How To Handle Space Bugs
So you want to help us deal with space bugs huh? Well, there are plenty of them. Here we will give you some pointers on how to best help us.
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070 Patchnotes
I just deleted the GalCiv4 folder in my documents and now I have Factions turn 1. Something in the legacy game data appears to affect it.
Deleting the GalCiv4 folder in Documents/My Games and having EPIC reinstall files when you start a new game worked for me too, so there was definetly something in a previous download that wasn't getting updated.
i had the same problem. didn't have to erase any files, but yeah, can't have any custom race stuff in order for the factions to work. just start a new game and click no when they ask if u want to load custom data for that race.
I would just like to have the option to set an auto update on colonies and the techs for orbital mines, farms, etc. so that they happen when you colonize a new world and when you acquire a new tech that enables them.It is too much trouble to search through a list of 10 or 20 or more colonies to find the ones that you need to upgrade.
Where did the trade licenses tech go? I'm on my 2nd game of .70 and I haven't seen the tech come up once.
Factions are definitely glitched. I started another game and Factions are blocked and have values from previous game. Looks like they're not resetting with new game. I do customize my Civ and reuse those settings, so as Basilisk83 said, that seems to be the issue. I tried starting another game and said "no" to using previous custom setting and Factions worked fine. However, I'm pretty sure that's not how you intended for them to work
Yes, as a number of us have confirmed on the Discord chat, the Factions window is glitched and won't work if you try to use a civ that you had previously saved customizations for. Clearing out your My Games\GalCiv4\Factions\CustomTemp folder, or telling the game that you don't want to use previously saved customizations, will allow you to start a new game and have the Factions window work.
Can you clear customizations, can you then redo it and have factions work?
It worked for me.
Thx hate to lose a feature to save my super race.
My attempt to post a screen shot glitched badly.
So I will be limited to a text response:
You MUST do Universal Translator Tech first to get to the Trade Techs, this normally requires meeting another Alien Race. It might be possible to get it to come up as a choice by rerolling your Tech choices (see below) but it is a RARE Tech.
After you do Universal Translator Tech, the Ministry of Trade Tech is enabled and can be chosen, it gives +4 Trade Licenses as well as the ability to build the ships (Freighters) to establish the Trade Routes.
If you have trouble getting it to come up as a choice, left click on the reroll button in the upper right corner of the choose Tech screen,
then choose the 4th button (option) labeled government (techs), which will bring up choices of new Techs mostly from the government branch, you want to choose Ministry of Trade,
keep rerolling possible choices, until it comes up as a choice (it might not come up and you will have to choose something else (Tech) to research, if so finish that Tech off and when done with it start again on the choice screen).
After Ministry of Trade the sequence of Techs is Interstellar Trade (+6), Preferred Lending (+8), Open Trade Policy (+10), and Galactic Trade (+12). I have chosen some of them in previous games. They can be chosen, you just need to reroll your choices offered. Doing the math, that looks like at least 40 Trade Licenses are possible with all of the Techs, and there may be other ways to get more of them.
You also need to learn how to use the Tech Library option button in the lower left corner of the screen. Left click on it.Left click on one of the Techs, and then on the left side of the screen you will see a detailed description of the Tech and what it does. There is also a requires line, which if you left click on it will send you back to the Tech that enabled this Tech that you are looking at. There will usually be one or several enables Techs, left click on one of them and you be sent to that Tech to look at it.
There are various filters and ways to change what Techs you are looking at in the Tech Library or in what order they are listed, try experimenting with them.
Using these steps you can work your way up and down the Tech tree, i.e. the requires or enables sequence of Techs.
These choices on the Tech Library Screen DO NOT Choose the next Tech that you will be researching. You have to go back to the Tech choice Screen to chose from one of the 4 or 5 Techs offered or do a reroll (see above).
The Tech Library gives you information about all of the Techs that you have researched or might be able to research (someday) in your current game. It even gives the cost in research points that you will need to do a Tech, if you have not already done it. Techs that you have already done will show as completed with no cost in research points shown.
Some Races will have additional Techs that they can research that you will NOT see in the Tech Library, unless you are playing a Race that might access to them. You "might" be able to Trade for or Steal (see Espionage and Leaders abilities/traits for more info) one of those special Techs, from a Race that has researched it/them. I have not actually done a Trade or Steal of such a Race only Tech, because I have not met a Race that had one researched to Trade or Steal yet. So I am not sure that it is actually possible.
The Yor seem to have a Tech branch of 3 Techs that improve their Ships in various ways.
The Arcea seem to have even more special Techs than the Yor, although some of them look like they are unfinished, i.e. they do nothing or enable no new building, except lead to other Techs.
- First, I read the changelog about improved planet classes and rebalanced galaxy settings. I didn’t realize how much they would change the game. Playing 0.70.274272 as the Terrans, huge sectors, arm, sliders set to abundant or common, the number of star systems, planets, and resources was huge. In a single sector, on turn 258, I have 17 Core Worlds and 50 colonies, and I still have about a third of the sector left to colonize. It’s too much for me, though it can be fixed by reducing the slider settings next time I play.
- On “Gifted” opponent setting at turn 258 I am still far outpacing the AI (the ones I’ve met). I am at 1540, the Navigators are at 738, and the Altarians are at 542. I am first in all categories except Influence (16th).
- Ideology: Please scrub the descriptions so their benefits are clear. Example: Under Innovation, Eureka says, “Approval boost after discovering a new Technology. . . .” Is this a permanent approval boost or a temporary boost? How long, if temporary? Same for Opportunity, Celebrate Talent.
- When establishing a mining base in an asteroid field, would it be possible for the supply lines to automatically go to the nearest Core World? Or, am I missing something? I’ve looked at the numbers and I get more production from them going directly to a nearby Core World than to a nearby colony.
- Please provide a shield symbol on map for defended planets at all zoom levels: I’m going to keep bringing this one up unless you tell me that it can’t be done. Being able to see which planets are defended at any map zoom level is a huge quality of life feature. I wouldn’t have to keep scrolling in and out with the mouse to see quickly which planets are defended and which are not. The UI planet list is not very helpful on a map with lots of worlds.
- Related to above, can we get a quick visual on which colony worlds have which upgrades? This would make it a lot easier to locate colonies that have not been upgraded with comms sats or other improvements. I also checked the planet list and colony improvements are not shown.
- Fewer pop-ups!!!! Nice. Thanks.
- The Draft Colonists option under Executive Orders at 10-turn cooldown is much better than 5. Thanks.
- The up arrow on plot upgrades is nice. Thanks.
- Mining resources on colonies instead of having to create a Core World! Awesome!!!! And thanks.
- Growth was so slow on my Homeworld that I used other core worlds to produce colony ships and constructors. Could the Homeworld also get the Colonial Clinic (or some version of it)?
- Bug?: When I first open my Homeworld map, there was a Plains tile that I could not use. It was “grayed out” (actually green) and I had to eventually upgrade it like any other tile.
- Bug?: When researching Asteroid Factories that requires 2 drones to research, the game hung. I double-clicked the tech twice, then hit the Done button about 5 times. I swapped to a different tech and eventually was able to exit the research screen. I then received 7 pop ups asking me if I wanted to spend 2 drones to research Asteroid Factories. The game only decremented 2 drones, and I was able to research the tech without further issue.
- I really like the revised balance of power Summary drop down. I especially like the little trade symbol that tells me when a Civ is “willing to speak to me” and the relationship status (ally, war, etc.).
- Started a war with the Navigators. They were sending colony ships into my territory (inside actual boundaries). I asked them to remove their ships from my territory twice. They didn’t. So, I declared war. Why am I bringing this up? Humankind has grievances as part of its diplomacy. These can reduce the penalty for declaring war on another civ. While I’m not completely a fan of the war system in Humankind, wondering if things like grievances would enhance the diplomacy in GC4.
- Game Crash Turn 309: Remembering the galaxy settings issue mentioned at the top, by around turn 300 the game was beginning to get slow. I had 22 Core Worlds and 88 colonies in 2 sectors, and was actively surveying in 5 sectors. AI processing between turns started taking almost a minute to complete. Even selecting a tech in the research screen would lag about 20 seconds before the game would exit the research UI. At turn 309, I attacked and captured a Navigator colony ship and double-clicked on it to decommission it when the game crashed to desktop. I had to exit and relaunch the Epic game launcher before I could successfully relaunched the game itself. The crash did not repeat. [Alienware Aurora R9, Windows 11, NVIDIA 2080 Super, 32 GB RAM].
I don't think the Endless Emporium Faction discount at the Galactic Bazaar is working correctly. According to the Faction window I'm supposed to be getting a 67% discount with my leader assigned to it. But if I move that leader so he's unassigned the prices don't change. And they don't change when I move him back to Endless Emporium.
The search function on the Technology Library doesn't work. I can enter a search term and either hit enter or click on the magnifying glass icon and nothing happens.
The AI players continue to spawn colony ships at a prodigious rate. And it defies all logic that they will continue to do so will at war and send them into the war zone where they are easily captured. They will also colonize every rock that will maintain life, often within my spheres of influence. It doesn't take long to culture flip these planets. Although I appreciate the free planets, it doesn't make much sense that the AI player sends colony ships into non-friendly space.
Okay, I think Factions might be a tad OP as currently configured. You might want to limit # of leaders that can be assigned to a Faction or maybe cap total # of leaders that can be assigned to all Factions. You could even link the limits to some other aspect of game (choices have consequences).
I tried to delete it,but I could not see how to delete a forum message.
However, someone seems to have deleted it for me.
I am not sure what my mistake in trying to post the screenshot was. Perhaps it was because I tried to post a cut down in size screenshot, i.e. I think that I had resized it to 80% in both dimensions.
Moderators can delete posts so maybe Schism is to blam..... err I mean thank. Could be Frogboy.
For planet/anomaly decision text boxes, it would be nice to have the Ideology Icon and bonus icon at front of the text line (like a shorthand descriptor).
As an example, then the text can follow explaining the reason why cruelty gave the +2 elerium or whatever.
Shouldn't your civilization also have some tension there? If I was the Natural League, I'd be kind of upset you've given more love to the Endless Emporium crowd and the Growth and Control my faction gives would subseqently be headed downwards... Which goes to your "choices have consequences" comment.
- Same crash—exactly—and recovery at turn 359. Again, crash did not repeat after loading save.
- The End Turn process at turn 367 is taking over a minute with 26 Core Worlds, 143 colonies in two sectors, 190 ships, and 15 AI players. The game appears to hang during the Research UI but I'm assuming the game is processing the end turn in the background.
- Culture points are almost impossible to come by after early game. They stopped appearing with leaders, events don't offer them, and only a few improvements provide them.
- When I hover over a planet or Shipyard menu or other item that produces a pop-up, the pop-up prevents the ability to click on the item underneath. For example, when I try to queue several different types of ships in the Shipyard, I usually double-click the ship I want to build. When I move the cursor to the next ship I want to build, if I’m not fast enough, a pop-up will display that prevents me from clicking the next ship until I move the cursor. If I’m trying to queue 10-20 items, this gets really annoying. Now, I like the info in the pop-up if that’s what I’m looking for, but not when it prevents me from clicking the item I need.
- I want the option to destroy enemy colony ships, not capture them. At first, this was just annoying, an extra step to decommission the captured colony ship. It became way more than annoying for the point below:
- At turn 361, I finally noticed something I had missed. The decommissioned Navigator colony ships were dropping Navigator citizens on my nearest planets. I did not realize this was a game mechanic. Then, I noticed three citizens that didn’t look like Navigators. Turns out they were Festron. I quickly checked my other Core Worlds near the (many) decommissioned Navigator colony ships (which the Navigators just keep sending with no armed escort) and one Core World’s citizens were completely Festron. If I’d had the option to destroy instead of capture the Navigator colony ships, this wouldn’t have happened (I’m assuming).
Which brings up another point: How do we get rid of the Festron? I imprisoned the 3 on the one Core World hoping that would prevent them from infecting anyone else (no idea if this is supposed to work, but seems to be working). I’m then building colony ships to ship them to the nearest pirate or monster area so they can hopefully be destroyed. Again, not sure if this will work. I still have the one Core World that has been completely taken over. Haven’t figured out what to do there, but may try to ship some citizens in so I can imprison and ship out the Festron. You got me curious how this will work out.
I am presuming you are talking about the "Tooltip" pop-ups; this also happens to me. Going to look in options and see if changing how soon they appear will stop this.
On the opposite end, they also do not disappear when you move to the next object. Checking citizen's stats is the major offender for me.
Pirate/Monster Bases could have an area (like influence), until a ship gets within visual range there is no need to have ships soaking up ram/cpu moving around randomly. Perhaps this is insignificant, but if entire civilizations operated under this principal, the savings and performance would be huge. Schrodinger's civilization, until a civilization is encountered, or sector entered, there is no need to quantify it. With this approach the game would bog down when the new section of the galaxy is calculated, but the triggering event could be planned out in advance: once a ship targets a path into that sector (possibly taking a few turns to get there) the sector and civilization could be generated over the course of a few turns. Civilization metrics could be tabulated based on galaxy parameters and time, Festron has an average of X power, tech, planets, etc, at turn 50, 60, 100. The end result would be indistinguishable form the normal setup, except the game would run a lot faster until much later.
Defensive ship allocation at mid/late game is tedious (why I play Drengin), two alternative measures would ease the pain: A) Have an auto defend button, when clicked the ship auto moves to nearest undefended planet. Defensive fleet could be a function of influence area. For example: Defense minister screen could show that our 12 colonies and 4 Core Worlds require X defenders to feel safe and X number of probes to patrol borders to feel secure. Until directly threatened, such as war declared, they don't need to be spawned/deployed. Defensive fleet maintenance could have the option to "maintain" best technology available. A defensive fleet could conduct training exercises so as not to be level one when invaders eventually threaten.
Auto-Defend, as well as Auto-Colonize (which is nice to have, ty), should have two buttons, Best, and Closest. I've seen auto-colonizing target a planet, then as a probe discovers a better planet, the colonizer switches it's path (pretty certain). This issue becomes a real problem mid-game when multiple sectors are available, and scouting is unveiling multiple planets/turn. It is nice that colonizers do not all target the same planet, but to take it a step further: targeted planets list compared to list of colonizers in transit, then closest ship retargets closest planet. A similar thing applied to surveyors would be nice, at least give the anomalies a Boolean value of "is this targeted by a surveyor", if yes then don't target it with another surveyor.
Thanks for making enjoyable games.
- Festron extermination successful. (There must be an easier way, some game mechanic I’ve missed.) Imprisoning the Festron seems to have worked. Once imprisoned, they did not murder and replace anyone else. On the Core World with 3 Festron, built colony ships, turned 1 Festron at a time from prisoner to worker so I could load it on the colony ship, (Why is this a game mechanic? Botany Bay was how the British got rid of their prisoners and colonized a continent in the process.), then sent the colony ship to the nearest friendly (and hungry) neighborhood space monster for destruction. Worked like a charm.
The Core World that had been completely taken over, I rushed colony ships to get rid of Festron (no need to imprison anyone), and built colony ships and transports at nearby Core Worlds to bring Terrans to the world. Once the Festron were down to three, I landed the colony ships and transports on the world and discovered I could not unload them even though there is a button that says “Unload.” Same for the shipyard. Then, remembering how the Festron got to my worlds it in the first place, I decommissioned the colony and troop ships and, sure enough, the Terran citizens appeared on the Core World. I imprisoned the remaining Festron and shipped them out as before. By Turn 415, the Core World was mine again and the space monsters’ tummies were very happy.
- At turn 376 the game hung during End Turn processing: Next turn icon subdued, no AI processing indications, everything else on map still looking like it was running. Waited 5 minutes. I had to save, exit to main menu, then load to continue. It worked again after that.
- At Turn 418, with 30 Core Worlds, 200 colonies, 455 Citizens, 273 ships, and still 15 AIs, the End Turn process is taking about 3 minutes to complete. It's also confusing. Sometimes the AI processes in the lower right corner as normal, other times the Research UI pops up when completing research and the game "hangs" there while the turn is processed in the background. No indication anything is happening. Selecting a new research project doesn't register until the end turn process finishes. Other times--rarely--the end turn button is "blued out" and the game just sits there until the processing is done. (I do have auto-save on every turn. Don't know if this has something to do with it.)
- Shipyards can repeatedly build a ship. Can we get the same repeat option for missions and modules, please? Anything to reduce micromanagement mid to late game.
- Could be just me but I still don’t understand why Open Border treaties, Non-aggression Pacts, and Alliances expire. Haven’t understood the reasoning behind this mechanic since GC2 (minus alliances). These should only stop as a conscious decision by one of the players based on some player action or game event. Otherwise, we have to micromanage this.
- After all the comments above, just wanted to say I am having fun.
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