*** RELEASED 7/27/2021 ***
A huge thank you to all the people who have played the Early Access Alpha build and provided feedback. A lot of the work that went into this update came straight from your requests and you have already made GC4 a better game.
Everyone who owns GC4 will have 2 products in their Epic library. One is the normal "Release" version which will be more stable builds (for an Alpha game) and the other is a "Test" version that we update frequently for players that want to test out the newest changes.
NOTE: This update will break save games. We do everything in our power to maintain save games. We know you put hours into them and don't want to have that progress lost. But the new ideology system fundamentally changed the way the game data was used by code that made prior saves unusable.
Features
Fixes
Balance
AI
UI
Ships
When will this be released to the test version of GC4?
Has the spawning of too many AI players in the player's home section been changed?
Thanks
Yes. As well as increasing the distance they start from the human player and increasing the distance pirates, space monsters and precursor sentinels start form the player.
Good news, Derek - thanks.
When will the new version be up on the test version of GC4?
These changes/fixes are great. The more I read, the more I liked. Then I would read more and get even more I liked. I hope I can survive waiting until it's released.
Speaking for myself i don't care if an update breaks a save game on an Early access or Alpha/Beta title since i never expect such a builds features to have longevity or permeance since the game is still being developed and improved
Thanks, we appreciate your understanding. We would never break saves after release. But exactly as you say, during development, things are in flux.
Just a quick question, when? U can release it at least in test branch.
compassion vs. cruelty good vs. evil. Same mistake as three. An ideology is why are they compassionate. Maybe there trying to win friends. Cruelty why. Maybe their using war to gain resources.
Now that I am aware that Military bases (for those Races that build them) are making such a Big difference in the apparent strength of the large numbers of Tiny and possibly Small warships, it makes me wonder if that leads to how the AI Races perceive their relative military strength versus a Human player. This could help explain the messages I often get from Alien Races as to how weak my Race is and how easy it would be to attack/conquer me. Therefore it could lead those Alien Races into starting Wars with a Human Player (myself) earlier in the Game.
Large numbers of smaller size warships get more of a benefit (from Military Bases) than smaller numbers of bigger warships, i.e. 12 Tiny warships get helped more than 6 Small Warships or 3 Medium Warships.
Also large numbers of non combat type tiny warships, such as Asteroid Mining Ships and Explorers, now can make a huge difference to the defense, of their Home World(s), particularly for these Races that build large numbers of them, and then leaves them sitting (doing nothing) at their Home Worlds.
There is (or was) no maintenance cost(s) for those ships to stop the Spam ing of large numbers of tiny/small ships early (or for that matter, later) in the game.
Separately, the Alien Races do not do the the research (in version 0.4) leading to Small and Medium size ships, as well as to the ability to use Subspace Streams, early in the game. This gives the Human Player a large advantage over them, even several years into the game.
added: Perhaps I should have posted this in the 0.4 Feedback message thread. (how do I delete and/or copy messages in order to move them to a different thread?)
Harmony is supposed to represent "we are all alike" as compared to diversity where "we appreciate those that are different". And sharing a nation is only one aspect of alike/different. Diversity can be significant even between those that share a nation.
Compassion represents a focus on minimizing suffering over more practical goals. Cruelty is the opposite. I also called it "Callous" since it isn't a delight in hurting people (which doesn't make much sense outside of comic book villians) but Cruelty had a more visceral feel.
Harmony is supposed to represent "we are all alike" as compared to diversity where "we appreciate those that are different". And sharing a nation is only one aspect of alike/different. Diversity can be significant even between those that share a nation.Compassion represents a focus on minimizing suffering over more practical goals. Cruelty is the opposite. I also called it "Callous" since it isn't a delight in hurting people (which doesn't make much sense outside of comic book villians) but Cruelty had a more visceral feel.
As a Nationalist can also support diversity it wouldn't fit as a culture name at all.
Has the guard command made its way into the patch? I find guard much more useful than sentry.
Come on publish before the weekend
"D.L Bradley got Rhinoplasty"
Lol !
Do you mean can not trade with? Cause if they can trade with me yes please send a ship?
Is this the new system mentioned earlier (dev journal, community q&a) or is this outdated from a conceptional point of view?
Thank you!
You just doubled the production cost of an Asteroid Miner (10+5=15 (old) to 10+20=30 (new)). Even if you can assign it to a cluster of 3 asteroids (which is normally the maximum you can find (more than that is extremely rare)), it will now take 100 turns to pay off the investment instead of 50 turns (ignoring production modifiers of the Core World that eventually gets the output, as well as ignoring any losses for distance). Smaller clusters will take even longer to recover their investment cost.
Also, have you fixed (or implemented) the Techs that are supposed to increase the output of Asteroid Mines?
I have been unable to figure out any way to make that actually happen in 0.4.
Also you just made keeping your population up on your Core Worlds, such as Terra a lot harder now that we can not use Colonies, such as Mars, as a source of population when launching Colony Ships, Constructors, and Troop Ships. I used Mars that way as much as I could in 0.4. In fact I wanted to be able to pick up population from Artemis as well. This is something that we could do in GC III that you are removing.
We NEED a Passenger Ship, i.e. a Passenger (ship) module/component that can carry several population, but can NOT be used on a Colony Ship, so we can move population around between our Worlds (both Colony and Core). In particular, such a Ship can carry ZERO population when moving in space, so it can bring back 1 or 2 or 3 population from where it visits to pick up population, or take out 1 or 2 or 3 population to drop off and come back empty. A size 2 (slot) module that carry 2 population would be preferable IF you can put more than one such module in the design of a ship. If you are going to limit the Passenger ship to only having one such module, then a size 3 (slot) module that can carry 3 population would be better.
Are there any planned fixes regarding notifications for governor's who leave their core worlds?
Also wondering if anything can/will be done about reported lag.
Sounds like a great stride forward in the development otherwise!
Will we be able to build operational Hypergates in 0.45?
We are unable to design/build the ships we need to build Hypergates within/across a Sector in 0.40.
A 3 slot Passenger Module would make it impossible to combine with a Colony Module (also 3 slots) on a Cargo Hull design since it only has 5 Slots.
However, it might be possible to combine a 3 slot Passenger Module with a 3 slot Colony Module on ships with at least 6 slots, i.e. Medium Hull and larger, unless it is prohibited. So a Medium Hull ship with both a Passenger Module and a Colony Module could carry extra population to use in establishing a new Colony/Core (unless it is not allowed).
In practice, you would not be able to do this very often, since there are not that many Core worlds that have that much extra population to put on such a ship (at least more than once). At least during much of the early stages of most games.
It would be better to use a separate Passenger Ship than combining it into a larger capacity Colony Ship.
The purpose of a passenger ship would be the same as in two, or three. Would be to move population around; except, it would be reverse; instead of less populated worlds it would be more populated worlds. Not so much for colonization as it would be to keep from starving, happy, and so you could colonize more worlds. You could start out with more colonists if you like.
Love the changes, can't wait to try out the update.
Some suggestions:
It would probably be clearer to players if instead of calling it an ideology system you call it something like 'Species Traits'; and the various ideologies are just some of the many traits that the player gets to choose from. For example:
Liberty vs Authority Decentralization vs Centralization
Liberty Decentralization:
· Self-Governance- +10% Approval on colonies
· Mobility Rights- +2 Starbase Range
· Free Trade- Grants a free freighter and Trader citizen
· Free Markets- +10% Income
· Private Ownership- Starbases no longer pay maintenance
· Enterprise- -25% Colony and Asteroid decay
Authority Centralization:
· Iron Fist - +10 Control
· Prestige War games - Double Ship Experience
· Service Favors/bribes/political kickbacks - Soldiers generate approval
· Discipline- Can rush multiple times a turn
· Watchful- Fleets inside our borders receive an escort fighter
· Threatening- 3 free transports
· Dangerous- Transports get escort fighters
Opportunity vs Equality Equal Opportunity vs Equality of Outcome
Opportunity Equal opportunity:
· Ambition- Leaders cost less to hire
· Recruiting- Reduced cooldown to recruit leaders
· Incentives- +10 Loyalty for Leaders
· Celebrate Talent- +5% Approval for X turns after recruiting a Leader
· Ruling Class Merit - Leaders cost even less to hire
· Poaching Liberty - When you capture a Core World you also get their governor
Equality Equality of Outcome:
· Commune- +15% Growth
· Representation Diversity hires - +10% Approval for Colonists
· Generational Homes- +2 Population capacity
· Shared Purpose Directed purpose - +1 citizens Resolve
· Happy Workers Workers Party - Planets with over 50% Approval get +10% Manufacturing
· Hope Expectation - Planets with over 50% Approval get +10% Income
Tradition vs Innovation Cultural Exceptionalism vs Innovation
Tradition Cultural Exceptionalism:
· Sacred History Devotion - +50% Homeworld Influence
· Devotion Dogma - +10% Approval for Cleric citizens
· Code of Law Bureaucratic State - Adds an additional Policy slot
· Alluring Propaganda - All Starbases generate influence
· Radiant Narrative Control - +10% Influence
· Lorekeepers- Gain 3 free Cleric citizens
· Dogma Indoctrination - Immune to Culture Flipping
Innovation- Research:
· Eureka- +5% Approval for X turns after discovering a new Tech
· Deep Research- +3 research when surveying an anomaly
· Focus on Education- Gain 3 free Scientist citizens
· Breakthrough- +150 Research
· Logic- +1 citizen Intelligence
· Revere Respect Science- +10% Approval for Scientist citizens
· Quantum Leap- +10% Research
Compassion vs Cruelty Pragmatism
Compassion:
· Kindness- Approval bonus based on the players Compassion awareness
· Charity- -10% Crime
· Caregiver Sustainability - -10% Pollution
· Humility - +2 Diplomacy
· Favored - Anyone at war with us suffers a 10% Approval Penalty
· Popular - Factions that declare war on us anger other civs
· Consensus - All civilizations declare war on anyone who invades our homeworld
Cruelty Pragmatism:
· Intimidating - +5 Intimidation
· Callous Disregard Pragmatic - +10% Manufacturing, -2% Approval
· Military Reverence Hawks - +3 Soldiers, Warforged Favor
· Ruthless Military focus - +20% Soldiering
· Attrition- -25% hit points for enemy ships in our borders
· Bloodthirsty War machine - +1% Approval per conquered planet
Transparency vs Secrecy
Transparency:
· Amiable- +1 Diplomacy
· Negotiators- +1 Diplomatic Capital per turn
· Shrewd- +25% Credits in Trade
· Trustworthy- +1 citizen Social
· Fair Traders- +2 Diplomacy with civilizations we have trade routes with
· Reliable- Other races will trade more favourably with us
Secrecy:
· Silver Tongue - +5 Deception
· Criminal Ties- Ally with the Pirates
· Darkness - Enemy ships in our borders are -1 to Sensor Range and Moves
· Paranoia - All of our Leaders are Paranoid (lol, so in practice what does this actually mean? What are the in-game consequences of this?)
· Crime Lords- 3 free Diplomat leaders and +3% global crime
· Hidden Agenda- No one will declare war on us for the next 50 turns
Diversity vs Harmony Cultural integration vs Indigenous Culture
Diversity Cultural integration:
· Flexible- +2% to Income, Research and Manufacturing
· Inviting- 3 free random species citizens on your homeworld
· Adaptable- Gain 2 tiles on every planet
· Cultural Appreciation- +20% Tourism
· Acceptance- No Approval penalty for mixed species
· Enticing - All planets and starbases within our influence join us (this is going to be a very difficult choice to resist taking lol)
Harmony Indigenous Culture:
· Unification- +15% Approval to your homeworld
· Shared Belief Values - +20% Resistance
· Preferred Culture - +10% Approval for our civ species, -5% approval for other species
· Unique Voice - Civilizations that declare war on us anger other civilizations
· Core of the Empire Heart of the civilization - +30% Manufacturing on our homeworld
· Crown of the Empire Jewel of the Civilization - +30% Income on our homeworld
Focus vs Calm
Focus:
· Efficiency- Reduced Rush costs
· Impulsive- +1 Ship Moves
· Persistence- +1 citizen Diligence
· Constructive- +3 Constructors
· Planning- Increased Logistics
· Resourceful- Mined resources increase 0.1 per turn
· Perfect Production- +20% Manufacturing
Calm- Persuasion, Approval:
· Patient- +5 Persuasion
· Pioneering- Free colony ship
· Good Neighbor- No penalty from Sharing Borders
· Agrarian- +20% Farming
· Prepared- Ships heal faster
· Cooperative- No approval penalty for overcrowding
I think we're going to have to iterate on which traits go where. For example currently you can't take both influence and research traits. Are you sure you want to make these traits mutually exclusive?
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