It's called prestige, but really it's mostly a gauge of how powerful you are relative to other empires With that said, I think it's set too low. I usually have to ignore all the Galactic Challenges (which do actually just give prestige) because otherwise I would win way too early
trancejeremy1
I think the reviewer had many valid observations. There's a severe lack of events, The cultural traits really are something you just pick to get the best benefits, not something that really reflects your philosophy. The AI does seem to prioritize colonizing planets near you rather than in its own sector (which could arguably make sense, but it's annoying to play against). The races aren't balanced (though again, this might not be a bad thing) However, despite the problems, it's a very
I don't know about 100s each week, but yeah, there definitely needs more than seemingly two dozen or so. Especially since it seems like some ideologies are not well presented. It's very hard to raise individualism, for instance.
Combat seems to get bugged the longer you play a game. If you look at the combat log, it uses the wrong ships, Usually quitting and restarting will help for a while.
I would put the Baratak Grove much higher. The ability to make dead worlds into colonies is pretty big. I know it got nerfed a bit, but only a bit. And I found the Xeloxi the hardest to play because you had a very small homeworld and no one likes you. Also bad command ships
I have used missiles in every game but my first, where I used beams. I do not see any downside to using them. They are cheap, antimatter is relatively common (compared to Elerium), you can attack from a couple hexes away
Interesting, I've actually found the opposite to be true, that commander ships were mostly worthless. They might have high stats at first, but they are still only one ship (and can attack once per turn), are slow, and hit points heal very slowly. And if you research the tech for middle or higher tier commander ships, you passed up researching the ability to simply make better ships
I didn't play close attention in .80, but in .81 the battle viewer/results/log seem to be screwy a lot of the time. Sometimes I will get results involving ships that weren't even there.
I think all colonies you have should automatically get upgraded when you research the tech, because having to go through every colony you have, see if it has anything, click upgrade, then click the upgrade is a pain.
I've actually wondered about this - at least once, sometimes twice in a game they will appear again. I always thought it was deliberate and something triggered it, like a tech being researched by someone. In my current game, it recently happened in a neighboring sector (and its owner got made when I rushed all my ships in to scan them)
If you like tactical combat, it's not tedious to have more of it, because you find that to be fun. And how is letting the AI manage it for me, even badly, different than what is in the game now? I mean, if you don't like it, then you don't like it. Apparently there is an upcoming XCOM style game without tactical combat. Me, I thought that was the appeal of the game, but some people prefer the management side. And that's okay. But trying to convince fans of tactical combat they
This would make more sense in a Star Trek sense. There, torpedoes are basically only good if the shields are down. And kinetic weapons bypass shields entirely.
[quote who="Imperious-Leader-1" reply="55" id="3840196"] Does that mean that other starbases no long collect any mining resources? I thought the new ... now old system was an improvement over GalCiv 3. [/quote] From what I read on discord, it's just mining starbases give more of the resource than other starbases
I think people underestimate just how big those things are. Ringworld is something like 3 million earths in surface area and a dyson sphere is much larger. Given that a big "galaxy" in this only has a few hundred worlds, it's just completely on a different scale by several factors.
Thanks for posting this. Seems to me like there should be a setting between Several and Galactic meant to accommodate those of us with 16 gigs of ram (which is more likely to be common than 12)
In the first or second game I played, I was wondering how they were able to send a constant stream of ships after me. I had a fleet parked outside the slipstream portal (with a supporting starbase) that would take them out but it was quite a war of attrition
It's a bit tricky because early on you kinda want new core worlds, but they become obsolete once you get past your starting sector I like the district management, but the citizen management seems unnecessary.
How many sectors does a lot have? I've only played a few games and started slowly increasing the number. My first only had three, my third game is like the original poster's and in a wheel like that (and with the two at the top not connected)
Yeah, something weird is going on with the AI and colony ships. If you kill an enemy shipyard at their homeworld, you can get a dozen or more colony ships
I hope this gets better implemented in the final version, so far I've run into two problems Firstly, leaders are basically a random draw. You pretty much have to hire who is available and put them in the least worse position. Instead of putting the player in control of how he wants to manage the empire, RNG is taking over. This isn't necessarily bad, but I'm going to say I liked the sliders better. Because you had to choose between one thing or the other, while this is just basi
Yeah, while other parts of the series have progressed, combat is basically the same as in GC1, or really, back to the old Empire days, with death stacks that just bump into each other, but without the restraints of said stacks (logistics keeps going up and up giving huge stacks) If you don't want MOO2 style tactical combat, maybe something simpler like how Age of Wonders Planetfall adapted the XCOM system. Or even just something like in Endless Space 2, where you can pi
You can also get them from hiring certain leaders. As it is now, you're really better off waiting to spend them until you've got more options unlocked because something like a free colony ship, even early on, is not worth even slightly as much as the perk that lets you take over all planets in your influence range or keeps your planets and starbases from flipping.
It's a nice idea, but in practice it's not that big a deal because there aren't that many and only the survey ones ever get better. 3 of them aren't very good to begin with, so they become obsolete very quickly.
Playing GC4 makes me remember just how much I despise culture/influence systems, where you constantly have to fight against your worlds being flipped by the AI I would give this game a hard pass because of this. It's no fun to see your worlds (which requires a huge amount of micromanagement, building up hex by hex) to just suddenly go to the AI with no real warning or there being anything you can do. And does it make any logical sense? Hey, as the Terran Resistance we're