Sirthrax

Sirthrax

Joined Last seen Member # 6672235
9 Posts 132 Replies 1,504 Reputation

[quote who="PhoenixRising1" reply="20" id="3965364"] It is the same problem it has always been, the hourly wage in China just isn't very much and the working conditions aren't very strict on the employers. For example, the average factory worker makes about 4 dollars an hour in China whereas in the US they make about 17 dollars per hour. These corporations migrating to China simply want cheap labor. [/quote] I do agree that cheap labor can be an issue. The

33 Replies 179,010 Views

https://fortune.com/europe/2025/01/28/germany-stuck-deep-economic-crisis-major-industry-lobby-bdi-predicts-longest-downturn-since-1990-reunification/ https://cepr.org/voxeu/columns/recent-weakness-german-manufacturing-sector <a

33 Replies 179,010 Views

My two cents. I think losing our ability to manufacture, mine, build, and produce energy in the long run would be devastating for America. A great example of this is Germany which relied on cheap Russian natural gas. When the Ukraine war forced them to give up that source it devastated their economy and they're still trying to recover. China is not our friend and they have not been on track to become one. Look at how they suppressed Hong Kong, consistently threaten

33 Replies 179,010 Views

[quote quoting="post"] Ship Design and Battles Much like other similar games, new installments of Galactic Civilizations have their own Lead Designer, who provides their own ideas on what the game should do. For instance, I designed Galactic Civilizations II, but decided to take a step back for the development of Galactic Civilizations III. We brought in Jon Shafer, known for his work on Civilization V,

7 Replies 32,006 Views

I just finished two games of GC4 and I will say the game is in a pretty good state as it is. There were a lot of fun moments in these games. The A.I. fleets had a pyramid scheme that made them feel varied, and more complex. (Pyramid Scheme: A few large ships supported by greater numbers of smaller ships.) Exploration and colonization felt good. I like the addition to wars so that you now can extend them, but pay a price in return. I like the new options that gigamass can be used for, an

2 Replies 10,226 Views

The hexagon trick is useful for figuring out the size of the ship, and I'll add that for future designs. Although I'd still appreciate an integrated scale that can be toggled on and off. Preferably the scale would be sized to other Gal Civ Preset ships so the player could quickly determine if they're ships will be similar in size to all the other races. Most of the ships I've designed have wildly varying scales as I didn't understand how to size them better until recently.</

6 Replies 32,213 Views

Hey, I wanted to write a quick post to further clarify my question in the Q&A shown below: Question: I think the best way to show a lot of combat information is through graphs . Digging through walls of texts is a lot of work. Would this be difficult to add? I have found that walls of text can be intimidating for new players. Many players don't have the time (or desire) to go through numbers and text to fi

1 Replies 12,360 Views

I took a look at the ships you listed Lensman White Star and Blue Star look really cool, but we don't have a lot of swooping parts currently. You should post those designs in this post: https://forums.galciv4.com/516844/page/2/#3881587 Ask for a civ that uses swooping parts similar to these ships. The Hawk Fighter I could probably work on during one of my future playthroughs.&nb

5 Replies 1,757 Views

Things I would be interested in: 1. If the A.I. is at war it needs to give priority to military and production techs. Things like increasing ship capacity and logistics give a huge boost to how well ships perform in combat so those should count as well. The A.I. should try and use early adoption wherever possible and can pick up a few non military techs if they're cheap (1 or 2 turns to research) 2. Buffing battleships and dreadnoughts so they can effec

18 Replies 32,541 Views

I'm one of the people who plays the game with the intent of making new cosmetic designs every game I play. The Ship Designer is what drew me to the game in the first place. While I understand the plan to split the UI, I don't like the idea of hiding the free form design button in Options as I don't know if new players will be able to find it. Other than that splitting the UI should be fine. I'm not sure how much effort this would be, but if you guys find that it'

11 Replies 48,868 Views

[quote]The classes of ships for GalCiv IV: Supernova are intended to be: Probe. Probes are also ignored by monsters and pirates btw and this should be added to our description. Miner. No one will really change this except for modders who want to create a custom look. Flag. We need to add a late game tech that lets people build ships with Survey Modules. Fighter. Fighters should be updated to get a 50% evasion bonus and they should target Bombe

11 Replies 48,868 Views

I am just finishing up a game from v1.61 and thought I'd post a few of the saves here. Link to the Saves: Gal Civ Saves Quick rundown of the main players: Enigmatic Fates: This is my faction, This civ has all of its points in increasing sensors and speed SCG and Asgard Alliance: These two started the game allied and started on either side of me G.P.R

24 Replies 35,444 Views

I had one more idea I wanted to throw out here. A ship ability called Weapon Scale Basically this would function as a modifier to ship weapons and a way to build out and distinguish more ship classes. The cannons carried by battleships were much larger than those carried by cruisers and frigates. This modifier would help represent that. You could do something like a small, medium, and large system. Small: Weapons stay about the same

36 Replies 138,263 Views

[quote quoting="post"] Putting aside the camera controls we need to improve on, it doesn’t change the fact that there is a dichotomy between visually pleasing battles and ones that are strategically sophisticated. So what say you? How do you think this should be approached? [/quote] By sophisticated battle, I'm going to guess that you mean battles that make sense strategically. Missile ships would try and stay at max range, kinetic an

16 Replies 53,743 Views

Idea 4: Last idea for now. I want to say that I think the GC4 battle viewer surpasses the GC3 battle viewer and if I remember right this isn't nearly as much of an issue. Change up the starting positions of ships to be more visually cinematic. You want them to look like a strike group. Here's and example if you had every type of ship in your fleet. <img src="https://cdn.stardock.us/forums/66/72/6672235/97fc3613-b3c8-4fe3-9194-5b475a38b64

16 Replies 53,743 Views

Idea 3: I watched a review on Starship Troopers recently and the reviewer made the comment that the weapons don't feel punchy. What he meant by that was they don't give the feeling that they're doing damage to the enemy insects. Eventually the insect just drops dead after you shoot it enough, but there's no reaction to the bullets, or any visual indicator of damage. You could add some punchyness (That's now a word) by providing visual cues when the weapons

16 Replies 53,743 Views

Idea 2: Fighters and bombers are supposed to be pretty small even compared to Frigates. A really cool way of viewing a fighter would be to shrink its size and make it a three or four man squadron shown in the picture below. These could be given slight animations that make them look like they're flying together. As the group sustains damage you would have them blow up separately from one another although I wouldn't change damage stats. I don't really know how

16 Replies 53,743 Views