I would have kept going. Its a starting system with no apparent competition. You might be able to turn that minor world into another core.
DivineWrath
The OP has 11 citizens. The 11th citizen would be on row 3, which the OP can't access. FYI, if you had capacity for 11 citizens, but then reduce it, the extra citizen does not disappear.
I'm not an expert on trade routes. I'm a war monger so I prefer warships over trade ships. That said, I do read the forums and discord, so I should know a few things. You can set up a trade route by sending a freighter to another planet. Kinda like colonizing a planet. Once established, a trade route will be setup between the planet that built the freighter and the planet the freighter arrived at. Only 1 trade route can exist between 2 planets. If the planet builds another fre
They do share the same folder. I've mentioned this multiple times already. Loading base resets the settings for supernova and ships designed for base game work weird for supernova. I don't know if works vice versa as I haven't played core much lately.
[quote who="SirWinstonEU" reply="2" id="3890784"] What would you start with here to get things running? I just placed a capitol on a desert now. New Core World [/quote] I usually build a balance of districts. Factories, Labs, and Economy. Looking at your inputs you will get a lot of farming output if you build some farming d
[quote quoting="post"] Hi,[/quote] Welcome! [quote quoting="post"] What is the importance of the named pops living on my planet?[/quote] Not that important (not to me at least). They are a resource for colony ships, constructors, and transports. You need 1 unit of population to launch any of those ships. They can also boost the stats of the colony by %
Well, I'm having trouble reading the new fleet cards. What does a combat rating of 13 mean? Do I have good weapons and good defense? I find that a good mix of weapons and defense is usually required, so a single rating is misleading to me. I used to be able to take a quick look at the attack types, defense types, and hit points. Though the numbers can be a bit odd for me since I like having high hit points and high repair speed instead of any traditional form of GalCiv defense types.<
Some better population management tools would be nice. The current needs (I can think of at the moment) include the ability for synthetic populations to make food (since they often capture worlds full of hungry citizens), some way to get rid of Festron (even if their tendency to murder other species doesn't do much since they replace them), and some way to get population growth on planets that don't have citizens or is has only citizens that don't breed.
If you picked Yor as your species, its possible to acquire non Yor citizens through planet invasion. They will demand food. If you can't provide, they will be unhappy. If you can't build farming districts, you might not be able to fix this. I also found it possible to pick the synthetic trait and yet pick non Yor species as your species. For instance, you pick synthetic and use Mimot as your species. You will not be able to build any food districts, so its probable that your Mimot cit
I don't really care for it either.
[quote who="Magus-K" reply="4" id="3890572"]In GalCiv 3, you built dozens of constructors to max out all your starbases. You could request a constructor from the starbase screen that would either summon one already built or cause one to be built but, that was still ship production and time to move to the base. Additionally, you need to have prerequisite tech research to upgrade a starbase. You'd need starbase defenses to build that module, regardless of if you have a constru
I say nay. I want to be able to play a good game, not play a campaign. I really wish you guys do some quality of life improvements to the game. There are some good features that GalCiv 2 had that GalCiv 3 & 4 don't, such as better rally points or fleet management. Have you tried to put a fleet of tiny ships together? 64 of them? You need to select each ship individually while hold the ctrl button. 64 ships is a lot of mouse clicking. If you make a mistake you have to start over.</
Yes. You can build starbase modules at shipyards. You need to do research before you can unlock them. I recommend building a surplus of maybe 10 modules so you always add modules to new starbases. Remember to build replacements.
Frogboy himself had a clever idea of putting a ring of ships around a military starbase so the AI could not find a path to the starbase. Military starbases were nerfed shortly there after. Plus, you could put 60 logistic points of ships to protect a starbase at the start of the game, around which time the fleet cap is about 10. This would mean that 2 warring nations could get stuck unable to attack each other effectively until they got the logistics to make big fleets, which would req
I liked how GalCiv 2 did things. It was simple. You want to increase production, then build a few factories. This would be a flat increase to production; none of this percent increase or adjacency bonuses. Though considering how far the rabbit hole GalCiv 4 has gone, I doubt that things will turn around and go the other way.
Back in Galactic Civilizations 2, if you have any fleets heading to a destination, it would show it on the map. I would like this feature to make a return. For instance, I would like to know if a solar system has 1 or more fleets heading towards it. I like having an attack fleet aid an invasion fleet when conquering worlds. In one game I played, I once had like 5 or 6 fleets heading to the same star system because I had no way to track this stuff. Show the turns needed to reach the de
I still want quality of life improvements. You guys seem so focused on new features that this is often neglected. Examples include ship management (making and splitting fleets) and loading ship designs (in the ship designer).
Is there a reason why morale caps at 96%? I can't figure out the reason why I can't use that remaining 4%.
My first encounter of the Tolerance perk was in my first game of supernova when the Altarians colonized a planet near one of my planets. I was overwhelmed by influence and didn't know the cause. All I knew was that I couldn't have the Altarians be neighbors in any star system I shared with them. I later found out that this perk existed a few games later. Also note that this perk affects colonies, not just core worlds. If its a shock to me, then its going to be a shock to new players.
Does it really matter? They replace your citizens, not switch allegiance to another civ. I think they might even keep the citizen traits. I think Stardock has dropped the ball with the Festron. It seems like it really doesn't matter in the long run. If you really don't want Festron on your planet, then I suggest you build a lot constructors to scoop them up until there are no more. There is a chance that the Festron have already infested every citizen, in which case you will need an e
I use fleets of tiny hulls with missile weapons, no defense. The best defense is a strong offense. Missile weapons have the best range so they get to attack first and possibly kill their targets. Dead opponents don't get to fire back. Also tiny hulls have no maintenance, so I can build as many as I want. Cargo hulls also have no maintenance, so I use them for carriers.
Your ship designs should be in the "Designs" folder located here: Documents\My Games\GalCiv4 or C:\Users\%USERNAME%\Documents\My Games\GalCiv4 Delete (or rename) "Designs" folder. That should give you a clean slate for when you play next.
4. For me, it doesn't need to be a drop down. I think having another row to show resources, starbase modules, and artifacts would be nice. I'd even accept removing some resources from the list. I don't use resources that much, and they push off useful information like starbase modules and artifacts. 6. I have had leaders that I did not want to recruit stick around in the leader pool for several years. I really dislike corrupt (increases crime) and slumlords. I think letting them stick
I don't recall there being very many options. Its not something that you can easily control. Your best bet would be to upgrade farmers to biochemists. Or what ever they were called. The improved version is supposed to be able to reduce pollution by a few % points. I think this was affected by one of their stats. I think there was special project or 2 that could reduce pollution, but I don't know what they are. I think 1 might have been the baratak grove. You could try
In GalCiv 2, you could declare war right after making peace. It was a good way to show who were the big jerks in the galaxy. Yeah. It doesn't seem all that fair that the AI could declare war on you, but you can't do the same onto them in turn.