In the following situation the diplomacy sliders would be very useful (fleet and starbase in Krynn territory, open boarders could run out every turn). I would get a "warning" at star map.
Commander4X
Bugs: - I attacked a pirate shipyard and did only 8 damage (all three early game commanders were present and tooltip said no casualties on my side and total defeat for them). My guess is: prediction is correct but real outcome is not - Please synch the rules for range of starbases and missiles. Starbases got the 4 corners rule to determine if a hex is inside or not – this is not true for missiles - "warm" relations to the Krynn. Lord Kona is angry. Advisor warns me about
Here is a screenshot compilation of QoL enhancements I would like :)
No offense was intended :) Filtering duplicates would be the job of one or more Stardockians I guess :D
I see this problem too. See my last post in the feedback thread. https://forums.galciv4.com/509835/page/1/#3835629
[quote who="Nucleawasta" reply="2" id="3835611"] That helps clear things up a little bit. So am I correct in understanding +1 military adjacency applies to any manufacturing building but its bonus only gets applied at the shipyard? [/quote] Military adjacency on core worlds is for military improvements like a garrison. It has nothing to do with manufacturing. Ship production = (social construction aka manufacturing of core world) * military bonuses E.q.
I like the second point ;) I hope it will be similar to GC3. An early culture point is great and Eyes of Universe got very expensive. I guess it is a good change. Maybe you could add a culture point to Elon's Lift too. It is very expensive as well. I tried to get both wonders in my current game but it did not work (not enough manufacturing, credits). Not sure about exotic resources. Maybe the changes will devalue them too much - and the galactic bazar.
[quote who="Commander4X" reply="10" id="3835543"] - All descisions (improvements, events, recruiting, the more the better) changing ideology awareness: a hint how many of your people would like the change and how many are opposed [/quote] You could use icons and tooltips. One suggestion (tooltips in better English and with more flare ofc! :D): First case: the dominant ideology awareness does not change. Icon could be a green "=" Tooltip: X is still dominant w
Bugs: - (I reported it already): Your chosen civ gets lost and is changed to terrans. You need to go back to start, chose your civ again, do not go to victory options - Orb of Draginol gets activated twice. Also if you start the event at turn 1 before chosing a tech it seems(!) like it does not work Feedback: - First asteroid mining: music changes but no video - Performance issue still exists (medium zoom and alt+tab for example, switch to ideology screen solves
I switched to your strategy to handle high expectation citizens today. Mine was optimized to win elections (...) but yours is better to push production and science at core worlds! Criminals on the other hand... I guess somebody fixed „our“ exploit (criminals send more crime from a colony to core world) but maybe we can send them to a far away starbase!
[quote who="gypsy2299" reply="25" id="3835412"] My thought exactly. [/quote] Thank you. It feels good to be not alone with this. I will give some more information (hope this is not too much...) comparing GC3 and GC4. GC3: standard view 4 and zoom out until symbols appear. GC4: standard view 5 and zoom out until symbols appear. Hexes from top to down: GC3 = 25, GC4 = 68! This is a factor of 2,72! <img src="https://cdn.stardock.us/forums/70/84/708451
[quote who="Frogboy" reply="20" id="3835363"] What free techs did you get? Which civ wer you playing as? [/quote] Ok, I must admit false reporting here. I played as Baratak and they got the special ability to start with free research. Sorry! I try to specifiy the zoom level problem in more detail. Maybe I can explain it like this: I most of the time prefer a zoom level that shows symbols - like your screenshot. But this is because I
[quote who="Frogboy" reply="17" id="3835350"] You can control when they turn into icons from the options screen. We probably need to adjust this. [/quote] Sorry but you cannot. You can only adjust the zoom level at which symbols disappear. I suggested to give players the opportunity to set a range (min and max zoom levels to show icons).
I took a quick look at 0.76: - You get free techs at start (bug or intended?). If it is intended, it is very unintuitive and players do not have a chance to change the chosen tech before clicking next turn - Policies with pros and cons will do their job (Is the approval malus worth it? I do n
[quote] Putting Ivan on the science team gives us a 5% boost in research. But this isn’t nearly as good as he got as minister of tech. Lesson learned, early on, fill the ministry positions first. [/quote] Yes, a unique minister should be more important ;) [quote] That colony ship I rushed the last turn is now ready to be used. <a href="https://draginol.stardock.net/images2018/The-Galactic-Civilizations-IV-Guide_1067B/image_7
Alternatively (or in addition): "^", space, or... for instant max out zoom.
Idea: I would like to see the diplomacy sliders in the summary. It would be a nice way to check diplomacy from time to time. Alternatively only emojis could be shown but sliders got more information value.
Known bug. Will be fixed. You could reload a save game and do not start any elections. Take care to not research anything that gives you more policy slots. gl!
Bugs: - new game -> ideology ->you get free research points (enough for two techs) - Land Exploitation policy: approval is updated once you remove this policy and not when it is applied (Civilization overview) - Manufacturing of Planetry Stimulas is not applied Feedback: - I like approval to be a unique multiplier. It is nice to see the global effect on civilization outputs after changing tax rates - Nested tooltips: Planet list, sort option: from
I played the demo of another game and they got a feature that would fit into GalCivIV, too. The best skill of a character is highlighted at the bottom left of its portrait. Imagine GalCivIV: a core having approval issues and 20 citizens: you could easily identify candidates to be assigned as entertainers. Leaders at factions would be similar. Ofc sorting would be even better ;-)
If you invest time into a "Colonization Manager": it would be nice to see all your established colonies in a detailed view too - including special ressources and the ability to build colony upgrades at this view! Maybe these things could be combined to be most conviniend to the players and less work to the devs.
[quote who="Frogboy" reply="35" id="3831771"]Quoting Reisz, reply 34 Research and Manufacturing are now knee-capped by approval. I.e. a 55% approval means your research on a planet is adjusted to 0.55 of what it would have been. (lots of rebalancing to deal with this incoming). I am not a fan of this idea. Making one trait override other tra
As we play GalCiv, it's time for a culture bomb! Just relax and get those colonies over time without too much hassle! Screens of GalCiv3: It's german but you get the meaning ;-)
Approval changes sound great. I hope its effect to core world outputs is a standalone multiplier (not added/substracted to/from other multipliers). Growth: my first impression of 0.70 was that growth is much too low. ~30 turn into my 0.70 game I would be very glad about your change. Now I get a +1000% growth buff by factions. Also I build transports to implement migration from low-pop worlds to high-pop worlds. So I solved the "0.70 growth challenge". My guess would be that an o