peterh1979

peterh1979

Joined Member # 6013062
37 Posts 76 Replies 702 Reputation

Some very interesting ideas here particularly around automation (automated trade route setup would be a huge QOL change). I do like the idea of not being able to colonize in other Civ's zone of influence. However 1 important consideration is that if a civ is has blocked off the space around entry point to a sector and you cant build starbases or colonize worlds in their ZOC than your effectively blocked off from that sector unless you go down the military route

19 Replies 44,565 Views

Yes it very much still applies. You still need culture points to unlock the perks. The difference is now the trees are linear each perk in the tree has to be unlocked in order and costs multiple points per unlock unlock the single point previously. By default you gain one point per turn, points you earn from events get added to the total. Increasing cultural awareness is also still valuable as now it gives you a discount in the cost of each point in that

2 Replies 5,128 Views

Reading through Brad's journal he did seem to suggest that some the reworked mechanics and "fixes" will be ported back into the base game. However the new stuff like additional races and Terror Stars would be be considered new DLC content which would not be free (which is fair enough in my opinion). It might be a good idea if Stardock released a list indicating exactly what will be imported into the base game and what will paid DLC content (just a thought). </

6 Replies 24,269 Views

I realize that the ideology system is due to get an overhaul as a part of GC4 NEXT however in case the existing perks will still be used I thought it would be no harm in raising awareness. The eureka perk states "approval boost after discovering new technology and +30 research". I was researching armed shuttles at the time (which required less than 30 research to complete). When I picked the I got the +30 research completing armed shuttles however the approval rating on my

3 Replies 16,008 Views

I'm not sure if is is a bug or just an oversight but it doesn't really make sense and I would imagine its an easy fix. The Iconian trait paranoid grants all worlds drones. So all core worlds are technically protected without the need for armed ships. However despite this your citizens all have the "we are unprotected" morale debuff. It doesn't make sense.

1 Replies 6,943 Views

Hi Guys, I've mentioned a few times how I fee diplomacy and alliances are lacking and could do with more depth, I realize that's not an easy thing to address. However I do have a smaller diplomacy QOL request that I think might be easier to address. I think we badly need a "diplomatic relations" screen that shows all the following information in once location -Each civ's relationship with each other (allies, declared friends, at war, trading).

0 Replies 8,260 Views

[quote who="Tantraman93 " reply="2" id="3875243"] Ok, I won’t use the word hate. I really really really don’t like the way GalCiv4 handles tech…really. [/quote] Fair enough your well within your rights to hate the how tech is handled, I just didn't feel the originals posters method of framing their issues with the system was constructive.

5 Replies 8,064 Views

I think describing the choice of implementing a random tech tree as "stupid" is a bit harsh. Stellaris and Olde World also have a similar random tech tree system. Your incorrect to say that in the newly proposed system research cost will be doubled. What Brad said was (and I'm paraphrasing here) is that you will get the linear non random options at the normal cost but you will also get some random options that will have a discounted cost (basically some researcher had a eu

5 Replies 8,064 Views

I generally like to create as money trade routes as possible and find that once you have a large amount of existing routes it can you cumbersome having to manually selecting targets for freighters. In usually involves you clicking on a target world and looking for the dotted line indicating an existing trade route (which I admit is a handy UI feature, however an overlay highlighting these dotted lines would be very welcome) then checking to see if any of your in flight freighters (which

0 Replies 5,715 Views

The description for the diplomatic embassy reads as follows "facilitates relations with other races and helps spreads influence". It does improve influence spread but I don't see how it facilitates relations with other races. Perhaps I'm being too literal but I really feel like it should provide +1 diplomacy also.

0 Replies 4,390 Views

[quote who="gypsy2299" reply="45" id="3874879"] For me there is nothing wrong or broken with Ideology. It is just not simple as it was in 1,2, & 3. Spend your time on combat, invasions, and bugs. Leave what ain't broke (ideology) for GC5. Now the Faction System is as useless as nipples on a Boar Hog, could use a long hard look. [/quote] I actually tend to agree with you regarding the ideology system, I don't believe it is

58 Replies 215,363 Views

Thanks for the response. You can download the saves from the link below https://1drv.ms/u/s!AmyMgP8uhBKujAKhlqTPS1hmu1CX?e=dQ0aFc I have 2 saves, 1 before I used the upgrade and 1 after (both files named accordingly). The colony I upgraded is Kievi v ( just above and to the right of my home world). Let me know if you have any issues accessing these saves. Thanks.

5 Replies 25,254 Views

Its great to see combat, invasion and ideology get an overhaul, I also feel diplomacy could do with some attention. Currently the diplomacy screen shows you the civ's friends and enemies but it doesn't show any info about their trading partners, this would useful if you wanted to use the trade embargo treaty. Also I think it would be nice some additional options in terms of demands you can make of the other civs such as removing starbases from within your sphere of influ

58 Replies 215,363 Views

In my current game I got the precursor elevator from a ship graveyard. The tool tip states that its improvement effect is "Decay +50%". I presume its meant to say -50% decay (otherwise why would you ever use it). Anyway after building in on one of my feeder colonies which had a decay of -32% there was no change to this figure after it was built. Is this a known bug? I still have the save file (before and after building it) if its of any help?

5 Replies 25,254 Views

The min an recommended specs can be found here https://www.galciv4.com/article/505411/galciv-iv-support-faq#sysReq The bigger the map the more RAM you will need (when your selecting the map size in the UI it tells you how many core's and RAM you need). If you want big maps definitely need 16 GB of RAM.

2 Replies 6,200 Views

Ok a couple of updates. I've found that if you take a core world that has an AI governor with the opportunistic trait the core capital is in place. I also noticed that on the initial invaded world that I couldn't build the capital on its stats indicate it has a capital. That is to say when you mouse over the citizens morale and the worlds manufacturing you see the bonus stats you get from the core world capital. So its there you just cant see it or place.&nbs

8 Replies 29,600 Views

[quote who="PaulLach" reply="3" id="3860613"] If I remember correctly from previous posts, this is not considered a bug. The explanation was that when you attacked, the capitol was destroyed. I do not remember why you could not build a new capitol. [/quote] Even if I accept the logic that the capital was destroyed in the invasion. Their is no logical reason why your prevented from rebuilding the capital. Also worth pointing out the AI had thi

8 Replies 29,600 Views