It was introduced in GalCiv 3 so you wouldn't have so many planets to manage after a civ surrendered (I did not like). I wasn't aware it carried over to GalCiv 4, so I plan on turning it off the next game I play.
In GalCiv 2, I found a few ways to reduce the micromanagement of planets. I hold off on researching the first terraforming tech until I colonize all the colonies I'm going to get. That way, when I get the first terraforming tech, all my planets get the first terraforming project added to their queue automatically. The remaining terraforming techs I leave till later because they are expensive to research (better saved till later). When I do go after them, I quickly buy an orbital te
Here is a simple one. Some anomalies are guarded. Your survey ships will ignore them. If you attack them with a normal fleet, you can't survey them afterwards. You need to attack with a fleet that has survey ship, or the anomaly will become useless.
I don't think having the Alpha on GOG is a good idea. I think you want to be forcing people to be using the latest version during development (you don't want testers to be reporting bugs that were already fixed). However, I would love to have GalCiv 4 on GOG once the game is released.
Don't worry, we probably won't have intelligent dinosaurs. We already have space dragons (the Drath). ;p
Maybe space monsters should be left over bioweapons from the precursor war. That way they are justified in having ship like weapons and hyperdrive mobility.
Being given a small list of techs that I can research does not appeal to me. I like having the whole tech tree being open for me to research.
More synthetic species? There have been 3 games of galciv 3 where the only synthetic species has been the exterminate all life kind. I think its time for something new. My idea is that there was this species that nearly got whipped out by a plague. In order to deal with the shortages in the work place, the species started developing machines to replace them. Over time they got smarter and more complex until they became a sapient species in their own right. They turned out rather ne
I thought about it long and hard. My question would be: As someone who enjoys and still plays GalCiv 2, what about GalCiv 4 will appeal to me? If you must know, resources, adjacency bonuses, and citizens didn't appeal to me. Edit: Made it simpler.
I didn't like tile adjacency in GalCiv 3. I thought it made planet development too complex. Not just planet improvement placement, but also terraforming placement. I often put off terraforming planets until I had developed a bunch of terraforming techs, so then I could optimize how the planet was developed. Each step in terraforming expanded the range of what tiles could be terraformed over the last, so it was a good idea to hold off terraforming until you unlocked the good terraforming impro
Whats the big deal about hex? Is it better than squares?
I once tried putting a lot of thrusters on a ship in GalCiv 3 just to see what would happen. The thruster ship charged the enemy and zipped right past them. At least, thats what I assumed what happened given the lack of weapons fire after that (the combat viewer doesn't show things right). It took a few turns for the thruster ship to turn around and charge the enemy again. This again, lead to the thruster ship zipping right past the enemy with only a single exchange of weapons fire. This repe
I found GalCiv 3 too needlessly complicated. I found it hard to do what I wanted to do. For instance, if I needed to colonize a planet or build a starbase, I needed to use admin points. Thus, I needed to make my citizens administrators because they provide admin points. Then hypergates became a thing, and they also used admin points. So there was demand for admin points. However, because of how the game was set up (some resources didn't show up on some maps), it was possible to run out of emp