Congrats.
DivineWrath
This is an idea I've been toying with for quite some time. It is to allow players to design starbases kinda like how you design ships. The problem is I think starbases do poorly when they have to defend themselves. Many times the modules don't do enough for defense and are expensive to build. An example. An avenger (tier 2 missile weapon) does 6 damage and costs 8 to build. A harpoon salvo (starbase module) does 4 damage and costs 1 module and 2 antimatter. A starbase module costs 40
I don't like repair drone bays. Too much mouse clicking. Not enough healing. Each ship that has this ship module installed gives the fleet 1 charge that can be used to repair other fleets (or even itself). Every charge needs several mouse clicks to use. If this was given a hot key to use or even the ability to use multiple charges at once, I might consider this a handy ship module. I find that designing your ships with repair bays works better. All the repair stacks so a fleet of 1
I want some improvements to rally points. 1) They need better names, or ask you for a name when generated. Right now, they are too long so the names block how many tiles a rally point is from a fleet or shipyard. Or fit in the given space period. I find that names like 'rally point 1' are usually good enough. 2) Rally points need to be able form fleets of a chosen composition. I like using fleets with a certain number of ships, and using ships of a certain type. For instance,
I don't think the game gives you enough money to justify maintenance for most to all ships. In GalCiv 2, it was not unusual to get several thousand bc or more a turn, so most ships had maintenance costs. GalCiv 3 and GalCiv 4 are much more money tight, enough so that a few hundred bc per turn was a lot. GalCiv 3 had no maintenance for cargo and tiny hulls. GalCiv 4 is even more money tight, so no maintenance costs for cargo, tiny, small, and medium.
Well, with an update planned soon, I figured I'd list once again what ship stuff I want for this patch. Tier 1 lasers and kinetic weapons - When you research armed shuttles, you get the ability to build tier 1 missile weapons, but not tier 1 lasers and kinetic weapons. However, you also get tiny hulled ships spawned with these very weapons. This seems weird to me. You can't produce those weapons but you get ships equipped with them for free. So in this case, I want to be able to
I've noticed the bug involving getting other civs to declare war. One time I was able to get all the civs in the galaxy to team up and attack one super powerful civ without it costing me a bc. I was expecting them to be reluctant to declare war, not declare war on someone wildly more powerful than them at no cost to me. I only did this once and I haven't tried it since.
Make stars smaller? Not to my knowledge. Would be helpful. One time my foe had a military starbase behind a star and I couldn't find it. I couldn't invade the nearby planets because of it. I nearly made a bug report over it. Fortunately I did eventually find it and destroyed it with extreme prejudice.
A tip for next time. If you have windows 10, you should have a search bar in the bottom left of your screen. Type "dxdiag" in it then press enter. The window that pops up should be the DirectX Diagnostic Tool, which should have a lot of information about your system. If you don't have a search bar, try pressing Command + R (or Windows key + R), then type "dxdiag" into the run window that should pop up.
I win all my games without using resources on my ships... Actually thats not entirely true. ;p A few times I discovered that I was unknowingly building ships that consumed resources, but thats long past. I now know how to get the ships I want. I also occasionally test different ship designs including resource ships, and, well, I find that I don't have a compelling reason to use resource ships.
There is no upgrade feature to this game. The exploit mentioned above is not a supported feature, and unfortunately is not practical for upgrading a large number of ships. However, it does seem like the devs tried a round about way to do upgrades, and that was to add bonuses to weapon and defense techs. You might have noticed that many weapon techs have weapon +10% and/or weapon +1. The +10% stuff works well for big ships (small ships might not have enough firepower to notice a 10% in
Known bug. It does not show up anywhere.
Well, I can confirm that I can now build the Fortress without the need of antimatter weapons tech. I can now build them with early missile techs. I also noticed that some of the ship modules got resorted, such as repair modules under hit point augment. However, I think the 'shield strength' category should be renamed fleet defense modules, cause they do more than improve the strength of shields (they affect all defense categories). I also don't know how much they improve defenses by just by l
I don't know what is going on. It looks like you are getting late game weapon techs early in the game. I would not research them early in the game as it'll consume all your research for at least 50 turns.
I don't have a hard rule for this. Some times I have as many as 1 per solar system to as few as 1 per sector. 1 per sector min as the resources from colonies tend to drop to 100% decay if traveling to another sector. Not all colonies provide the same amount of resources. So a core world might not do much even if you supply it with a dozen colonies. I try not to get more than a dozen colonies per core world as it'll drive up crime, even if you take basic counters such as the se
Another fix I want. I want to be able to sort ships by name. GalCiv 3 could do this. I don't know why, but in GalCiv 4 I'm finding my corvette series of starships scattered throughout the combat ship list. I have one with missile defense, another for kinetic defense, one for laser defense, even one with hull defense (high hp). If I were sorting by name, they would be all next to each other. (I loaded up the game so I could take screen shots, but my ships were organized better for some
The main menu ship designer only shows the prolific supply module. Emphasis on main menu ship designer. I'd expect some limitations on ship designs when you are playing a game as some civ, but not when you access it from the main menu. I expect to be able to design any ship that I want using any and all ship components in the game. 4 is for better organization. -Hot key for repair drones. I tried out repair drones yesterday and they're quite nice. It gives the ship the ability
I have a few improvements I want in diplomacy. First is money. Or resources. Anything that you can trade more than one of in a trade deal. I want a new option for it, remove. With it, you can remove an offer of credits (or other resource) by clicking remove instead of reducing the amount to zero. I think this would be more intuitive. I want to be able to remove offers by right clicking them. So if you don't want to offer some credits, you just right click it instead of going t
A quick recap of things need doing. -Either remove antimatter bomb from the huge hull missile ship design, or make bombs available a lot earlier. I don't want to do a whole lot of research in order to build them. I'd prefer it if bombs were made a lot earlier (like armed shuttle early), but either option works for me. -Unlock "lasers" and "cannon" ship parts. I think armed shuttle is a good time to get them since the tech also gives you free ships
You might want to mention that this is for when making custom civilizations. It doesn't make sense for normal gameplay. Yes. Some options and combination of traits can make powerful civs. I like mixing the Mimot proliferation ability with the Onyx's promethean ability. The proliferation ability gives you 2 ships every time you build 1 ship at the shipyard but at the expense to the ship's hit points, but the promethean ability doubles hit points which more than makes up for the hit poi
No. I only upgraded my ship's armor. I don't mess with ship roles at all.
I was using the ship designer from main menu to design ships. I made a ship design, but I later decided to change it. I wanted to use the same name, so the game asked me if I wanted to overwrite the file. I said yes and everything seemed fine. The designer showed the ship and its equipment had been changed to the new design. However, I later couldn't find the ship in the ship designer. I had exited the ship designer and went back in. The ship was gone. I then exited the progra
I don't think you can find out what kind of relations major civs have with minor civs. The major civs seem to ignore minors as they go about trying to conquer each other.
I'm finding minor civs to be more trouble than they are worth. Some of the minor civs give you a task to eliminate pirates, space monsters, and sentinels. Other major civs are capable of wiping those out. Shipyards too. Therefore its quite possible to find minor civs too late to complete their missions. Another problem is that most major civs don't like minor civs so getting an alliance with them (by completing their missions) hurts your relations with major civs. Another prob
I nearly forgot. The Mimot command ship that runs away from battles proved to be capable of a new low of annoyance. It flew threw my territory, with a fleet of mine in pursuit attacking every turn, until it reached some unprotected planets of mine. It then started to invade and I still couldn't kill it. I had to put ships in orbit of the planet so it couldn't invade any more. Then it tried invading another planet. This repeated until I managed to get a military starbase in range. Then I pursu