between now and 4/26, what would it be? Think of something that is relatively simple and could almost certainly be fixed and tested in a very short time span. For me it would be how hostiles spawn during map generation. Right now, if you choose "Rare" you get one of each type (space monster, pirate, and precursor sentinel) in each sector. To me that it is way too much. I think "Rare" should have only one of each type in the galaxy, "Uncommon" should have one in each sector, "common" 2
Jeff Yutzler
I started a new game because I wasn't happy with the map last time. This game quite different from the last one. I got the event where I was framed for assassinating a diplomat. Since the Arceans are pretty militaristic anyway, that guaranteed war. Screenshot #1: Since the Arceans are in a nebula, there is no battle prediction. <a href="https://drive.google.com/file
[quote who="Arcean_Endgame" reply="20" id="3847432"] These are all really good suggestions. [/quote] They are, but they're mostly QOL things. There are so many things legitimately broken with the game that they really need to focus on those.
Can the Torians not build housing or farms? They can build Planetary Conversion. Okay, I admit I got confused by this. It doesn't make any sense to me that you could upgrade your housing/agriculture before you can build housing or farms. <img src="https://cdn.stardock.us/forums/6/56/656949/1a30535d-5c80-4de3-9829-2
Playing the Torians because they don't get any love. Genius difficulty. Screen shot 1: There are all kinds of problems with the "starting sector size" setting. On one hand, I misunderstood it. I want to have a galaxy with a lot of tiny sectors but that is not an option. I can make my own starting sector tiny. The weird thing is that "starting sector size" al
[quote who="tid242" reply="4" id="3847149"] Earth's tile layout is static and intentionally arranged. [/quote] This is true but Earth is uniquely horrible, even worse than the world the Navigators start on.
yes it does
I know this is work and probably out of scope for 1.0 but I would like to see a stock pregenerated map included in the game. I'm sure someone at some point has hit a game and said "this is a really cool map layout". I go back to the very first strategy game* I ever played, Atari Adventure. It came with 3 game modes. Game 1 was really simple, a 5 year old could do it. Game 2 was complicated and forced you to understand all of the game's mechanics to win. Game 3 was completely random and what m
TBH, they need to sweep through the entire ideology tree and answer three questions. Has it been demonstrated to work properly? Does it make sense? Would anyone logically want to spend a precious culture point there? Based on forum feedback, I estimate that no more than 90% of culture points actually work as intended. It wouldn't surprise me if there were options that no one has ever purchased.
[quote who="Surge72" reply="4" id="3847221"] In my opinion, this is another critical failing of the Galciv series - opaque mechanics and a total failure in conveying important information (either through tooltips or a Dev supported wiki). [/quote] I'm having a hard time visualizing how a launch can be successful without some form of documentation of how the game works. I'm incredulous.
I originally had them F-tier and bumped them to D-tier on account of their research. Either way they are at or near the bottom. Their default attributes are mostly horrible, they have no synergy with each other, and the race doesn't look like they are at all fun to play no matter what difficulty level you play.
The short answer is that we don't know. Stardock has never presented an explanation and since they keep fiddling with the parameters, any explanation would be out of date anyway. (For example, wrong-type shields have recently been dropped in effectiveness from 50% to 10% vs. correct-type shields, but they never indicated what the baseline is.) We're pretty much expected to reverse-engineer the combat mechanics ourselves, with nothing but the battle logs to go on. Believe me, <a h
[quote who="gil999" reply="1" id="3847050"] After purchasing, I started a game with pretty easy options and proceeded to start my adventure. After a short while, I encountered the Yor in the early game. They declared war on me when I had barely begun with a total of 65 ships to my 5. Hardly seems fair. Is this normal? [/quote] Do you have a save file? That's not really enough to go on.
It's just the mechanic. Is that the way I would have designed it? No, but it is playable. You just want really loyal governors for your core worlds. It's a fact of life. There are other ways to improve loyalty. I believe there are culture points, policies, and events.
In Civ VI even city-states aren't immune to culture-flipping. https://www.youtube.com/watch?v=U27HDlAl08E
There has been no official announcement. Sorry to disappoint you.
Do galactic challeges still only add 2% to your prestige tally? Are they all proven to work? Will the other AIs all declare war on you if you approach an invisible prestige threshold? Or is that ascension? Or both? It was impossible to tell.
Good luck!
Are your maps not teeming with hostiles? I find myself using my starting survey ship and early command ships as scouts and escorts. Even with hostiles set to "rare" there always seem to be at least 3 per sector even if the sectors are tiny. Probes are useless unless you are patient enough to control each individually, which is very annoying. The Navigators are also very map-dependent. If they can find an empty sector to colonize, they can have a great game. I have not found the Barata
[quote who="DerekPaxton" reply="7" id="3846963"] Are there other culture traits people would like to see added? [/quote] Not necessarily but I'd change almost all of them. The +2% for everything is a joke, you'll barely notice. If you want to jump-start productivity, have it add +1 of everything to your capital instead. Then it will have an benefit the whole game, though that effect will obviously be magnified at the beginning. Anything that gives a fixed benefit is
Repeat after me. Flaws are not nerfs.
In my experience, crashes are inversely proportional to system power. My system is not great but should be good enough for the map sizes I've been playing. I don't crash more than once every 20 hours or so. For comparison, I crashed on Humankind every couple of hours at most. It's the main reason I uninstalled it (the other reason being that it isn't all that good).
[quote who="cravens1968" reply="2" id="3846841"] Adding a thought to the discussion. Pollution should degrade food production. [/quote] I thought it did! Another mystery mechanic.
[quote who="DerekPaxton" reply="5" id="3846813"] Representation- All colonies generate Influence. [/quote] Don't they already?
[quote who="tid242" reply="6" id="3846662"] My game was pretty war-happy. Everyone seemed to be at war with everyone else. Hope this helps.. [/quote] Well, it's more proof for my point that this game is a war game above all else, to the point of other mechanics being irrelevant other than how they fuel the war machine. It looks like when you have multiple races per sector, you're essentially playing Risk on a larger scale with more complicated combat mech