As usual, this is, by no means, comprehensive. Just some changes coming up.
Update #1
Corporate Sector (Irridium) start with Translator tech. Will require an advisor change so that we aren't looking at a blank diplomacy screen.
This will be part of next week's update.
Any comments?
There's a bunch of stuff there that I'm going to have to wait until I play with it before I say anything, but I like what you're doing with the star base upgrades - for me they've been well neigh impossible to get in the alpha/beta so far because of the exotic resources required. And the change to Ripe for Conquest is welcome, it never made sense that someone so far away would say that.
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.
Edit (exotic resources): maybe a mixed approach (just an idea). First level of modules stays the same and additional upgrades get a revamp.
I think all wonders should grant 1 culture point
Will exotic resources still have enough use to be meaningful to the game if they aren’t involved in starbase modules? I know it’s frustrating to not have what you need for an upgrade, but the resources need to be good for doing stuff if they’re in the game.
I’d think a either/or that lets you pay with, for example, 1 hypersilicates or 4 durantium would be the way.
Lots of good stuff on that list. It appears that nanites are about the only special resource still needed (for relic upgrade. Interesting idea in previous post, that special resources count as more for upgrading things. One thing special resources should do is add to BASE of colonies outputs (science/production/whatever), so they have a real impact. Like TechaPods should give the colony its production buff. The percent bonuses for colonizing events and special resources do nothing for a colony. Events like +/- tiles on a colony do nothing, whereas a +/- to science, wealth or production on a colony is powerful (even if it is just +1). What are the thoughts on utilizing the special resources more?
A lot nice looking changes posted, but these bullet points caught my eye for game flow and pacing. Anxious to try them out.
*Corporate Sector (Irridium) start with Translator tech.*
p.s. Some insider trading's going here with the Corps'?? how bout the rest of us...
Are these changes coming early today? (please )
Happy Monday !
With this shift in focus to space mining, there's going to be a real tug-of -war between sending out constructors vs colony ships (not a bad thing - choices have consequences is what makes 4X games great).
Since we already have an Executive order to "Draft Colonists", have you given any thought to now adding one for "Constructor Focus"? Gives us another option for control points.
I would also like to have the ability to see all the Executive Orders available and what I would need to use them. I think that's what we saw way back in beginning Alpha's, but you got rid of it. Reducing screen clutter maybe, but it just clicked on & off, & the info is really important for planning strategy. If there is still a way to do this I missed it.
You're a bad influence, SciFi. My mom says I can't play with you anymore.
I'm going to add this.
LMAO!
Hi Frogboy, nice changes. Any chances non-functioning techs, artifacts & cultural traits? Basically those that should give you something - free ship or citizen. And how ´bout retrofitting ships?
Also it would be great to make the AI more reasonable, when loosing war
I'd love to see more reasonable trade requests. In my latest video (Here: https://www.youtube.com/watch?v=8tcF80wZOh8), the AI is making frequent, quite frankly, awful, trade requests.
And the "strength" calculations seem a bit skewed, too. The Corporate Sector is scored twice as high as I am, despite being only really strong with their income and military.
PS: Some really old accounts in this thread. That's really cool to see
Just quickly want to second XWerewolfX's request. I almost always turn down the AI trade offers, because they just aren't anywhere near fair.
How about a reply "this trade request is an insult" which forces the AI to only give you decent or better trade offers? Some trade offers are really quite good, just not enough of them. If spot trade offers are going to be random (they appear to be) then it is worth having the mechanic. Otherwise just get rid of it and have some other mechanic with a better QOL. Maybe an advisor could drop a hint when you have a good candidate for a trade available.
Trades in GalCiv 4 generally have higher overhead than other games which is fine. Going back to Civ I, trading has always been a way to abuse the AI and punch way above your weight. The overhead keeps the abuse in check.
Did you fix the AI colony ship spam bug?
Yep.
This has been improved.
Awesome, nice list of great changes already. Looking forward to 77a. Game is in really good shape imho. I have GalCiv2 vibes again, while GalCiv3 never really caught on with me. With the final expansions I kinda enjoyed it but this one is already better imho.
nice changes, i esp like the increases in durantium and promethion use, the increase of ship slots, and of course the AI trading upgrades
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