Over mass has never hindered commander ship availability before…so if it is now it’s an undocumented change or a bug
Stalker0
I agree with the vast majority of those, I'll note my disagreements. 1) Mimot: While its possibly unintended, the prolific trait is very very strong, so giving them intentional nerfs like lower starting money is reasonable. 2) Just noting the devs do have planned to allow multiple ships to be built per turn in a future version. So already on the road map!
[quote who="Entropy Avatar" reply="17" id="3917726"] I think that would most naturally be done by having additional sectors at map creation that have no player civs in them. These new sectors would require a higher-level tech to access (or maybe some event gives access at some randomish point in the game). [/quote] that’s a solid idea, have a tier 2 sub space portal tech later in the game, which would likely be a fairly simple change to encode
Housing District was changed to be +1 all. Big change, please put it in the log!
A few gaps in the change log: Its Razar's Lift rather than Kazar's (this can be confused with kazar's mainframe). Beam and Missile cooldown have NOT been changed. They were already 3 and 5 respectively. (Undocumented): The Planetary Beacon orbital improvement was changed from 10% influence to +20% influence and +1 cultural significance. (Undocumented): The supply depot got the crime reduction (which is noted), but also increased in approval per lev
[quote who="JuraldoBones" reply="4" id="3916397"]I agree. Every planet would consist almost entirely of factory workers & scientists, which feels lame from an immersion point also. [/quote] This is already happening, because again you need just a few farms across your entire empire to feed them. Lets not forget finance buildings (that could use a rebalance but will be competitive again at some point), and there is of course housing itself.
[quote who="Illauna" reply="1" id="3916377"] Galactic Challenge System ================================================================= It seems easy and trivial because by the time you unlock galactic challenges you likely have a great economy. Think maybe removing the ability or increase the cost of rush buying galactic achievements. For instance, instead of 7.5X. Galactic Achievements would add a 12.5X multiplier making the rush by cost 20
GC4 has come a long way since its Early Access days, and with upcoming expansions around the corner will continue to get even better. So its a good time to drill in on some things that aren't working so great in the game. This post won't deal with individual balance concerns but look more holistically at systems in the game that could use some love. Here is our top 5 (in no particular order) systems that could use a look. Volley System T
I just learned how this works recently myself. First you want to sum the total of all your diplo modifiers. In your case its at -3. What this means is...your "end state" for diplomacy is -3. But that doesn't happen immediately, your relationship will continue to decay steadily until it gets to -3, at which point it will stop moving. So your heading to -3, but it takes some time to get there. Likewise for positive scores, your relationship will rise but it takes time. &
Volley ignores all defenses. so it works like this: 1) You get a damage roll of your missiles (or beams). 2) The result is then -20% per hex away from target (20% 1 tile away, 40% 2 away, etc). 3) Final damage is applied directly to HP.
This thread is to discuss some changes to the Engine system in GC IV Supernova. The Problem: The designers have repeatedly noted that a "mixed fleet" model is their ideal. They want to see fleets of a variety of ships as the "preferred" design in most cases. However, the current Engine design runs counter to that desire. Engines are too great an expense in both mass and mil cost to be placed on a large number of vessels. As such, you generally reserve eng
This is discussing ship modules (aka pretty much everything except weapons, armor, and shields. Much of my review is from previous versions that I was holding on to see if anything changed with them in v2.2. I will use a simple scale S - Critical component, often the crux of a strategy. Might be OP. A - Solid, the ideal balance level. C - Niche but it has a time and a place. F - Weak, hard to make good use of it. Evasion C
So the trick is, just because you have overwhelming force doesn't mean you won't take casualties. What you are likely seeing here is two very offensive heavy fleets going at each other. Sure your fleet is going to win, but they don't have the defenses to deal with the damage output of the enemy fleet....and so your going to take damage.
Now go Nihilism and try to 4x their stats!!!!
This is discussing orbital upgrades. Much of my review is from previous versions that I was holding on to see if anything changed with them in v2.2. I will use a simple scale S - Critical building, often the crux of a strategy. Might be OP. A - Solid building, the ideal balance level. C - Niche building but it has a time and a place. F - Weak building, hard to make good use of it. Recruiting Station - S. The growth here is massive, shou
Now with v2.2 fresh out of the oven, I decided to start a list reviewing the various buildings in the game. Much of my review is from previous versions that I was holding on to see if anything changed with them in v2.2. I will add more buildings over time with this thread, especially the very latest new racial buildings as I get time to try them out. I will use a simple scale S - Critical building, often the crux of a strategy. Might be OP. A - Solid building, the ideal b
@ mperlmuter, To put a little money where my mouth is. I thought I would show an example of what I'm talking about with some example combats. For this mock combat, I went with a tech level that I commonly war at on Incredible. I've got 42 logistic points, cruisers, an equal amount of all the weapons, and then some upgraded armor. <img src="https://cdn
[quote who="mperlmuter" reply="1" id="3914273"] Rather, players are encouraged to make balanced fleets without having to pay the opportunity cost of "1 fighter per turn." [/quote] @RealMutter (@mperlmuter), Thank you for the response, its a good starting point to the debate. The quoted line is our main point of disagreement. Its absolutely true that a dreadnought fleet will lose to a balanced fleet....but that's because dreadnoughts are not "optimal ships" in
The devs have put on their roadmap a "fleet builder" concept. This will allow a player to build a series of ships as a "fleet collection" rather than spitting out individual ships turn by turn. Its a cool concept, and one that I think a large amount of the player base will enjoy. But it does have a pretty major balance impact to the game, and its worth discussing before that concept is finalized to decide how best to address the new problem. Lets first dig in on what the issue is, and
So in the spirit of thinking about expansions (with the next release around the corner), I was thinking of what would my top 5 QoL improvements for GC4 be right now. Not really balance items, just things that would make the game smoother. It's always hard to come up with "just 5" but I took a shot at ones I didn't think would be toooo big a deal (but of course I recognize sometimes its suprisingly difficult to change UI things). 1) Volley Hotkeys, and "auto-volley when attacking
I could give you one use of this in the first few turns I'll grant you, but as you said I'll never use it again. I just think an EO should be a thing that has that kind of extremely limited use. If that's the case, have everyone start with a relic that does that and just remove the EO.
This thread is to review the standard executive orders. I won't cover a lot of niche ones, and may forget some of the later techs one, but this cover the common core you see in a lot of games. I'll use this general guide system: S - very very good, maybe OP. A - solid, very useful throughout the game. C - It has a niche but tends to scale poorly. F - very poor scaling or just flat out too expensive for its use. Galactic Festival - A, very good booster if you hav
Time to take a look at Ideologies (version 2.1). I am going to use a simple scale for the various ones. S - Too good, its extremely strong. A - Solid, I like where its at. C - Has its moments, not the best one but its got a niche. F - Underpowered, needs a tune up. NA - I don't have enough experience with this to make an assessment. General Too many ideologies rely on your citizens having specific traits, and those traits are
This thread discusses combat mechanics of Supernova v2.1. First, a special shoutout to @illauna who developed this wonderful combat guide: Steam Community :: Guide :: Space Combat and You. While we don't always agree on everything GC4 combat, you have to give respect where its due. Second, this discussion is around competitive combat. Fighting weaker opponents is a part of the game but ba
Here are my general notes on the current tech tree. This is for the 5/23 1.55 version. General Its really frustrating to hover over a tech and not be able to actually highlight what the things inside the tech do. I want to be able to hover over the "starbase factory" and see what it gives me. Engineering <