It's a follow up to Environmental Engineering.
Draver
You're welcome :)
Sounds, good. Let me know! I just tried without my mod that moves Environmental Engineering sooner in the tech tree and I could still see Xeno Geology in this Yor game. Just for fun, just start a new game with the Yor (or any synth race) and make sure they have vigilance. Check the tech tree on turn one under science and see if you see it after Environmental Engineering.
Yup, that's the one. I was not aware of the synthetic limitation that Gypsy just exposed. Let me take a look at it, I might have a way to fix that as well. Edit: well this is strange, using the Yor as template, if I change one of their trait to Vigilance, I do get the Xeno Geology line in my tech tree running my mod in the UP Bundle. So I'm not sure why you are not seeing it.
Yeah, I also have a mod that fixes it on https://www.galciv4.com/mods/manager in the bundle I maintain.
Indeed, this increases the value of exotic resources. There are also a lot of new ways to get the exotics you need from other mods in there. Removing those from the bazaar also helps with the AI not buying everything it wants and bypassing you on building those wonders ;) Note that you can still buy the basic resources from the bazaar so it doesn't completely disable it.
Yeah, it's a known issue. You can fix it in your next game by downloading the bundle of mods I maintain on https://www.galciv4.com/mods/manager . Look for UP Bundle of Mods and more specifically for BugFix_Illauna-VolleyFix. Using mods is very easy: 1. Simply put the folder of the mod you want to use into %userprofile%\Documents\My Games\GalCiv4\Mods. 2. When launching the game, click the MODS button and make sure the
On the Steam Beta Tab, switch to Insider build. See what happens ?
For the second issue, there is an easy fix for it. Need to change a 1 for a 0. Ability_MissileVolley 0 It's part of the bundle of mods I maintain on <a href="https://www.galciv4.com/mods/manage
Talking about the political machine: "When all of our customers are unhappy, we know the game is ready." That made me LOL.
If you want to know if a SB will be in range of a resources, check if there's a dash line between the resource and the constructor. If there's a dash line, then you're in range, if there isn't then you are not. With some research you can extend the range of a mining starbase by 4 hexes, so sometimes it's worthline to plan ahead and build your starbase just in the right spot where you'll be able to fetch more resources once you upgrade its range.
Github is really the only way to do it at the moment. You can find tutorial on the web to try an figure it out if you really want to dig into it. Else you can always make a forum post with the stuff that you find in game. It's less efficient, but maybe someone who knows git can pick it up and apply your fixes.
Looking at the XML, there's another problem with it too: it provides Progessivism bonus and not Totalitarism.
Great feedback GrandpaVader, glad you took the time to write it all up!
I'm very much looking forward to this annoyance being address as well. I'm not aware of any way to mod these either, else I would of done it a long time ago!
Sure, or come over on GC4 Discord, there's a modding channel there where others and myself can try and help.
Hey Willivan0706, looking at that screenshot the first things that comes to my mind is: have you tried setting the grid option so that it turns off when zoomed out far enough ? Under the interface menu, it's the "Show Grid When Far", it should be unchecked. See what happens. Also, you should turn on Point Lights on a 4090! Graphics are gorgeous with it on. Besides, I'm eager to see what Frogboy may come up with on this front... ;)
One more thing, reading all the instance in the XML where ColonySponsorDecayMod is used, I can see a patern emerge where some negative events related to unrest in your civilization or a call for more autonomy for your colony results in increased attrition. So my guess is that the Independence culture trait was put in the same basket, aka more independence for your colony means more attrition. I agree with Paul though that no culture trait should yield you a negative
And if I may add, there's another general bug/miss behaviour here which is that those Flat bonus really aren't: it's a percentage of the current attrition. The way it currently works is: Colony with 50% Attrition gets down to 42.5% attrition after you get a 15% bonus. The way you would expect it to work is: Colony with 50% Attrition would get down to 35% attrition after you get a 15% bonus.
Yeah the XML uses this modifier: ColonySponsorDecayMod Global Colony Flat</
Yeah, it's kind of buggy anyway hehe. Gonna have to take it away; games not ready for it yet ;)
As with anything you add with mods, it's best used with your own house rules. Don't abuse it, and use it when it makes sense :) As for the AI, who said it couldn't use it ? I haven't tested it but it's free and capable of building the module on its starbases. I do not know if it knows how to anchor and unanchor its bases though, etc.
I'll make you guys happy. My Bundle of Mods will now includes a Thruster Module for your starbases. It work extremely well allowing you to anchor or unanchor your starbase. Get it at https://www.galciv4.com/mods/manager !
Looks like you need some carriers in your fleet :)
How's you relation with them ? The best are your relation, the best will be the deals. Else, they may just me taunting you and finding pretext for quarrels with you!