So this Spring will mark the one year anniversary of the release of Galactic Civilizations IV. And we have some really big plans for it. We've been working hard on a major revamp of the entire game.
Here are some of the areas we are making big changes:
This is only a small list of changes that we think players will really like. We're also doing things like adding a tutorial, improving the graphics further, making performance improvements, new map setup changes, etc. We'll have more news soon.
What changes would you like to see?
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Galactic Civilizations IV: Supernova Dev Journals
Dev Journal #56 - Ship Types
Dev Journal #55 - Ship Classes
Dev Journal #54 - Warlords Preview
Dev Journal #53 - Abilities & the Intueri
Dev Journal #52 - Moving People
Dev Journal #51 - Citizens in AlienGPT
Dev Journal #50 - Terran Tactics
Dev Journal #49 - Children of Altaria
Dev Journal #48 - Survivors of Elemental
Dev Journal #47 - The Exiles of Iconia
Dev Journal #46 - Expanding the Drengin Empire
Dev Journal #45 - The Torians' New Toys
Dev Journal #44 - New Improvements for the Arcean Republic
Dev Journal #43 - Diplomacy & Surrender
Dev Journal #42 - Spotlight on the Yor Singularity
Dev Journal #41 - Managing a Large Game
Dev Journal #40 - Return of the Korath
Dev Journal #39 - Fleet Management Tools
Dev Journal #38 - UI Updates in the v2.2 Ethnology Update
Dev Journal #37 - New Biomes in the v2.2 Ethnology Update
Dev Journal #36 - v2.2 Preview
Dev Journal #35 - The Juggernaut of Culture
Dev Journal #34 - v2.1 Genesis Update
Dev Journal #33 - Mod Manager
Dev Journal #32 - It's the Little Things...
Dev Journal #31 - The AI Strikes Back!
Dev Journal #30 - Ability Visibility
Dev Journal #29 - What’s New in Supernova
Dev Journal #28 - Replacing the Tech Victory in 4X
Dev Journal #27 - Localization
Dev Journal #26 - The Animals of AI
Dev Journal #25 - A Galaxy for Everyone
Dev Journal #24 - AIs Drinking Coffee on Planets
Dev Journal #23 - A Weekend of Polishing
Dev Journal #22 - Improving the Ship Design Screen
Dev Journal #21 - What to do about Space Bugs in Battle
Dev Journal #20 - How people use AlienGPT
Dev Journal #19 - Culture is your Civilization's Character
Dev Journal #18 - Should there be a campaign?
Dev Journal #17 - How much should you see?
Dev Journal #16 - The importance of onboarding
Dev Journal #15 - Thinking about planets
Dev Journal #14 - How many turns should that thing take?
Dev Journal #13 - GPT
Dev Journal #12 - Humanoids?
Dev Journal #11 - The AI Elephant in the Room
Dev Journal #10 - Little New Things
Dev Journal #9 - The FAQ
Dev Journal #8 - The Supernova Crisis
Dev Journal #7 - What's New in Supernova
Dev Journal #6 - Technology and Ideology Changes
Dev Journal #5 - The Planets are Liars
Dev Journal #4 - Event Updates
Dev Journal #3 - Battle Viewer And Ship Behavior Improvements
Dev Journal #2 - Updating Visuals
Dev Journal #1 - The 2023 plan
I've had battles where I expected to lose at least 3 or 4 medium ships, and come out without a single loss. In other words, the system can work in our favor as well.
If you're still frustrated, use a custom civ with the proliferate trait. You'll lose a lot more ships, but it allows you to take these losses without devastating your military
My bad placed on wrong page .....New year hang over.....
Yea, I think the fixed slot thing was an interesting, but failed, experiment. A carrier module's mass should be too big for a tiny hull.
So far I am looking forward to that, have enjoyed playing all the Gal Civ games and I see that the upcoming expansion for GC4 is looking really exciting I have one question at the moment is there any chance you could allow more mass for each ship I have found this frustrating at times when designing a ship and unable to make the most of the armaments and defensive systems ect...
I am using Version 1.1
I would like to see these changes/fixes:
1. Predictive Targeting Ship modification does not work properly with the most advanced weapons like doom ray, singularity driver, nightmare torpedoes. Fix Predictive targeting or if its not suppose to work with the most advanced weapons put that in the description.
2. Sometimes when you add a ship to an existing fleet the game changes the fleet name to a generic fleet name. That is annoying because I have to change it back. Fix that somehow.
3. Better cost management screen for ships that cost money to maintain. I don't think this screen currently shows all the ships that cost money. Seems like there is a display limit.
4. The AI needs to make bigger fleet formations otherwise they are easy to defeat.
5. When a new ship is constructed the auto ship naming does not always work for some reason when I make huge and large ships. Example: I made a custom ship called "BOX" every time I make the BOX ship its called BOX. The ship labeling does not appear like S.S. Box 1 , S.S. Box 2 auto naming added to the name. Maybe my saved game is just glitched not sure.
I'm very excited to see where this goes!
Combat is the weakest part of 4x gaming in general - I'm glad that your tackling this issue early into GC4 development. I like the direction you've taken with the hull changes - feels like the natural progression and should allow much easier customization. I think this will fix one of my biggest issues - early-mid ships that need to be upgraded to a larger hull to be remotely useful at all mid-late game. I'm curious how this is deployed tho - I know it isn't realistic to take a huge hull and slap enough engines and boosters to it, so its faster than fighter - doesn't even work well in GC4 but I do like having that option. More specifically, I don't want to be forced to build a medium hull if I want a surveyor with guns - stuff like that.
Related to this topic - Carriers. A few carriers with both sets of fighters in a fleet is hard to beat... A max logistics fleet of optimized carriers can beat anything - I may be slightly exaggerating but not by much. I'm not sure how to balance that.
Both of these topics touch on something that I've been thinking a lot about recently - the declining significance of ships, fleets and stations as the game progresses. This is fundamental to every 4x game I've ever played. Early on, ships are expensive and the trade off to an early fleet is a delayed/under-powered mid-game fleet, colony growth is greatly impacted - each ship construction is decision with apparent consequences. I've lost many starts because I had one less basic ship than the other guy and I've exploited that to my advantage many times also. plus, an early war win means dragging along a maxed logistics TINY fleet for the entire game - the Hull revamps may alleviate this a bit.
All of that is obvious - what I want is the feel of those weak early ships when I launch a super expensive, maxed tech, incredibly huge, fleet/planet destroying Capital ship that I just spent 3 hours editing. As I amass more ships, all ships lose value. Eventually T, S, M & even L hulls become insignificant - no matter the upgrades. By the time my OP universe conquerors roll out, I've often sent entire fleets to their doom that if had I lost earlier, I would have loaded an autosave. Personal attachment to a ship I've had for 400 turns < Destroy/Sell for pennies just to decrease my total number of ships... etc.
I want to value my fleets the entire game. I want to sink so much money into them over time that I'm always weighing the financial aspect. As I upgrade ships, win battles and level them up, I want them to improve so much that I might opt to upgrade them rather than build bigger "better" new ones. I think it would be awesome if I recognized individual ships by the end of a game. Even further, I'd like to be able to formally retire a ship that has been in service for like 170 years - that should go to a museum. Think of the Enterprise as example - either one works. The Enterprise is a bigger deal than the Admiral/Captain, crew, armaments, etc - its a part of navel and sci-fi history. As the leader of a Galactic Civilization I should face consequences if I send a similar (or really any) veteran ship/crew to an unnecessary certain doom.
I'm intentionally trying not to be specific with any examples of solutions to this stuff - thats why I focused on how it all feels. Like how CIV4 had stackable units to a tile and CIV5 didn't, I hated it - at first. In CIV4 I had a massive military by the end game - hundreds of units more than possible in CIV5 and although IV is more realistic, V makes for a far better game. The two have a completely different feel despite being almost the same game.
My only actual tip/suggestion:
Separate offensive fleets from Planet/Station defense fleets. Maybe call defensive ships "Police" and don't allow them to clutter up the actual military ships/fleets UI, as I will ideally never move them. I wouldn't mind some sort of auto-generation of defensive ships. I dislike building a ship just to move it once, to an adjacent location - and then repeat. With civilian ships removed, it would mean every time I search for a military ship - only ships I'd actually deploy are visible. Not only less cluttered but also increases my familiarity.
Just my 1000 words 😂
Thanks for everything - keep up the great work!
tl;dr:
I want my ships, fleets and space battles to be a little less Legend of the Galactic Heroes & a little more Star Trek/Andromeda/Orville style.
- Jakksen
Great list of upcoming changes, Frogboy - thanks.
I really like the Tech research changes. In too many of my GC4 games, I am stuck without the Survey Ships tech for way too long. This tech should be fairly easy and fast to research for all races.
I hope that this change comes sooner than later, this year.
I like the proposed changes. I look forward to offering feedback.
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