The importantce of being able to minimise pop ups has bee raised and unfortunately the response was that providing that feature was not possible (or extremely difficult and time consuming can't remember which) due to the way the game is built all ready. However Brad Wordell published a road map (you can find it in the journal subforum) having minimising pop ups at release 1.1.
peterh1979
I'm currently playing a game (1.05 in main branch). I just successfully invaded an AI core world. I assigned a governor but when I went into the world management screen the option for build a core capital was missing. Is this a known bug?
Agreed as well as that w need something that tells you upfront what traties you have and when they will expire (this was in GC3).
[quote who="gypsy2299" reply="7" id="3859273"] Quoting SAMarcus, reply 6 I can't think of any GC game I've played where it happened before. If it's a feature, it's either kinda rare to go to the player, or I've just never been liked that much [e digicons]:annoyed:[/e] Player is ra
On the topic of diplomacy. Alliances seem to be very bare bones. As far as I can see establishing an alliance doesn't seem to open any additional options. The only benefit of an alliance is a victory condition and the promise each member will support each other in war (I have yet so test this but I seem to recall it didn't work in Gal Civ 3).
I tested it again. I took note of all the influence inputs and outputs on a core world. Then I installed a planetary beacon on one of its colonies. I then looked at the core worlds influence inputs and outputs and they were exactly the same.
In my current game I had a cluster of colony worlds bordering another race. I built a comms starbase to bolster my influence in the region. Now I know that starbases don't impact the outputs of colonies, however I also built the colonial beacon upgrade on the border colonies. The influence output of the colonies didn't appear to change. Also looking through the ideology trees I came across the representation perk which states "all colonies generate influence". <
I encountered a minor race (The Lantern) for the first time in my current game. I completed their quest (build them a drug factory). However I never got a culture point. Also after selecting my reward I pass the turn and find that when I talk to them again I'm still asked to select my reward. Also not sure if this is related but in the same turn as completing the Lantern's quest I also completed the "upgrade missiles" mission and didn't receive any culture points for
[quote who="Old-Spider" reply="7" id="3850264"] Quoting peterh1979, reply 5 This has been an issue since the beta. I've played as the Onyx a few times and when you mouse over the growth rate there is never any reference to promethion stocks. If it has no bearing on growth rate (which it really doesn't look
[quote who="SchismNavigator" reply="1" id="3850226"] Not sure but you can mouse over the growth on a planet to see the bonuses/penalties. [/quote] This has been an issue since the beta. I've played as the Onyx a few times and when you mouse over the growth rate there is never any reference to promethion stocks. If it has no bearing on growth rate (which it really doesn't look like it does and I've never seen a tool tip for it) it s
I like these changes, will they be compatible with 1.0 saves?
This is a good improvement. While I agree comms starbases are a more efficient way of spreading influence I still think it takes far too long for a planet to flip.
Every time I've invaded a core world and placed a gov in charge the capital is missing. I don't buy the "destroyed in the invasion suggestion". Its not a mentioned mechanic and its always the capital, this seems like a bug to me.
Yeah kind of agree. Maybe on core worlds that are on a border with another civ. But culture flipping takes so long I don't even know if that's a good use case. There is the ideology perk that flips all worlds and starbases in your sphere of influence but its the very last pick in that tree (I think individualism) so I could take a long time (if ever) to build up enough culture points for that to be a viable strategy.
Not sure about your first point. However on your second point, it makes sense. Your transport maybe on the same hex as your defensive ships but as you said they are not in the same fleet therefore they are vulnerable and unprotected.
Seriously! I didn't know any improvements had global effects. If this is the case that is a big tool tip oversight.
In my current game of .81 I have unlocked the medical center improvement. I noticed that I can now build a medical center and a colonial clinic on non capital core worlds. The medical center is a straight upgrade to the clinic however due to the fact that in GC4 you can only upgrade districts and not colony improvements this is probably not a bug but by design. While I like that the new approach results in less "building upgrades" having 2 separate pop growth buildings seems c
[quote who="DivineWrath" reply="1" id="3841844"] I don't think the number of transports affect invasion times anymore. Last I checked, invading colonies takes 2 turns, and core worlds take 5. I think resistance planet improvements affect invasion times by increasing the number of turns it takes. Any combat ship can take a colony, but you need transports to take core worlds. [/quote] Just did some of my own tests. Tried invading a core world with 1 transport (wit an Alt
[quote who="Markon" reply="3" id="3809509"] Hey, jumping in quick. There was a thread about this just a few days ago, where your questions have been answered I believe, but I think it comes down to two main reasons: it's a fair amount of work to implement, and it would DRAG the pace of the game, ESPECIALLY in multiplayer. I get that Gal Civ gets a lot of things right, and that other games, which do offer that sort of battle, often don't get the same things right. So it would b
With the Onyx heal the ships with promethion, however I only saw this option appear when commander ships were in the fleet. The races tooltip does say their ships don't heal in the usual ways so I don't know if that means that the only option is commander ships. If this is the case the standard caretaker ship should be replaced by one that heals the fleet by using promethion like the command ships do,
[quote who="SchismNavigator" reply="3" id="3841386"] Probably not going to happen anytime soon. But the work to add this is being considered in the future. It will require special code to make it work and not lead to unforseen consequences. [/quote] Good to hear its being considered. I appreciate there are complexities from a code perspective but please don't underestimate what big positive change it would bring to the game. Thanks, </
I know I've asked this a few times in different threads and on discord but I feel its a vital change that GC4 needs (it was needed in GC3 as well but with the added complexity of ideology I think its even more important in GC4). We need to be able to minimize events so we can make an informed decision. I'm not a developer and I get this may not be an easy change but I think its vital (I even recall Brad mentioning it in the forums as being important). Devs, if we could g
Guys, A couple of questions about invasions. -I assume multiple transports in an invasion fleet shorten the duration? -I assume the higher the resolve/soldiering of your soldiers the shorter the duration? -I assume the resistance percentage is compared against the invaders soldiering ability (if its higher slowing the invasion). -What does planetary defense do? I seem to recall in GC3 it determined how many troops were killed during the deployment
The ideology perk that buffs starbase mining doesn't seem to do anything.
On a slightly related note one big QOL problem I see at the moment is resources on colonies. Once you have unlocked the tech to build the colony harvesters you have to click on every single colony to see what harvesters you can build. I think a solution is an actual colony overview screen listing all core worlds and colonies (like in GC3). Or maybe you guys could tweak the existing world list in the map UI.