So I tried the Onyx Hive for the first time in my new playthrough. Is it just me or is their a problem with their growth rate? There growth rate is meant to be linked to your Promethion supplies. However when you mouse over the growth rate on a colony there is no modifier for Promethion. In my game I had a fairly high amount of Promethion supplies yet I was looking at 15 to 20 turns for 1 pop growth. This doesn't seem right to me.
peterh1979
Guys, I have a question about tourism. Based on the tooltip tourism boosts your economy and influence. Sure enough when you mouse over the worlds economic and influence outputs you see a percentage from tourism. However I noticed that if you add both theses modifiers its always a few percentage points short of the total tourism generated by the planet. Is this a bug or on purpose?
I'm currently in the middle of a Mimot and I agree the double ship bonus gets out of hand fast. Interesting note if you build any of the unique ships they also get doubled!
[quote who="aerez4546" reply="14" id="3839144"] Quoting Clocks, reply 12 With the buy a governor mechanic, I like the mechanic of stats influence to deepen planet production but might suggest paying for a governor on every single planet you found is overly burdensome. Why not a governor per sector? Or star syst
[quote who="Frogboy" reply="16" id="3838518"] I think we should name them ideology points and ideological awareness. I'm not sold on the concept of it being a two-step thing. Instead, perhaps there should simply be ideological points earned in different categories that automatically unlock stuff once you have enough. The problem I see there is that the player doesn't get enough awareness of what these choices mean. B
[quote who="Frogboy" reply="9" id="3836287"] Quoting Jeff Yutzler, reply 7 Quoting Frogboy, reply 6 ok. I’ll bite, what
Can someone explain colony upgrades to me? I see it costs a resource called nanobots, how do you get them? In my game I had 3 core worlds and the colony upgrade icon only appeared on 1 of them, what determines what upgrades are available and what colonies get them? The core world that had the upgrade icon presented 2 options. 1) Satellite network that increased the morale of the world (fairly straight forward). 2) Orbital depot that reduces decay by 10%
Would it be possible to minimize colony events so you can check the status of the colony in question before making a choice?
The artifact that increases planet by 2 tiles and farming by 1 is bugged also. I will increase farming by 1 but will only grant 1 extra land tile instead of 2. Also the tile it does provide is usually never adjacent to any existing tiles and often will not display a terrain graphic or description.
I must say the alpha for GC4 is so much more polished and and feature complete than the alpha for GC3 so bravo. So far I'm really enjoying this and look forward to the future. However 1 thing is really bugging me. Why do you do you need to load a citizen into a constructor when its built? Is this a bug or a design decision?
Whats the reasoning behind being forced to load a citizen into a constructor when its built. Is this this just a bug? It doesn't seem to have any impact on the station it builds.
So very early thoughts after a f ew hours. -I like the citizen centric approach. I particular like how each individual citizen has different stats and ideological leanings, it makes loading up colony ships more interesting (like exporting all your criminals to some backwater outpost), it reminds a lot of the political system in Endless Space 2 (which I thought was a particularly good system). Will there be other ways to export unwanted citizens other than colony ships?&nbs
So I've just bought the Alpha access. I have 2 versions to install "Gal Civ 4" and "Gal Civ 4 Test Edition". Which one should I be running?