Could you give "Commanders" access to more ships? Possibly the discovered ships like the "Retribution" They just feel very underused with only 8 ships available.
clipping
Unrecruited leader shows up on main screen when I swipe with mouse trying to move view
Bugs:- Pirate snipers got 0/0 moves- Natural League Center: why can it be built only at my home planet? It says once per planet. I cannot build it at another core having a natural league citizen- I spored three dead worlds into level 5 worlds. They all got 0/0/0/0/0 values- I got the leader Big Barrow two times- Sometimes the civilization you chose gets lost at the step "chose opponents" and you start as terrans- All five citizens at my home world get -5% approval "Natural League Colonists". None of these have the NL-trait. Only one is from the Warforged. This is either bugged or I just do not understand itFeedback:- Tooltip at rushing an improvement: "You do not have enough control." And how much do I need? - My first impression at the start of a new game: growth seems to be brokenly low. 42 turns to get my first next Baratak citizen. Turn 30: it does not feel so bad anymore. I just think that it will be a hard one to get a high population world. Turn 58: 3 core worlds, no real population problem. I give this feedback anyway (first impression). Migration from low pop to high pop worlds seems to be the only way to get high pop worlds- Food was like your one and only challenge at first alphas. Now it is too easy/boring. Maybe a ballance between both?- Too much elerium at my start sector. Medium size starting sector (3/5). Resources are set to default values (all occasional 4/6). I am not done exploring yet and have found 33 elerium already- No tulium at my starting sector- I got eyes of the universe. Only one minor civ at default settings for minor civs (occasional). Galaxy size is local cluster (2/5)- I like the comeback of Colonial Clinic. I synergize it with Bureauctric Office- I clear a yellow anomaly and gain a planetery shield upgrade. But I can only build one upgrade per colony. So it feels useless- I would expect faction favor to play a role at citizen approval. I got six favor with the warforged. My warforged citizen is not impressed though Tourism:- I got how tourism works now: Half of tourism is applied as a gross income multiplier and a quarter at influence. I will have fun optimizing it (I am not so sure anymore some turns later). I just do not know yet if I will like it as much as GalCiv3 tourism (maximizing control zone and combine it with tourism multipliers)- I would like tourism to be applied at startbase incluence growth too. They play a major part if I play incluence heavy. Imho it would be more fun if both mechanics would build a synergy. Maybe exclude military starbases- Planet income (Gross income) has not played a big part for me (GalCiv3 + 4). I generate money by treasure hunts, trade, diplomacy, anomalies, events. Now, with the tourism change, it would be nice to see Gross income to play a more significant role- Grand Casino. As it is once per player: +1% gross income per level is rather boring. Buff?- I got two leaders at factions. If I assign them to Freemind Center I get 72% more toursim but this means only 6 credits per turn. If I assign them to Warforged I gain a real multiplier of 45% to my ship production. Freemind Center is dead Ideas:- Ok here is something cool. Planet list / ship list: you do not have enough room to show everything. But what about this: you sort by research: all uncolonized planets get a blue number representing their research value. You sort ships by attack: their attack values are displayed in red.
This is a known bug it is covered in the next to the last line of the .70 changelog.
Colonial Clinic improvement is behaving like one per player, vs one per planet.
Thank you. I just colonized my first spored world. It got: 2/0/4/3/1 values.
It is one per planet but you cannot build it on your home world.
I agree. Also money is tight early game so it is nice that command ships have no maintenance. I think all discovered prototypes should be command ships.
How about adding the ability to sort "Unassigned Leaders" by base traits. It's really annoying to have to scroll thru 25 leaders looking for the right one.
More clipping - looks like quite a lot missing. Tried scolling, but it didn't seem to work.
Needs some words
I agree. And allow us to assign Commanders please.
Why is Virtual World a Research Improvement? It doesn't have any direct impact on Research. Looks like an Approval Improvement to me.
Bugs:- I fire a governor. He is not in unassigned leaders pool. Reloading does not help. I can assign him as a new governor thoughFeedback:- Eyes of the Universe got level 6. No level upgrades are applied- Leader cost tool tip would be nice (what active buffs do reduce leader cost?)- Turn 150. I assigned seven leaders to Endless Emporium: +648% gross income. So gross income is a thing now. It motivates to invest even more into approval management to apply high taxes (elections are already a big motivator)- I am not sure about those very high faction multipliers. Other things (e.g. relics, planet improvements) would need to add base values or be separated multipliers as not to be negligible. My diligence 14 leader adds 28% to growth as Minister of Health. As a Natural League guy I gain 57%. But Minister of Health is a unique position and does not add a control multipierIdeas:- Turn 163: I got 32 colonies. I would really like an overview of colonies, upgrades and special ressources
Most Wonders or Achievements do NOT get level upgrades.
There are a few that do, in the Power plants I think.So put them around the outside of clusters of districts, i.e. research, manufacturing, etc. not in the middle where they would be getting level adjancent bonus from multiple neighboring tiles that they can not use.
Thanks for posting these. I'll see what I can take care of during the holiday so that we can have an update when the team comes back.
Check out my Christmas running changelog.
https://forums.galciv4.com/509189/
The order that menus appear could be rearranged for better user experience. For example, when a scout gets taken out by a pirate I like to put a rally point at that spot. The problem is the spot is shown for an instant, then before I can mark it, I have to load a ships and pick a new tech before I can get to the map. Sometimes I forget, and sometimes the menus move the map and I forget were the attack took place. Since the pirate attack was technically the end of the previous turn this gets more complicated, but there could be a button that allows you to delay all menu decisions until you handled your business, or maybe there could be a tracker that automatically marks the spot where the scout was hit that shows up on those left side icons.
Also when the anomaly and planet choices come up you have to decide right there and cannot look at your stats and other menus to finalize your decisions. I don't always have every stat about my civilization in memory and sometimes I regret my choices from that menu.
Does anyone else have input about the menus?
I have mentioned this in not so many words before. It would be a help to organization.
What good is a planet with all these research bonus hexes if the base research for the planet is "0"? I've seen improvements for most of the other categories that add a value to the base, but I don't see amy research improvement that does anything but increase the base by a %. I think you might want to address this.
agreed. Fixed in the new internal build.
I see your point, but that's why it's important in this game to have a lot of colonies feeding each core world. Find colonies with research input to feed that core world.
So, converting a Cit to be a Scientist does not give a point to research? That should happen as a minimum.
I have wanted Citizens to give some points of their basic type (like they did in GC III), but scaled by their personal stat in that area, so that those personal stats mean more and are more useful: say dividing the particular Stat for that citizen by 10, i.e. an Intelligence of 6 would give a 0.6 research point to a scientist, and a 5 in social would give a 0.5 to social production if he was a worker, etc.
I have suggested this several times.
Extort governors doesn't propose any benefits in version 0.7
I would like to suggest changing the 3 components that we get from Molecular Printers Tech, i.e. Leaching Field, Point Disruption, and Integrity Disruption, each of which gives a 50% reduction.
At present each of them can have multiple copies of the same type in a Fleet. Do you really want just 2 of the same type to give a 100% reduction to it's affects on Shields, Point (Missile) Defenses, or Armor(defense against guns)? How would 3 or more copies of the same type work, it is hard to have more than a 100% reduction (it is meaningless).
I would like to suggest changing them to be the exact opposite of the Utility Clouds Tech components, i.e. Field Generators, Missile Disrupter, and Integrity Field, which add a numerical amount instead of a +50% benefit. So the Molecular Printer components would subtract a set amount rather than a % change.
I think that they cancel each other out on a paired basis: 1 Leaching Field cancels out 1 Field Generator, 1 Point Disruption cancels out 1 Missile Disrupter, and 1 Integrity Disruption cancels out 1 Integrity Field, and vice versa.
This makes them easier to understand what they do, and better defined.
(I made a similar post recently in a Discord commons-gc4 message) (using my game name).
I played the demo of another game and they got a feature that would fit into GalCivIV, too. The best skill of a character is highlighted at the bottom left of its portrait.Imagine GalCivIV: a core having approval issues and 20 citizens: you could easily identify candidates to be assigned as entertainers. Leaders at factions would be similar. Ofc sorting would be even better
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