Love it!!!
JeremyG
To expand on what I'm thinking: Random Event 1 (Purely positive event - Tier 1. Tier 1 = +10 points) Table of options: +5 Rare Resources = 5 points +1% income civ-wide = 5 points +10% influence for 20 turns = 3 points +1 Frigate = 3 points etc etc (hundreds of possible items) Event Text = Outcome1 = +5 harmony crysta
First of all kudos to Stardock...always ahead of the curve in development for gaming. Your use-case for generative AI in the game is awesome....creative based on human creativity...derivative of prior art to make more variation etc. It's great work. Occurred to me while thinking about it, that it would be really cool if you could use AI for the in-game random events! When you play the game alot you get used to seeing the same random eve
Holy Crap! I didnt know this. I thought the only way to add trade licenses was researching trade techs! This will allow me to get my money situation stable more quickly.
[quote who="Basilisk83" reply="10" id="3865792"] the big difference between the current system and the one i mentioned above though is that sometimes people get really bad luck with it, and while you're supposed to be able to research just about anything within a few clicks of that button, ppl kept getting very bad luck from the RNG and were getting very frustrated that the research they wanted kept not coming up after many times of pressing that button, esp when the research they wanted
I feel like a good solution here would be to have the option of spending CONTROL to force a specific technology to be researched. (maybe even allowing you to skip a single level of dependency?) Lot's strategy there in balancing your decisions. It also makes sense in the fiction "I hereby command all scientists to research this advanced missile tech so we can win this war"
[quote who="DivineWrath" reply="1" id="3865605"] Make stars smaller? Not to my knowledge. Would be helpful. One time my foe had a military starbase behind a star and I couldn't find it. I couldn't invade the nearby planets because of it. I nearly made a bug report over it. Fortunately I did eventually find it and destroyed it with extreme prejudice. [/quote] You know, you can just rotate the camera and see whatever is blocked by a star.
Yes love it! While we're at it, can we get some standardization of resource icons at the top of the screen? Currently they appear in the order they were discovered in the current game. And depending on resolution, sometimes you cannot see them all at once.
[quote who="eride" reply="9" id="3860915"] If you can't justify your opinion, GTFO. [/quote] Plastic Blister Packs = Unpleasant experience. Epic Games Launcher = Unpleasant experience.
[quote who="eride" reply="7" id="3860749"] I think we as consumers, especially those of us that enjoy Stardock's games, need to remember that what is beneficial for Stardock is beneficial for us. If there is a clear business reason/advantage to using Epic over Steam, and the inconvenience to us is minor, why wouldn't you support Stardock? I'm going to reiterate that I can not understand the grandstanding by some Steam fanboys on this issue. It makes me think of the asinine Xbo
Many times in the game you get prompted with events/choices that have significant repercussions. These are great, and key to the game! However sometimes I don't know my current situation enough to make a proper decision, and you cannot click away from the Event UI to check. Example: Choice 1: Will give +3 relations with Civ for 25 turns Choice 2: Will give -3 relations with Civ for 25 turns Choice 3
I don't think diplomacy should reveal ALL of the "secret sauce" as to why a Civ may or may not value certain things. The UI should show values to ME, Research Cost, etc The UI should NOT show values to the other Civ. The spirit of the diplomacy system should be "lets make a deal" not "here is some math and modifiers"
[quote who="Panos4860" reply="3" id="3860290"] Problem is on Steam you do not own the games. You rent them as a service. [/quote] If that is true.....it is a distinction without a practical difference to me as a gamer. I will tire of a game long before Steam has any incident where they pull existing purchases. If for some reason it happened, and I lost a $50 game. It would be a small price to pay to not have 7
The only thing that is good for me...as a gamer...is to use my preferred Launcher/Store to buy/use my stuff.
You can achieve mostly the same effect by increasing/decreasing the UI resolution, and zoom in/out
I have wondered this too. However, I have been working with the understanding that when you add an upgrade to a colony...it benefits the Core world it is shipping resources to. You can see immeidate evidence of this on the core world, when you build something that reduced crime.
I think the UI seems outdated and very "text" based. Rather than All items being in the same small text list at the bottom....it would bee nice to shrink the "nearly full screen portrait of the other civ", and have same nice icon-ized areas for resources, money...."presude", "Threaten' etc.
I really like this idea. I have definitely done a lot of save/load in early games when my colony ships fly straight through a space monster den.
Seems like something they should balance. Colony Ship = 1 Colony Ship + 1 Probe Turn 1: Rush Colony Ship Colony Fleet = 2 Colony Ships Turn 1: Rush Probe The difference here, is that probes are cheaper, and it doesn't cost you a citizen. At the cost of 1-turn worth of probe movement, I can't think of a reason not to use Colony Fleet.
[quote who="StellarGamer" reply="24" id="3858603"] Would Stardock be able to give me an ETA for a patch or hotfix that corrects this problem? I haven't played GC4 since I posted this bug, but I sure would like to get back to the game. It's been over a month now. [/quote] If you still want to play....just set a game to SINGLE or BINARY sectors. Since neither one can allow a ship's route to pass 2 sectors, the bug never happens. Not ideal
I like it. Lots of depth and fun mechanics. Still maybe missing some stuff from GC3, but i'm sure it will come. Most GalCiv games don't reach their maturity until about a year after release. (and stardock is GREAT about continuing to improve them even YEARS after release)
A note on influence star bases: The influence add-ons work mostly by a % increase. What this means is that early in the starbase life, add-ons like sector scanners and defenses actually give MORE influence benefit than the influence add-ons. You also want to have them in late-life of starbase because they amplify the % increases by having more base influence. Example: Starbase: currently producing 10 influence
Added to custom race description: I use a home-world with a single planet, with most tiles possible. This plays into the idea of "feed all production to home world" Usually my home world ends up being my main manufacturing, main economic....and sometimes also my main research planet.
Been doing this with Genius and Incredible. Incredible is harder when I am not accustomed to the galaxy layout, so I drop down to genius when trying new galaxy config. (I have used this on "a few" sectors, but lately only playing binary because of the bug) I don't go for prestige (usually). Sometimes I will if it is quicker to win. But truth is, timing seems to work out such that when one race is getting close to prestige victory,.,.
So I all this a hybrid strategy cause I feel it uses a few different play styles. But has been very successful for me. The rough idea is: 1. Expand quickly 2. Kiss everyone’s ass 3. Culture flip your home sector 4. Grow superior tech 5. ONLY THEN build a military with your superior tech 6. Conquer (if you even need to) Race: Custom Traits: Clever, Influential, Likeable