[quote]Added a Total research output to the research screen, with a breakdown for where all your research is coming from. [/quote] Derek, can we assign Control cost to enacting/changing of new Policies? That would make it more meaningful late game.
jirkaesch
Me too, you have to whitelist Galciv4.exe in your antivirus.
[quote]AI is now better at putting leaders in Factions. [/quote] Interesting Derek, looking forward to the final effect. BTW, shouldn´t enabling / switching policies also cost control? To keep it meaningful late game. Also, will we get constructors exec order, as mentioned by Brad?
[quote who="DerekPaxton" reply="6" id="3838868"] And I do like the governors a lot, though I'd love to see more done with them. [/quote] I agree, Derek. I am thinking about system going bit more into CK3 direction, with more dynamic loyalty development and deeper interaction with leaders (governors). Of course, it should not feel too overwhelming. Now it feels rather static - you put governor on a planet and it feels like from that time on, he has forever the same lo
[quote who="AdamMG" reply="2" id="3838770"] the 0.8 update list shows this as fixed (not yet released). The update logs are your friends. [/quote] Hooah!
Yeah, the same is true with the choice giving you three new citizens of diverse species, I am afraid.
Hi Frogboy, nice changes. Any chances non-functioning techs, artifacts & cultural traits? Basically those that should give you something - free ship or citizen. And how ´bout retrofitting ships? Also it would be great to make the AI more reasonable, when loosing war [e classic];)[/e]
So the war-faring AI is significantly better. Two potential weaknesses, though: - Once you destroy their initial fleets, they seem to be sending only single ships "fresh from the shipyard". Some meta-fleet system for the AI to recreate battle groups would be nice. - They seem to be waging wars forever, never accepting truce. Eventhough they are clearly losing, but "you are ripe for conquest".
[quote who="scifi1950" reply="6" id="3835257"] Bug: Colony upgrades don't work. The colony Upgrade button doesn't do anything on any of my colonies. Even besides the upgrades that are normally available, I discovered a Thermal Core colony upgrade from an anomaly, and can't use it because none of the upgrade buttons work. Verified in my game also. [/quote] Agreed. I my game, also the ideology choices that should provide you with citizens (scientists,
I am looking forward mainly to two things: - better war-handling AI (current 0.71 enemies are basically sitting ducks) - more fleshed out gov loyalty-personal stories subsystem Great game anyway! 👍
It looks great, thank you Frogboy! Current governments feature was clearly a placeholder, any vision on what´s up with them in the future? And BTW any chances on loyalty rework? [quote]Governments removed Call Election removed [/quote]
[quote who="Frogboy" reply="25" id="3831597"] Probably but I always play test my changes and that change would go into a. Area I do t know enough about yet. [/quote] Seeing all the goodies - great stuff, Frogboy. Let me elaborate on my idea a bit more. Today, the character (loyalty) game feels rather static. What I have in mind is making it more dynamic as a "resource" of sort. I.e. many thinks (policies, exec. decisions) affecting gov loyalty not only on
[quote who="Frogboy" reply="25" id="3831597"] Quoting jirkaesch, reply 24 Frogboy, can you make it so that all of those goodies temper with gov loyqlty as well? Not only staticaľly, bur alao like -1 loy/turn. i want ro see more dynamic type of Relations, you know 😉👍 Probably
Frogboy, can you make it so that all of those goodies temper with gov loyqlty as well? Not only staticaľly, bur alao like -1 loy/turn. i want ro see more dynamic type of Relations, you know 😉👍