I'm not sure if I'm just having bad luck on my recent games, but culture points seem to be incredibly scarce now in version .90 Anybody else noticing this, or am I just getting bad luck with the RNG monster?
aerez4546
If you make a "from scratch" custom civilization, the Sovereign you get is terrible. They are not getting the +5 to intelligence/diligence/resolve, they are not getting the +10 to social, and their loyalty is not 100. They are just a standard "off the shelf" leader that could be easily replaced by any other leader you could hire. Please fixy fix. Happy Bug Squashing !
[quote who="slarjy" reply="7" id="3844326"] I don't think it would be unbalanced to start ship maintenance costs at small hulls and have it escalate from there. I'm glad it doesn't start at tiny hulls because I like to defend my worlds with something . [/quote] Yeah for those that haven't gotten far enough in the tech tree to notice yet, large hulls cost 1 cred maintenance per turn, huge hulls cost 2 per turn. So fleet maintenance is nothing in the "early"
There are planetary improvements that the player can build that effect every planet in their civilization, or similarly effect their entire civilization as a whole. There are also planetary improvements the player can build that effect only that specific planet. In many cases there is nothing in that build projects description that specifies which kind of effect it has (single planet or empire wide). One specific example is the "Virtual World" building; it gives a +3% approval bonus to every
[quote who="Basilisk83" reply="2" id="3844124"] i think that the reason for this is that is that if the ai goes after all easy targets with their big fleets, then players can just make tiny ships to keep the big fleets occupied since they can only attack once per turn, and thus cause the AI to spend it's fleet time chasing around tiny useless ships while the player's fleet is actually doing something useful. [/quote] And on the flip side of that, the player can have 1
So one thing I have noticed while playing many games, and keep forgetting to ask about, is AI fleet targeting priorities. Often as I am moving my fleets around, I will find my fleets end up in a position that could be vulnerable to attack from AI fleets. However the AI fleets all seem to have specific targets they keep moving towards, completely ignoring potentially easy "targets of opportunity". Like I might have a small fleet moving to be stationed as a light defense force for a sta
[quote who="DerekPaxton" reply="6" id="3844041"] Quoting gypsy2299, reply 1 Thought background Nebula option was going to be in patch, very disappointing. It has been added. [/quote] The single most groundbreaking change to be made to any game in the history of comp
[quote who="gypsy2299" reply="1" id="3843689"] Thought background Nebula option was going to be in patch, very disappointing. [/quote] /agree
[quote who="Basilisk83" reply="21" id="3843264"] just trying to say that you could flip the perspective and say, for example, that this makes peaceful strategies underpowered. [/quote] History has proven that peaceful strategies are always underpowered. The most peaceful civilizations are only able to maintain peace if they are capable of at least coming close to matching to military strength of non-peaceful civilizations. Just the way life in general works really. T
[quote who="slarjy" reply="4" id="3842910"] While we're on this topic, it also sucks when the empire capital is at the end of a peninsula so its innate +2 adjacency is basically wasted. Every new game I cry a little bit when I see that my capital is in one of the worst tiles on the planet. [/quote] /agree
[quote who="gypsy2299" reply="2" id="3842801"] The tech is orbital repair, and you should be able to upgrade the existing design. My question would be why? Except for speed there is no real reason to. [/quote] Same reason there is to upgrade/alter any other ship design. I want to be able to put it on a larger hull, or faster ship, or better defended ship, or longer range ship, or better armed ship, or ship with a different role, or just a ship that looks better, o
I forget which tech it is, but once you research it you can build the Caretaker ship at your shipyards. It has a module called "Repair Bay" if I remember correctly, and it gives the fleet +2 repair per turn. However in the ship designer, this "Repair Bay" module is nowhere to be found. So the player can never design their own fleet repair ships, they are forever stuck with the tiny base model Caretaker if they ever want to have any extra fleet repair. Unless they have a commander ship
/agree gypsy2299
A core world is one that you assign a governor. This allows you to open the planetary view screen and build things on the planet tiles, as well as grow population. A colony is a world that you do not assign a governor, you don't get a planetary view screen to build things on the world, it's population does not grow beyond the one used to colonize it. It sends all of it's resources (the numbers for minerals, technology, wealth, food, and influence) the the nearest core world. B
Hey dev peoples, I was wondering if you could "fix" something that is kinda annoying and heartbreaking. When you first open the planet view to your home planet or brand new core world, it is an exciting time! Yet it can turn into a major bummer when you see you got one of those really nice tiles that gives a +3 to manufacturing, but it has an Epimethius Pollen spawn right one top of it. Or that amazing tile that gives +3 to population, but it has a Helios Ore spawn on top of it. So we
When you are making your civ at the start of a game, it will let you change the starting ideology, which is nice. However, the starting ideology doesn't really seem to DO anything. It is very easy to get a bunch of ideology awareness quests and additions for all of the various ideology branches throughout the game; yet the starting ideology you select doesn't seem to have any effects on all of these potential sources and choices for earning ideology awareness points. As a matter of fa
One thing I have noticed while playing, is that there is basically zero deviation in resource spawn locations in relation to the star colors. Durantium spawns at red stars, and only red stars. Promethion spawns at purple stars, and only purple stars. Thulium spawns at the small blue stars, and only at those stars. Maybe mix it up a little, and give at least a chance for resources to spawn around those yellow and orange stars, or for some durantium to pop up around a purple star, etc.
Every civ has it's own Sovereign governor; the leader automatically assigned to the home world. One would hope that this governor of our home world would be among the best of our kind, a shining example of what every member of our species looks up to as an example of the best of the best. Yet when we first open the governor screen to take a look at our glorious leader, we are often met with extreme disappointment. We see a leader with stats that we would never even consider paying the
What is there to "push back on"? Like he said, one of the great things about Gal Civ is you can make a sandbox game the way you like to play. If somebody prefers the war before you even step past your front door style, they can play that type of game. If somebody prefers to have a chance to make a flourishing space faring civilization before getting into war, they can play that type of game. If somebody wants to play SimCity in space, more power to em. If somebody wants a gank fest ri
Ya +890732187109874531435896714326 /agree Derek mentioned something on Discord about getting an option to turn off the background nebulas. I have hated and despised the background since GalCiv 3. I have done countless quits and reloads just trying get a background to come up that would let me SEE the *(#)@&*% screen...
Ya but a precursor world that is a colony instead of a core world gets no benefits from whatever precursor thingy it has, since you have to make it a core world to be able to utilize whatever the precursor thing is on it. If you make it a colony it isn't sending that %50 manufacturing (or whatever the precursor bonus is) to the core world it is feeding. Plus you can't harvest any resources that are on the colony either, since the orbital refining techs are blocked out by the precursor symbol
[quote who="gypsy2299" reply="4" id="3841162"] You missed the option to delete the background clouds that make it hard for visually impaired players to see the map. These clouds are cosmetic which mean of absolutely zero benefit to the game.😒 [/quote] /agree
Quick note on the slipstream travel, I made another thread about it a few days ago. Basically if you move the entrance to the slipstream to the very edge of your screen, then tell your ship to enter it, you ship will instantly teleport to the full extent of it's movement through the slipstream. This way you don't have to wait for the annoying slow animation. Happy Tuesday !
The orbital harvesting techs for use on colonies are great! I found one snag though. If you make a Precursor world into a colony, you are unable to harvest any special resources it had, because the spot for selecting the orbital harvesting is blocked by whatever special icon thing the Precursor world has. It would be great if you could fix it so we can make Precursor worlds colonies, and still be able to use the orbital harvesting techs on them. Happy Bug Squashing!</p
I'm playing the .80 version on test.