With Galactic Civilizations IV now generally available it’s time to talk about…THE FUTURE.
First, we’re really glad you guys seem to like the game. Releasing a game, especially one where people have been working on for years, is, as you can imagine, very stressful. This is doubly true when the game tries out so many new things.
Below is a very tentative roadmap of what we expect to release and in what order. This is all subject to change based on feedback, scheduling and costs.
Version
Features / Changes
v1.1
v1.2
v1.3
In the case of what you see here, many of these are ideas that came from the community late in development (too late to get into 1.0) but we think are great ideas and want to see added to the game.
We’ll continue to update this as we get more information.
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GalCiv IV Journals
Great roapmap, Frogboy - thanks.
Scratches all my itches!
Military starbases will automatically attack enemies that enter its area of control
Quetion - will just the starbase itself attack, or will a fleet posted at the military starbase (if any) also participate in the attack? Or will that fleet only defend the starbse from direct attack?
Only the starbase will. Being able to fire super long range weapons requires a huge amount of space that only a starbase has.
Awesome list, so many great things in here.... i really think most people are going to love these changes.
quick question about those defensive starbase attacks too... will it just be an automatic missile volley or will all weapon types it has be used in the auto-attack?
Appreciate the attention to combat. It is in my opinion the weakest part of the Galciv series (particularly as it seems to be the only mechanic to have not had any attention since Galciv2 - my first foray into Galciv).
May I also suggest properly detailed tooltips somewhere (perhaps for the ship stats) explaining how combat actually works? How all the numbers interact with one another? How rounds of combat work? How the ships move? Do they even move? Does role even do anything? Is there any advantage to fitting many weaker weapons on a hull vs. fewer larger ones? Can a ship target lots of things at once?
I've got a million questions about combat, and the best I've ever seen over the years is community speculation on how it works.
Ideally, an ingame Galactopedia (like we see in the Civ series and Distant Worlds) with pages explaining ALL mechanics in detail, but I guess that would be a significantly bigger investment than making a LOT more tooltips.
Appreciate the attention to combat. It is in my opinion the weakest part of the Galciv series (particularly as it seems to be the only mechanic to have not had any attention since Galciv - my first foray into Galciv).May I also suggest properly detailed tooltips somewhere (perhaps for the ship stats) explaining how combat actually works? How all the numbers interact with one another? How rounds of combat work? How the ships move? Do they even move? Does role even do anything? Is there any advantage to fitting many weaker weapons on a hull vs. fewer larger ones? Can a ship target lots of things at once?I've got a million questions about combat, and the best I've ever seen over the years is community speculation on how it works.Ideally, an ingame Galactopedia (like we see in the Civ series and Distant Worlds) with pages explaining ALL mechanics in detail, but I guess that would be a significantly bigger investment than making a LOT more tooltips.
yeah i think that this is a great idea. some players really want that info and have a very hard time tracking it down, assuming it even exists
for anyone who is interested here's a bit of info on combat i typed up for release... https://www.galciv4.com/article/511884/heres-a-quick-explanation-of-how-combat-works-in-gal-civ-4
I am SO ready to pounce on that v1.2 ! I'll feel all my decades of making military bases anyway will somehow be justified.
Thank you for attending to them.
There really should be more call out for all the modding stuff in here. Now that we handle both the back end and the front end, we can do a lot more types of modding than in our previous games.
that. Agreed.
Despite what the few Nattering Nabobs of Negativity in this forum are saying you and your people are doing great. Keep up the excellent work.
Thanks!
Well, every 4X release, going all the way back to OS/2, has had this experience.
When you look at the reviews of this game, you can really tell the two groups: The ones who like TBS 4X games and the ones who do not.
This isn't to say that GalCiv IV is perfect by any means. But there are no fundamental basic issues with the design (unlike, imo, GC3 which got great reviews but was quite hollow imo).
Throw in additional free content for events, better onboarding for new players and more strategic tools for expert players and I suspect there won't be much negativity left (except for those who want this to be a Stellaris clone which this will never be).
Thanks!Well, every 4X release, going all the way back to OS/2, has had this experience.When you look at the reviews of this game, you can really tell the two groups: The ones who like TBS 4X games and the ones who do not. This isn't to say that GalCiv IV is perfect by any means. But there are no fundamental basic issues with the design (unlike, imo, GC3 which got great reviews but was quite hollow imo). Throw in additional free content for events, better onboarding for new players and more strategic tools for expert players and I suspect there won't be much negativity left (except for those who want this to be a Stellaris clone which this will never be).
You do that and I am most assuredly going to the 101st Reunion in Flint and sliding over to Stardock HQ and taking a wet noodle to you.😁
Hehe. Well I have it coming.
That was Grand Rapids not Flint even the Screaming Eagles do not want that water.😎
I gotta say, losing several loyalty and gaining pollution, because I couldn't minimize an event and then sell some resources to afford a fee for 500 credits.... I was SOOOOOO pissed. So I am VERY happy to see that patch 1.1 is planning to fix this. Because honestly, I can't quite recommend this game to my friends yet. It needs the polish that, fortunately, you have mostly spelled out in the roadmap. (The issue with the AI aggressively going for the red anomalies is another big one that's making me reluctant to recommend. The benefits from those can really change the game if the AI is snatching them up like crazy).
What about a tutorial, Galactopedia, or PDF Manual? Is that in the plans at all? Am I missing something?
This only goes up to 1.3. It's by no means a complete one. PDF manual wouldn't be an ingame feature. The Wiki will be getting a lot of updates and we invite people to help on that too if they can.
Some thoughts:
stop colony ships all going for the same target
an overview of your current civ so you can see what their civ profile is without having to exit the game
I feel colonies are taken far to easy, the siege should massively scale with either distance or size etc
Not sure if you can do this or not but it would be good to select a future tech and then any cards that come up that are on the path are highlighted
more leader driven events would be nice to give them personality
Also can you fix civlization proximity so the random option works. Currently it doesn’t, and I’ve seen streamers struggle too to make it work.
Placing civilizations "far apart" still puts them right next to you - so yes that feature of the map generating is a bit broken at the moment.
mobdro
vidmate
GalCiv4:Spaceship Battles - Galactic Civilizations - Official Wiki
the more i think about it the more i'm not sure if the accuracy and dodge changes will work well. this will give all weapons a good chance of doing near max dmg every hit, with no chance for the opponent to actually dodge anything. it will always hit if accuracy and dodge work for ranges instead of actually hitting or dodging anything. to take out the dodge factor completely for smaller ships, and put everything on defense like that... well it's very unrealistic for one. one reason smaller ships are good and popular in life is because of their ability to dodge and get in close range for good accuracy. i really think that accuracy, dodge, and targeting need more tweaking in order to make combat more realistic and thus easier for players to understand. with these changes you proposed, a huge ship will still have the same dodge chance as a tiny ship. this is fundamentally flawed for a game with so much combat. i know you want to find some way to make it really original, but i dont think this is it. it needs to make sense in terms of how combat really works in order for many people to really have a lot of fun with that aspect of the game i think.
i really think it would work much better if accuracy/dodge was actually hitting and missing stuff, but just make the weapon ranges less. so u dont have this problem we're seeing of ships with good weapons doing 1 dmg on every hit. giving it a range of dmg is fine i think, but make the range more concentrated. and show on each weapon what the range is. maybe different types could even have different ranges, like kinetic weapons could do a wider range of dmg, but beams could always do about the same amount, maybe with just a slight variation, so that people who care about this stuff can do something to counter their bad luck that is making them die of dysentery, which isnt fun.
i read a lot of the reviews and feedback on the forums and discord, and none of the stuff i saw really mentioned anything good about how ship combat works. it was either negative, or not really talked about in terms of the actual space battle, fleet against fleet combat. Considering how much combat is in the game, this shows me that people dont want to focus on it because they find that aspect kinda boring, not an exciting part of the game like it should be, considering how much everything revolves around it. I dont think combat should be changed because people are having a big problem with it, I think combat should be changed because people arent having enough fun with it, and there's so much potential i see there... and it's such a big part of the game...
Haven’t played a game yet but will soon. TY to Stardock for your efforts.
Also, a question! Where can I find the time machine tech? This post was made by Frog on May 27, 2022 5:00:00 PM?
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