One more bit of feedback, I felt that the ideologies were basically just a bunch of tech trees that gave bonuses. They felt disconnected from each other or even from game impact other than fairly small bonuses. And often you might as well just go rainbow and grab them all. With the good/neutral/evil split it felt like you were giving your race some level of definition. I don't ... feel that in GalCiv4's current state. I feel like I'm just spending points to grab
Simplicity123
For the planets, it feels like a classic "overdesign" problem to me. Lots of systems, and you get lots of complexity for not a lot of "fun" yield. The current setup: -------------------- Planets have inputs, buildings and starbases modify inputs by percentage yields, and you get outputs. That could be fine, but we want to support multiple levels of buildings for upgrades, and we want to support adjacency bonuses. So we need to make those percentages be pre
I've played the GC2 - 4. Didn't like 4 all that much. Tried out Supernova, and it's better in some ways, but it still didn't really click with me. The research tree is done okay, but for a fifty percent bonus, it's rare to even leave the top three picks. Colonies were a nice addition, and the AI gen is a *very* cool gimmick, but now for the bad news... Actually managing a planet is an exercise in building 10 of the exact same building and lining up adjacenci
I don't think any of these policies should have negative effects, personally. The negative effect is: you are using a policy slot. All you do when you put negatives on the policies is make half of the choices uninteresting to take. If it were all positives, then you'd actually have a swath of things people would be interested in taking. The same goes for the Control Executive actions or whatever they are called. The negative is: you have spent control.
Maybe I need to mess around with the settings more. [e digicons]:grin:[/e]
[quote who="DerekPaxton" reply="14" id="3836264"] This is actually a cost of having so many starting civilizations in the base game. GC3 on release had less than half this. But when you have so many civs, players want to put them all int he map so you end up will full sectors everywhere (on the default map size). Playing on a larger map with less civs may give you what you are looking (being the first civ to brea
If you wanted to make things really interesting, and something I think that would help is to create non-starting sectors. Sector exploration at the moment is a little pointless because by the time you get the tech, the other sectors are often pretty fully occupied. Do I want to go cross-sector to start a war with some races I barely know? Not until I've cleaned my entire sector up... So no, not for a long while. But if there were completely empty sectors...
I think this terrain comment comes back version after version. It's legitimate. Visibility is something that could be done. Simply making a small nebula have an effect is pointless. People will just go around them and avoid the effect. You could allow visibility into and through storms with the appropriate sensor techs perhaps. You've got a lot of those. It's a hard problem though. Keeping people from being utterly blocked off from the whole map
Note, I use both platforms. It's a joke to compare them, functionality-wise.
If by superior platform, you mean has mostly Early Access titles, and games they've paid for, has no mod support, and no community. And also way fewer games with much more difficulty searching them, and a barely implemented achievement system. And by review system, you mean literally no review system whatsoever beyond weblinks to external review sites. I suppose I would agree. Otherwise, Steam blows Epic out of the water.
I doubt there's going to be too much forum clutter, what with a whole five to six people posting here. I'm not sure what Stardock is thinking, but they've essentially ensured that they have no audience for their game. Probably just happy to get some Epic cash. Hopefully in the future GalCiv4 will see a wider release.
All you have to do is slightly increase the space on ships. I think if you were to pitch normal Civ, but you were stuck with Warriors for 120 turns. People would be rightfully annoyed (other than the Marathon masochists). I mean, I like building up my economy too. But when I get 40-50 techs on doing that, and virtually none that make a difference on my ships, I think there may be too much filler on one side. Honestly, it might be better to have them be compl
I'm fine with the system preventing tech rushing as is. But I think that the actual chances of stumbling upon these critical ship upgrades is approximately zero and nonincreasing as the game goes on and on and you reveal more techs. What do players want to do? Make interesting ships. Fight cool space battles. 120 turns into the game or so, and I'm still putzing around with single weapon tinies with all the contextual information from GalCiv 1-3. I can't r
So, in my current game, I am 43 techs into the game, and still playing with Tiny-hulled ships. This is even though I want to upgrade my Plinko-class warships to something that can actually matter. That's priority 1. For a new player, it's virtually impossible to even find the techs that upgrade hulls, even though they are critically important. The tech library does not help finding them in any way. Artifical gravity, orbital manufacturing... Okay
I'm not even sure how you're supposed to make informed choices about where to colonize at this point. A class 20 planet! That sounds great! Until you realize that all the planetary inputs are 3. It's a giant world made out of styrofoam or something. So you can build twenty buildings. So what? 20 * 5% * 3 = 6. In something like 5 years of gameplay. I can put a bunch of citizens on it. They'll do the same thing. If they gave +1,
The way that planets work, it seems that planetary input is really the only thing that matters in the game. You have buildings, you have citizens, and they let you get percentage gain. But... if your planetary input was 3.... A 50% gain is still just 4.5. It doesn't matter how many manufacturing plants you build.... your planet is never going to manufacture. If, on the other hand, your input is 8, then 50% gain gives you 12, which is a huge boost, more than the other p
I've only played a few early games at this point, but I've noticed that subspace streams actually cause some fairly serious early to mid-game problems in this version. These problems fall into two categories: 1) Because there are more borders now, it is easier for start positions to wind up at the very edge of a sector. This has some advantages in terms of defense, but it has serious disadvantages in terms of expansion and exploration. Range for example mostly doesn't m