[quote]Added a Total research output to the research screen, with a breakdown for where all your research is coming from. [/quote] Derek, can we assign Control cost to enacting/changing of new Policies? That would make it more meaningful late game.
jirkaesch
Me too, you have to whitelist Galciv4.exe in your antivirus.
[quote]AI is now better at putting leaders in Factions. [/quote] Interesting Derek, looking forward to the final effect. BTW, shouldn´t enabling / switching policies also cost control? To keep it meaningful late game. Also, will we get constructors exec order, as mentioned by Brad?
[quote who="DerekPaxton" reply="6" id="3838868"] And I do like the governors a lot, though I'd love to see more done with them. [/quote] I agree, Derek. I am thinking about system going bit more into CK3 direction, with more dynamic loyalty development and deeper interaction with leaders (governors). Of course, it should not feel too overwhelming. Now it feels rather static - you put governor on a planet and it feels like from that time on, he has forever the same lo
[quote who="AdamMG" reply="2" id="3838770"] the 0.8 update list shows this as fixed (not yet released). The update logs are your friends. [/quote] Hooah!
Yeah, the same is true with the choice giving you three new citizens of diverse species, I am afraid.
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 [e classic];)[/e]
So the war-faring AI is significantly better. Two potential weaknesses, though: - Once you destroy their initial fleets, they seem to be sending only single ships "fresh from the shipyard". Some meta-fleet system for the AI to recreate battle groups would be nice. - They seem to be waging wars forever, never accepting truce. Eventhough they are clearly losing, but "you are ripe for conquest".
[quote who="scifi1950" reply="6" id="3835257"] Bug: Colony upgrades don't work. The colony Upgrade button doesn't do anything on any of my colonies. Even besides the upgrades that are normally available, I discovered a Thermal Core colony upgrade from an anomaly, and can't use it because none of the upgrade buttons work. Verified in my game also. [/quote] Agreed. I my game, also the ideology choices that should provide you with citizens (scientists,
I am looking forward mainly to two things: - better war-handling AI (current 0.71 enemies are basically sitting ducks) - more fleshed out gov loyalty-personal stories subsystem Great game anyway! 👍
It looks great, thank you Frogboy! Current governments feature was clearly a placeholder, any vision on what´s up with them in the future? And BTW any chances on loyalty rework? [quote]Governments removed Call Election removed [/quote]
[quote who="Frogboy" reply="25" id="3831597"] Probably but I always play test my changes and that change would go into a. Area I do t know enough about yet. [/quote] Seeing all the goodies - great stuff, Frogboy. Let me elaborate on my idea a bit more. Today, the character (loyalty) game feels rather static. What I have in mind is making it more dynamic as a "resource" of sort. I.e. many thinks (policies, exec. decisions) affecting gov loyalty not only on
[quote who="Frogboy" reply="25" id="3831597"] Quoting jirkaesch, reply 24 Frogboy, can you make it so that all of those goodies temper with gov loyqlty as well? Not only staticaľly, bur alao like -1 loy/turn. i want ro see more dynamic type of Relations, you know 😉👍 Probably
Frogboy, can you make it so that all of those goodies temper with gov loyqlty as well? Not only staticaľly, bur alao like -1 loy/turn. i want ro see more dynamic type of Relations, you know 😉👍
[quote who="PalaceGuardian" reply="14" id="3710012"] With that tech they should be able to skip the invasion then. Otherwise perhaps they should build a behavior implantation center to accomplish the goal. [/quote] Exactly :) We could really use some Freshly conquered malus.
Looks like one of those features that never got implemented. Sadly, because this is strategically hindering whole raiding strategy :( It was possible in GCII, it is a pity it is not possible in the successor.
[quote who="Frogboy" reply="10" id="3709848"] Two words: Behavior Implants. [/quote] Lol, well nailed, Brad :) But still, there should be few turns cooldown, before we hunt down all these underground resistance folks, to have them implanted. ...and strategically/design-wise, to make conquests more challenging.
[quote]Even on the captured world of Drengi, the local citizens work tirelessly and without complaint for their new masters. [/quote] This exactly bugs me. How can recently conquered planet reach 100% happiness?!? There should be some malus in place. Feels unfinished, Brad 😢
Looking strong! Hopefully it lives up to the pr
Looking strong! Hopefully it is not premature :) Few questions from long-term player: 1. Minors - will they get finally at least some sort of rework with Intrigue? Maybe they can become part of your commonwealth...? 2. Freshly conquered planets - these need some slowly diminishing approval penalty ("Freshly conquered"), so they are unusable right after being conquered 3.
No dev diary so far? [e digicons]*_*[/e]
Hoorah, exciting news, looks great! Thx for the hard work. P.S.: I trust Prince and Prime minister will be special citizens rather than ship. And spacebases overhaul, to keep with late game fleets, would be nice as well :) [quote who="Rhonin_the_wizard" reply="5" id="3701515"] Espionage was added with Crusade. [/quote] Espionage, as it is, is rather a shallow feature. For example we still cannot find race´s favourite combo of weap
[quote who="Moser_Alchemist" reply="15" id="3694095"] Seriously, 1 Promethion and 10 Durantium to build 1 synthetic population. [/quote] Missed this one! So, that is a super nerf...
[quote]Cities now require Durantium and Promethion to construct in addition to food. [/quote] Why the HELL this??? So it the final nail into the coffin of diversity and variability of the game. What is the difference between carbon based and synthetics right now? Very bad "balance" (i.e. dumbing down) decision.
[quote who="Frogboy" reply="223" id="3693348"] Ugh. I'm dying to tell you about what's coming in the next expansion pack! Some of you guys are going to loovvvve it I think. [/quote] You are quite a teasor Frogboy, aren´t you! Looking forward to it. BTW What´s up with that Dread Lords DLC you promised in the meantime? Hopefully it was not this Mech part tiny bit [e digicons]*_*[/e]