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ship should be ships in 2 places.
the should be removed.
I think the morale penalty for being at war with a species should wear off 50 to 100 turns after you finish conquering them. I defeated a civ about 200 turns ago and their citizens are still mad.
In the galaxy screen, the top line that shows all the resources and other things can get so long that it covers up the arrows at each end of the line. The arrows are still there and still work, but it can be hard to actually find them to click on them.Here are 3 views that show the list.
The top view shows the default view, the middle view is how it appears after clicking the right arrow several times and the bottom view is how it appears after clicking the right arrow until the icons stop shifting.Both arrows are still there in each case, but they are very hard to see in some cases.
My two cents, I want to vote against this as a solution. I mean sure, more auto buttons is fine, but though I too find the colonization game early on a little tedious, I wouldn't ever trust the AI to pick the right planets, I'm too much of a control freak for that
I think a better solution (or at least my preferred additional option) would be a setting in galaxy gen where we can indicate a preference for fewer higher class worlds vs a plethora of low-class worlds, I haven't dug into the galaxy gen systems in 4 yet (and only a little in 3) but one way I've been thinking of doing it would be doing a pass after initial planet generation and 'merging' adjacent worlds below a certain threshold into one higher class world (merge two adjacent class two's into a single class four for instance)
All that said, my current strategy to combat this is, letting the AI throw colony ships at all the planets under class 4 and then capture them later with a few modestly armed ships a few turns later, has been working pretty well.
Actually, this gives me an idea, wouldn't it be neat if different species kept their conquered moral penalty for different lengths of time?
My head cannon for them never forgetting has been that I keep bringing it up. every time I call up their old homeworld I awkwardly blurt out:
"hey remember that time when I lit your cities on fire? with lasers? from space!?! heh, wars am I right? oh hey, you still have that statue by the capital-?"
*furiously whispering advisor*
"oh.. we- oh dear, for a manufacturing district? ouch. mhm. yeah sorry about that, but hey, you wanna make an omelet you gotta break some eggs! which reminds me, I just dropped by to strip mine your planet so..."
*click, click, scribbles signature on data pad*
"Perfect, I'm gonna head out, you guys have a good one!"
Good point, Xigageshi. The way to make that species feel peachy keen is to give that species a Free, One-Time-Only Trip Into Space On Either A Constructor To Mine That Elerium Or A Colony Ship To That Crappy PQ1 Planet! Who wouldn't jump at that chance, hey?
Another way to handle conquered moral penalty is it passes over time to the new dominant species unless you do something about it that's not just Build Fancy Stuff.
Sorting the manufacturing queue in the shipyard with Drag and Drop could be improved. For example if you just drag a ship to the left of the queue (to get it manufactured first) it doesn't get there. You need to find out that you have to "overlap" with the ship which was first in the row before.
Just noticed: When choosing the same name savegames get overwritten without warning.
At 2560x1440, text doesn't fit in the game settings:
Also once I downgraded to 2560x1440 from 4k (for performance reasons), now when I go to settings, it shows UI Size as Small (HD), as expected:
...but when I hit Back, I get this:
This has been, Random Low-Priority Nonsense, with your friend Pinback.
Theres this bug where if you have no colonies but at least 1 colony ship, you are still in the game. I really think this is a bug. There is no way you're turn things around with a single colony ship.
Well, not with THAT attitude you won't!
I don't know about that, I suppose it would depend on when you were defeated. If it was relatively early in the game and you had just gotten the ability to travel between sectors and the AI didn't, you might be able to grab MULTIPLE empty sectors before they overcame that little deficiency.
Well, the bug might possibly work in GalCiv 4. I don't know what opportunities the alpha will bring.I don't want to go into details, but if someone defeated you once before, then they'll be able to defeat you again. The difference the second time around would be is you would have a smaller military and fewer worlds building ships. Plus being weak invites other civs to attack you. Its a death spiral. The odds are so against you that I don't consider it worth playing.If the devs decide to leave this bug in the game, then I would ask they make it a game option. Its not fun for me to hunt down their colony ships after I took all their planets.
I won my first game last night (ascension), and was presented with a black screen that didn't go away until I clicked on it. Then I saw the victory summary screen. I'm assuming it happened because the animated victory screens aren't in the game yet, but I thought I'd mention it in case it's a bug.
Population Specialization
Does anyone know if specialized citizens gain any long term "experience" benefit? It would seem to me to be a good thing if they did - it would repay forward thinking. It's difficult to see why you would specialize in soldiers in the early game, for example, unless there were some benefit i.e. you wanted to train a cadre of the fittest, best-trained and battle ready marines from the outset (at a cost, of course, because these guys wouldn't be manufacturing or researching or whatever) Maybe long-term scientists would gain an intelligence bonus, or soldiers a resolve bonus, or does this happen already? It's really difficult to tell.
Hi i have been playing this game for 2 days 15 hrs on and off and i am enjoying it so far even as an early access test, so I am expecting to hit a few bugs but something strange happened i had taken a couple of screen shots i then found that i could use the console cheat and that gave me access to the research so now i could get back into doing what i love and that is designing star ships as i have been doing for Gal Civ 3 all was going well .....but after loading the game to play on the 24/06 i now cannot open the console or take screenshots have tried uninstall and reinstall changed the key to open console nothing has worked.....has anyone had this happen or is there a reason as to why they have stopped working.....
It says something that you are prepared to break the game in order to get back to something you loved doing
I am very serious when I say that some of you would make excellent game designers.
Newbie here. Presently simultaneously learning GalCiv III and IV. Regarding my experience with IV though.
Turn 300-ish. Finally I have been allowed to research planetary invasion. Time to load the transports with - 1 population? That doesn't seem enough. Does it make a difference if they are soldiers or farmers. Oh well, it's only alpha. Better build some more transports.
Off to the enemy core worlds to bring down death from the skies! Hmmm... this is just like attacking colonies, except with a transport. It is slow and boring. Bring in the reinforcements! What? It appears I can only attack with one at a time. Why? What possible reason could there be?
Turns out this is the most tedious planetary invasion ever. Even the enemy want to get it over with. Peace? There will be no peace. Once I can figure out how to invade you successfully with more than one farmer and his electro-spade you'll be sorry. This is really disappointing. Oh well, alpha, as I said, but I am beginning to lose the will to live. At least the space pirates and monsters were entertaining for a while. Now you just have to send an escort with your colony ship - job done.
I'm just waiting for the invasions to finish and hitting the spacebar. Not as mush fun as I'd hoped.
Not much fun at all, sadly.
Do colony worlds with rare resources produce them for the empire? I have one such a world right now and I would rather not turn it into a core world if I don't have to.I'm really disliking autoturn when building starbases. It kicks in after I build the starbase but before I can add modules to it.I would like to have another row or two to show resources. Its crowded right now.I don't like it that my ships start to orbit planets after conquest. It takes a turn to get them back out. Sometimes, if the planet is Festron, 1 turn is all that is needed for them to replace 1 unit of population.Speaking of transports. Sometimes I can't refill my transports because 1 or more units of the transport population adopts the attitude of the planet it conquers. So they start protesting and thus refuse to get back on the transports.I seem to be able to build as many economic upgrades as I want. The other kinds of upgrades seem to stop at 5.
I had this weird situation where my probes kept trying to go to this system that was nearby, physically nearby, but in actuality, the subspace lanes made it a long journey. It was annoying because they kept ignoring sectors that I would have to deal with first.
Hey there! It would be really great to have the ability to unassign a govenor. Not naming anyone in particular ahem*ME*cough but uh... some newbies make mistakes and give a govenor to MARS and all of the new colonized worlds send their resources to MARS instead of earth.... It was a costly mistake lol.
Also, I think others have mentioned it here but I'd like to reiterate the point, that the default settings have A LOT of planets and the colonizing is getting a bit cumbersome. I love the model of core worlds and colonies but maybe there can be some improvement here like cheaper colony ships or automated colony ships.
The game is running very slow on my surface pro ( 8G RAM, core i5@2.6GHz, not sure about graphics csrd) at turn 30 ish. GC3 ran very smooth
Running the test version 0.40.186711
This race is called Navigator in this report.
Their actual full name is "The Navigators". In all other situations, Navigators is used instead of Navigator. The problem is in the FactionText.xml file where the FACTION_NAVIGATORS_ShortName is Navigator instead of Navigators.
When a shipyard is selected, the tool tip about the rally point icon is titled "Set Rally Point".Clicking on it opens the section dealing with rally points. There is nothing wrong with this part.
When a ship or fleet is selected, the tool tip title is "Go To", it mentions sending the fleet to a specific location and it reports the hotkey is right-click.
This is not what it does. It opens the same section dealing with rally points.I think the tool tip should be changed to be the same as the one for a shipyard since they do the same thing.The second and fourth screenshots above show the first option when setting or removing a rally point is always "Shipyard Idle". This actually means "set the destination to be 'Nothing' or 'Nowhere'". I think "Shipyard Idle" should be changed to "None". This especially makes a lot more sense when a shipyard is not a starting point nor a destination.
The above screenshot also shows some text overlap problems, which is why I used it.
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