I don't like the circle (as currently implemented) either. Its not clear what you will affect and control. In galciv 2, every square the starbase circle covered even slightly was affected by the starbase. In galciv 3, the area of effect was very clear as to what hexes were affected. The default range was 5 hexes away from the core. Please make changes to galciv 4 so its clear what area the starbase will affect and control.
DivineWrath
I'm okay with the Yor being a little overpowered. An advantage should be an advantage. I don't expect nor want every civ to be equal to one another. I don't like needing resources to build Yor population though. I don't like the resource mechanics.
[quote who="Publius of NV" reply="8" id="3838727"] I hope this doesn't come across as snarky, but wouldn't it be a good idea to make sure that at least one of the Galactic Achievements actually work before adding new ones? I have yet to see any of the alpha/beta testers report either here or on Discord that they have managed to finish one of them, even the Penultipox one which only requires some research and building a planetary improvement. [/quote] I'm not interested in
Yes. There does appear to be the need to send a guard along with your settler unit. Or guards with just about everything. This seems to be much different than GalCiv 2 where you can just spam colony ships during the colony rush.
I just tested it. I think this bug is still there. It doesn't appear to be a big problem though. It doesn't lock the game up, so I don't think this will be a high priority.
Are you fighting the Manti? They get fighters to protect their worlds. If you kill them, they respawn another set in 2 turns. This can interrupt planet invasions. I think the devs are going to remove it or something because its too powerful. To take their colony worlds, you need to attack with 2 separate fleets, one to kill the defending ships and another to invade the colony. You could try invading with one fleet, but it won't work because the attacking fleet would waste a turn ki
I don't think this game currently supports upgrading of ships.
[quote who="gypsy2299" reply="49" id="3831890"] Quoting DivineWrath, reply 48 5.Guard command. I want to be able to tell ships to ignore everything. Sentry command isn't good enough for that as enemy ships within sensor range cancels sentry. Cari tried to talk me out of wanting it, but I find that I need it. 5.
The black market can't be built unless the crime levels on a planet are high enough. Some planet improvements are like that. I don't know how much crime you need as the improvement does not say. Killing leaders reduce the loyalty of the rest. You might be creating your own traitors.
Could we get a good means to scout a sector by going around it in a circle first? I find its a good strategy for exploration. It finds the slipstreams the quickest. It also helps to avoid gaps when you search side to side later. However, its a bit tedious having to readjust the movement of the scout ships to keep it along the edges every few turns. Could we have the option to see the outer edge in a sector or unexplored territory? You don't get see the edge until you are there. Any
[quote who="williamameling" reply="36" id="3831384"] My attempt to post a screen shot glitched badly. [/quote] Could you delete it then? It is ridiculously huge. You should be able to edit the post and then delete the contents. This won't delete the post, but it will make it normal sized.
You sure do like rush buying stuff. I prefer to hold on to the cash you start with and spend it slowly until I develop a sustainable economy. Something I like is being able to do is select ideology perks with less worry about prerequisites. I like starbases with big AoE. To get a +2 range for my starbases in GalCiv 3, I typically have to select 4 pragmatic perks: 1 for the pragmatic improvement to gain pragmatic ideology points, and 3 to work my way to the perk I want. With the cur
[quote who="caboose_corsair" reply="1" id="3830552"] Will we be able to hold more than one of each of these upgrades in the Vault or will the player continue to lose out when receiving events/anomalies that offer a duplicate item of one we have already that hasn't yet been assigned to a ship. [/quote] What he said. I'd like to be able to store multiple items of each type.
I use a lot of tiny hulls in my military. I find that when they level up, that there are a lot of ships needing upgrades. Too many at times. The fleet limit is 64. I know this because I sometimes get that many ships in a fleet. So I'm asking for there to be a way to do ship level up bonuses without having to do it in a tedious manner.
You can also do an executive order to get a colony ship filled with a unit of Yor. Decommissioning colony ships will send the population to an open population slot in one of your core worlds (it favors the closest core world available).
When queuing transports for launch, sometimes they get stuck preventing me from ending my turn. I queue them but they wouldn't launch the next turn. In such circumstances, I have to manually find them and make them launch. Another problem is sometimes they don't launch all their ships. I had a fleet of 4 transports orbiting a world, but it would only launch 3 of them. I had to press launch all again. Since we now get to automatically mine resources with starbases, could we get the
Well, thats odd. High loyalty worlds shouldn't be defecting like they did with you. Maybe its a bug.
I tried the game briefly. Game Start. I like the change where we now have sliders for the game options screen. However, I don't like the changes for the opponents screen. I would like that part turned back into galciv 3 style. The class 77 bug seems to be gone. However, my planet didn't get a +1 to research for the second event choice. At first glance, there are a lot more high class planets now. Most solar systems with colonizable worlds have at least 1 class
Maybe the governors had low loyalty and because of that they defected to you. I once got a core world from the Altarians. The governor had low loyalty. At least I think he defected. I got no message saying what had happened.
[quote]Redundant Assembly free ships no longer started fleeted.[/quote] This is for the Mimot isn't it. I like having my ships form fleets just outside my shipyards (largely because we don't have a good rally point system). Its how I avoid going insane with all my new ships wanting orders. Order the first ship to sentry, and all other ships will follow suit when they join the fleet. If I ever need to build other ships, I just move the fleet 1 tile away and then sentry it
I don't like auto end turn. Auto end turn often means I can't customize my starbases when I build them. I have to wait until the next turn to get anything added. Same with core worlds. If possible, I would like a button next to the end turn button that will move ships and do all the other not end turn stuff. I'd save the end turn button for when I want to end my turn.
My economy did fine without a tax slider. Even as the Xeloxi. I allowed those criminal bastards get to 100% crime on every world (to test crime). That reduces my income. I did fine as I had a lot of colony worlds sending me tax money. Plus seizing goods on the homeworld helps (your homeworld should have a high morale which helps to offset the moral penalties caused by seizing goods).
I left a few probe ships within range of both space monsters and sentinels. They took their time to attack, but eventually they did attack. I was also able to attack them. I also lost a few ships traveling through their territory. As for pirates, they didn't attack me and I couldn't attack them.
Here are a few things I would like added to GalCiv 4. 1. The ability to load ship designs from file. The game loads all the ship designs you have when starting new game. However, there is no way to make it load ship designs made in later games, or load ship designs you make from the shipyard accessible from the main menu. I want an option added to the game that can load such ship designs. I'd like it to have 2 options: load them one at a time, or load all of them. 2. Uno
Last I checked, it places the Mimot population on your homeworld. You don't get a colony ship. The Mimot give a population growth increase, so I leave them be so I can supply colony ships more frequently.