Removed UI stuff referring to Ship Roles. Why??? I need to be able to tell what ship role is assigned to the ships I didn't design (like commander ships and event ships) so that I can assign ships with complementary roles to the same fleet. Otherwise, how do I know if the Arcean command ships are Escorts, Capitals, Interceptors, Assaults,
jdblue82
I really don't need to see the colony names unless I'm fully zoomed in to the level where the nameplates also show me what the colonies are producing. Otherwise, there is little point in these nameplates being visible. With Core Worlds, of course, those nameplates should continue to be visible, but please either make colony nameplates disappear once zoomed out to the point where their production icons disappear, or give us a setting to do this. Please. It drive
Terran Gunboat damage animation placement seems... off.
Here are a couple examples to clarify what I mean:
Feeback On Upgrades: Ship Upgrades Unused ship upgrades from anomalies do not stack. This ends up (perhaps counter-intuitively) encouraging me to delay upgrading ships because if I don't have an upgrade slot to use those juicy anomaly upgrades on, then I risk losing out on upgrades. And it's not at all clear that this is intended or not. Now, if this is int
I see your image Richard. Sometimes it takes a minute for it to show up in the WYSIWYG editor.
Not sure why this world is class 5. Might as well be a dead world. Also, there's no type to it.
Typo: see below. Should be "are" instead of "our." Favored has the same text and same typo. I assume this is the right text for Favored and a placeholder for Humility.
[quote who="Publius of NV" reply="28" id="3815836"] Quoting caboose_corsair, reply 24 My resource bar tells me I have 34 Control, but the Enforce Law button is greyed out and the tooltip says that I don't have enough Control. Enforce Law actually costs 50, so either that cost or the tooltip is
The Orbital Factory colony upgrade did not in fact increase the Minerals produced by Mars. (I had already selected the +1 Minerals colonizing event, if that matters.)
To clarify my last post, this is something that changed during gameplay, as I have a save from only a half-hour prior where I can still Enforce Law. If it's helpful, that save is here: https://drive.google.com/file/d/1G-CiBe3F_P6oShy4y07yyv5Yqpv0KkL1/view?usp=sharing
My resource bar tells me I have 34 Control, but the Enforce Law button is greyed out and the tooltip says that I don't have enough Control. Here's a link to the save file: https://drive.google.com/file/d/1cXbV5wp43mWwLB7hmUihgqLRYZ5pARmo/view?usp=sharing <img src="https://cdn.stardock.us/forums/35/92/3592336/83d63e96-5f0f-48f8-827e-d9c5be7726ce.png" alt="" width="523" heigh
I would definitely agree that there should really be more of a cost and in-game flavor to going to war. In the US, there were more labor strikes during WWII than during any other period of comparable length in US history. Wars regularly are met by anti-war protests or other social upheaval. Wars cause migration and surges in numbers of refugees. Collateral damage and mistakes, like bombing the wrong embassy or targets, are unhappy but very real consequences of war.
I think a better priority here would be to ensure that modders have the tools they need to easily create and maintain UI mods and music mods. Stellaris does this rather well.
[quote who="Frogboy" reply="3" id="3814745"] Yea this is my fault. I required that at least a handful of AI players start in the same sector as the player. We're going to create a setting for this. [/quote] Thank you! [e digicons]
[quote who="Publius of NV" reply="139" id="3814759"] While the background of nebulas is very pretty, the bright nebulas make it difficult to see the grid. I don't know if the video options can be used to darken the background or brighten the grid, if anyone has any advice I'd appreciate hearing it. Anyway, would it be possible to at least make it so that the background is moddable? [/quote] Yeah, I've been noticing background brightness is making it nearly impossible to s
[quote who="NelsMonsterX2" reply="18" id="3814538"] Could we get a map with all the stock GalCiv 4 civs in starting positions according to GalCiv lore please I love this suggestion! Fantasy games all have lore based maps with homelands clearly delineated. Why can't we have this in a space game?[/quote] We do already have some established lore-based positioning of systems. For example, we know that the Xendar
I would suggest reading the comments from this thread: https://forums.galciv4.com/506033/galciv-iv-dev-journal-6---those-first-20-turns Then, if you feel you have something to add to the discussion, please do so. Several of us have already provided some constructive feedback to the devs and we'd love to have you on the same page of the current conversation, adding your thoug
[quote who="DerekPaxton" reply="2" id="3814463"] The thing I dislike most (and you changed it too) is "Cruelty" as an ideology. "Cruelty" isn't an aspiration of any real civilization and we want all of these to be things that are real cultural goals. We are really talking about how much your empire values making its citizens healthy and happy even when it interferes with more practical goals. Pragmatism does a good job of being the opposite of Compassion, but it's not quite ri
I already purchased because I believe in the series and have high hopes for GC4, but I really would love a Steam key, if for no other reason than because Epic doesn't do achievements and I do love those sweet, sweet internet points.
[quote who="edkolis" reply="6" id="3813964"] Is it just me or is "hive mind singularity" now as much of a cliche as "rebellious servants" was in the 1990s? We already have the Cybermen and the Borg, and movies such as Avengers: Age of Ultron, and I think the MOO3 iteration of the Meklars may have been a hive mind as well? I don't know what to replace it with but I'm sure there's something new and original to try... [/quote] Personally, I like the <a href="https://mythcreants
Just spitballing here, but here goes. Yor Quest - "Upgrade" The Stragglers: Since The Upgrades began, some original Yor have held out on installing the neural linkage hardware necessary to bring them more fully into the group consciousness. These Yor actually remember and experience their "individuality" to a degree that threatens the efficient functioning of the collective. It's time to correct this oversight and integrate these Yor with the rest of the collective&md
[quote who="Commander4X" reply="109" id="3813864"] ...I prefer to use 3 or 4 and zoom out. But here: icons appear and disappear. <span class="JLqJ4b ChMk0b" data-language-for-alternatives="en" data-lang
[quote who="NelsMonsterX2" reply="9" id="3813273"] I love minor civs! I really think Age of Wonders 3 is a great example of pacing for meeting both major and minor civs. Maybe because it's a rectangular map and everyone starts equidistant. If you could have options for where to spawn civs when loading a new map, maybe that would help. [/quote] I'd love to see some form of a client state system implemented in GC4. This could allow for some meaningful early interactions
[quote who="SchismNavigator" reply="3" id="3813584"] Would you prefer it if the nameplates conveyed additional information? [/quote] [quote who="ForesterSOF" reply="4" id="3813586"] I would think he wants less stuff on the screen. [/quote] I'd prefer a less-cluttered screen so that I can see my Core Worlds more easily. If the Core World nameplates had outputs on them, I would definitely not be displeased about that, though.