jdblue82

jdblue82

Joined Member # 3592336
3 Posts 17 Replies 245 Reputation

[quote quoting="post"] I've had multiple clusters generate with pretty bad setups, the most recent in 77b was that there was something like 4 Durantium, which pretty much wrecks any kind of civ building since everything is hinged on this one resource. Could there be a solution to hard locks like this, perhaps instead of specific resources what if you made an omni-gel type resource "Hard Materials" that other materials could be converted into, so at least you weren't completely lock

8 Replies 10,777 Views

This is definitely a bug. You're only supposed to receive Yor citizens when building pops as Yor. You should consider uploading a save file somewhere online and linking to it here, or posting in the Discord server here: https://discord.gg/bDZgQuGS If you use the Discord, the Galciv4 section's sitrep channel or bugs-typos-goofs channel would be best for sharing this bug. Make sure to note what version of the game you're play

1 Replies 10,574 Views

[quote quoting="post"] ...Once the Festrons appear on any of your planets, the game is over for your race. [/quote] No, and not even for that planet. Since only Core world populations grow now, all you need to do is rush build a colony or constructor ship to deport the murderous Festron to some forgettable class 2 hellhole Colony world or even an orbital economic starbase. If you catch the infestation right away, you can prevent what happened to you. I

6 Replies 9,915 Views

[quote who="Frogboy" reply="2" id="3834620"] BTW: Thank you for paying as the Drengin Empire! [/quote] Is that a subtle hint that you need more play-testing on the Drengin? [e digicons]:grin:[/e]

6 Replies 10,153 Views

Iridia wasn't just a Core, it was that Civilization's homeworld/capital. Poaching should not work on homeworlds, as the "Governor" of the homeworld is the Civilization's Leader. On a flavor note, it would make little sense for you to employ the leader of the Civilization you were just at war with. As to game balance, Civilization Leaders have some pretty powerful buffs and that would make this a little over-powered.

1 Replies 5,401 Views

[quote who="williamameling" reply="4" id="3834700"] Leave those default ship designs alone. Any revised/modified copies of them should have different names. [/quote] Yep, this is the workaround I've been using. I sure hope they fix this one prior to release. Any ship spawn event or action shouldn't be able to fail simply because the player tried to declutter their ship design list and hide/obsolete old designs.

5 Replies 6,291 Views

Version: Beta_0.71.275926 Details: As the initial Terran "Colony Ship" design is lacking in engines, I usually upgrade it on turn 1. This playthrough I selected the Terran Alliance, using the Terran Resistance shipset. When I upgraded my colony ship and obsoleted—using the "temporarily hide this design" button—the original version, Draft Colonists stopped spawning a colony ship, but it still gives me the -2% approval malus. I tested this with the Drengin and it also fails

5 Replies 6,291 Views

I'm playing as the purple Ewoks Miwot and have noticed my nearest neighbors, The Navigators, have decided that far too many of their worlds should be Core Worlds. Even a Class 11 world—Diadem II—that's surrounded by other Navigator Core Worlds, as seen in the screenshot below. This is diluting the AI's m

1 Replies 3,356 Views

So I've been enjoying playing as the Baratak Grove, though they still don't compare to those overpowered, hyperfertile, fluffy, pastel Ewoks Mogwai Mimot. But as I've unlocked more techs and thus planetary improvements, I'm realizing that my homeworld and early core worlds are full and I have no idea which tile held that juicy 3x Tourism buff now that I've covered the home

4 Replies 20,141 Views

Baratak Grove's Spore ability does not seem to give any production input points points to the planets in the Baratak home system. They both got resource deposits, but no industry, technology, wealth, farming or influence displayed. Edit: Once colonized, the planets do indeed have production inputs to provide.

55 Replies 108,443 Views

Will we be able to hold more than one of each of these upgrades in the Vault or will the player continue to lose out when receiving events/anomalies that offer a duplicate item of one we have already that hasn't yet been assigned to a ship.

15 Replies 112,165 Views

[quote who="scifi1950" reply="108" id="3829992"] I'm pretty sure someone mentioned this, but it's really annoying that the "Executive Orders" tab doesn't show the status of all orders. It should show us why we can't choose the ones not available so we can work towards getting them if we think they're an effective strategy. [/quote] Agreed! Simplifying the UI is one thing, but this trend towards completely removing useful information really doesn't look like a pos

148 Replies 379,957 Views

[quote who="SSStreetFighter" reply="59" id="3829173"] There is not enough liberty ideology available in the game. I am about 300 turns in surveying like its my job and the options almost never come with a liberty ideology. In the previous version getting to 9 Liberty ideology awareness was easy. In this version, i only found 5 after 300 turns. Other than surveys and planet options are there any other sources of ideology awareness points. [/quote] Possibly a

148 Replies 379,957 Views

Version: Alpha_0.65.249389 Details: The Museum event triggered for me this morning and the final option—which I'm used to avoiding because I'm a namby-pamby pacifistic space industrialist—offered me a Compassion ideology point instead of a Cruelty point. The text on the button implies that this museum is either run by some seriously pessimistic nihilists (thus to them, death is a mercy) or it is boosting the wrong ideology. How to reproduce:

1 Replies 4,314 Views

[quote who="AdamMG" reply="1" id="3828934"] I agree with most of this list, but the Ship Roles were a part of GC3, I do believe the Ship Roles are not being used in GC4 (or if so, in a much different way). This was the part of GC3 combat which was most broken, so I for one am glad to see it being changed. [/quote] If you happen to know of a post where the devs have stated that the way ship roles are being used has been changed compared to GC3, I would love to rea

4 Replies 31,336 Views

I have a few UI compliments and some suggestions for polish/improvement to share: Game Setup Screen - So I want to start off by stating the redesigned UI elements in the game setup screens are 1000% better than the UI was before. Not only are they clearer, but they're also much more visually appealing. Planet List - Thank you for adding right-click functionality for sending selected fleets. This helps get around one of the bigger navigati

4 Replies 31,336 Views

It seems like perhaps the artifact isn't able to tell which tiles are already available on a planet. It would be good if it was able to check to see if a given tile is already buildable and if so, re-select a tile until it gets a free tile. Or if a tile is already buildable, give the tile a 3x buff for all disctrict types if it doesn't already have one.

4 Replies 5,061 Views

That's a bug[quote who="SSStreetFighter" reply="45" id="3828768"] The Arcean claim to give an approval bonus for soldiers. But changing citizens from workers to soldiers actually caused me to loose some approval. [/quote] Bug reports should go here: GalCiv IV Bug Reports Forum - Galactic Civilizations IV (galciv4.com) But don't worry, I just reported this specific bug this morning. If you have anything to

148 Replies 379,957 Views

Version: Alpha_0.65.249389 Details: Arcean Citizen text description reads, "...Arcean soldiers gain additional Approval..." but instead, changing a pop to the soldier job causes it's expectations to increase by 5, which instead ends up decreasing the approval of that pop. How to reproduce: Start a new game as Arcean Republic Unlock the soldier role through t

1 Replies 4,379 Views