Commander4X

Commander4X

Joined Member # 7084511
4 Posts 58 Replies 3,760 Reputation

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

32 Replies 24,844 Views

[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.

6 Replies 12,702 Views

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.

20 Replies 62,371 Views

[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

32 Replies 24,844 Views

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

32 Replies 24,844 Views

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!

13 Replies 79,246 Views

[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

26 Replies 23,360 Views

[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

26 Replies 23,360 Views

[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).

26 Replies 23,360 Views

[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

13 Replies 79,246 Views

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

15 Replies 15,680 Views

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 ;-)

38 Replies 78,551 Views

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.

69 Replies 110,751 Views

[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

69 Replies 110,751 Views

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 ;-)

4 Replies 12,223 Views

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

69 Replies 110,751 Views