Please start with the combat mechanics! Its the thing that is both the most new AND the most obscure!
Stalker0
One of the biggest changes in Supernova is the combat system adjustment. And I can understand why, the old paper, rock, scissor system is so....plain, so mundane, so....boring right? But I would argue that at its core, that system worked, and this system does not. And I will try to explain why. The Fundamentals of Combat - The only thing that matters At its core, the GC games are "big picture" type games. You focus on the big decisions, what my planets will bu
Just a few quick bugs to report: Events are often coming at me multiple times in a row. I often can do the same event 3 times and get 3 times the benefit. I am able to put survey modules on other ship types (such as frigate). My understanding is only the flag ship is supposed to have them now. Now the system does prevent me from building one if I already have a flagship. I have no control over citizens. I can select a new role for them but they do not change
[quote who="DerekPaxton" reply="29" id="3857786"] Great feedback here, Im going through everything. At a minimum I'm looking at reducing the logistics cost on large and huge hulls and increasing resources costs on some of the amplifiers. [/quote] Well the easiest first fix is to make it where the amplifiers are not fleet wide.... I'm pretty sure the way they are written they were never supposed to be fleet wide in the first place. That's a major reason why tiny fleets are so
[quote who="eride" reply="17" id="3856795"]I understand the point of your post, but this is the current "meta" of the combat system and it only supports the idea that the entire combat system is broken. We are discussing how the system is broken in this thread, not pointing out how best to exploit the broken system. [/quote] There is nothing broken about that model, its just that its not intuitive. The main issue is the role system. A person has to manually assign them fo
I also disagree with allowing sensors to stack on one ship. That allowed you to create "super probes" in GC III that covered ridiculously swaths of areas, making any other sensor use irrelevant. I think the current model is a lot more balanced.
I did my own analysis of ship sizes in this thread: Ship Size (Balance) » Forum Post by Stalker0 (galciv4.com) There are two areas in this thread not accounted for, to create a true argument. Cost: At least up to medium, the bigger the ship, the more cost effective it is (I haven't done the math for large ships myself). Aka I can generate a full fleet of small ships faster than I
[quote who="DivineWrath" reply="5" id="3854741"] Of course its not fair. You shouldn't be able to beat such opponents. The only way you could keep up is if you were using exploits to make up the difference. [/quote] There's not fair....and then there is unfair:) This is a common issue in 4x games, most AI handicaps are placed right at the beginning of the game, giving the high level AI an insane start. The human players job is to utilize superior play to ramp up and
So confirming.... have you confirmed that the military production on the stardock (before % modifiers are added) is less than what it says the social production is? Here's an example: Social Base: 10 Manu % boost: 20% New Social: 12 If you look at your stardock and only see 10....then your right, its not adding it in. If you see 12, it did technically affect both, its just buried in the numbers.
In GC IV there are no ship upgrades in that way (taking an old ship and turning it into a new design). Instead, specific ships can acquire ship upgrades through levels. There are two types of ships that can do it. 1) Commander Ships (which you can get from the leader area). 2) Any ship with the survey module. You acquire XP from either surveying (and note, all ships in your fleet that are eligible recieve this XP, so this is one way to level up your commanders
Deleted, nvm
In this thread I am going to look at the various Ideological Tenents. I am also going to comment on the "availability" of each ideology, in terms of how easy it is to get levels in each. Since there are many of them, I will use a simple rating system. A - Really good balance, this tenant is useful without being too strong. C - Decent balance. This tenant is either a bit UP or OP. F - Bad Balance. Its either so weak I can never find a place for it, or so strong I cannot
[quote who="Publius of NV" reply="1" id="3852809"] If I remove population through colonizers, constructors, or transports, does the rate go back to the current population of the planet, or do the citizens offworld still count against the growth rate? For example, if I have 7 citizens and I send one away, does the turns to grow stay at 19.55, or drop back to 15.19? Thanks. [/quote] It drops back down. Meaning if you were to send a colony ship away from the planet, and t
Version: 1.03 For people that like the details, here is a table giving you the growth values for any planet. Read the table as follows: Pop: The current population of the planet. Growth Threshold: This is how many growth points you need to get to grow to the next population. (Note: Each pop takes exactly 50% more points than the last pop). Base Growth Rate: This is how many growth poin
Checking on a new behavior I've seen in 1.03. I have now seen defense values go to 0 in a combat (when the base defense was 3). Do defense values roll 0 to their max, I had thought it was 1 to their max but perhaps I'm mistaken.
Here are a few feedback points I collected on discord. I put it in a seperate thread on the sitrep channel, but since I find threads are so hit or miss as far as whether people use them, that I decided to just paste them here for convenience (if you all would rather this stuff just stay in threads on discord let me know). <li class="message
[quote who="tb801" reply="6" id="3852455"] ADIT- I know that with the Core World/colony system you are trying to cut down on tedious micromanagement and I agree with that and it works reasonably well, but it's difficult to understand what all these "colonies" are doing, or why they matter - it's not intuitive or even explained particularly well. Could the player be given an option to specialise these planets as well as emphasise how smal
[quote who="DerekPaxton" reply="2" id="3852196"] Quoting , quoting post Notifications such as "Your treasure hunters return with credits" or "The scavengers have found bugger-all" are too large and obscure what is going on. Sometimes I want to set things up so I can see which direction an enemy fleet sets off when I press the "next turn" button. T
Another good example that I think helps explain the weakness of growth: In this example, playing the Altarians I have very high social for my people, and so this +2 pop could translate into a +18% income bonus for my galactic bank planet....very nice. However, just plopping down a single financial district would grant me a +15% bonus...and I would have it
The Navigators +100% sensor range policy is very weak. It is used for just a few turns in the early game, and then its asteroid exploitation all the way. Later on there are just better policies to take. However, one idea that could make it very attractive and fit "in theme" with the race. Keep the +100% sensor range, but also reduce Survey times by 1 turn. Now you have something cool and distinctive, giving these archeologists a leg up when it comes to surveying.
For context, here is one example of some of the highest growth numbers I can manage. And still it takes 17 turns to get a pop. This is the point in the game where I can build most districts in a single turn.
Another note on growth. So every 2 people = 1 victory point for the end game. Because of the way growth works, this is yet another area where massive expansion beats out tall play handidly. It is far far easier to grow 6 pop on 3 worlds than it is 18 pop on 1 world....even if the 18 pop world is using massive growth boosters.
I added some additional notes to the OP, as my thoughts on a few items has shifted with even more play.
Here's a great example of what I mean by "Terrain doesn't matter" At first glance, this world looks like an amazing research planet, look at all those blue tiles! Yet the devils' in the details. If I were to place all research buildings on this planet, I would get a nice little 120% bonus. However, because my base science is only 1, that's a total 2.20 research per turn,
I agree with this, at the very least you shouldn't be able to governor a planet if there are enemy ships still in range or something.