[quote who="zichella1" reply="1" id="3900112"] Version 1.71.495432 Hi, Started a new game after the update to 171. Around turn 65/66 (?) my civilization name and icon scheme changed to the 'Greckle'. My people seem the same, I have full control, non of the factions are in pl
Draver
Hehe, nope! We just get some info here and there on Discord from time to time. No Eta on this one but it's coming. From past experience, if interface work is needed, it will take longer to get into the game.
Perso, I bee line for Security Lights and Colonial Laws to get rid of crime when it gets out of hand. I used to use the precursor orbital prison you got from Ship anomalies, but alas these kinds of anomalies are so rare now that its no longer an option. Maybe a compromise would be to have the orbital prison reduce crime on all worlds/colonies by 2% or some other value ? So you'd still have to build at least 5 of them to get the full impact. Else it would be trivial to get rid of crime with on
Not sure if these are realistic or not for a week works, and some you may already have planned or working in your internal builds, but here it goes. 1. Balance suggestion: Increase the range of the starbase missile and beam volleys: a. to be as big as the Area of Effect (which btw can be upgraded with the proper techs) and the beam volleys to be half of the Area of Effect OR b. twice as big as the current range OR c. have the starbase techs that increase the Area Effect of the starbas
Welcome to Supernova! Yah, that discount is awesome. Feel free to leave a positive Steam review if you end up liking the game. Every positive review helps a ton. To answer a couple of your questions, starting with the last one, Multiplayer is suppose to be coming in next week patch, so very soon. As of today there is no tech to be able to build survey ships; there has been talks of adding it as a late game tech though. In the mean time, you can get Survey Ships/Flag Ship throu
This is great! I really like the decoupling of Cosmetic and Equipment. Feels a lot more intuitive and natural; much more accessible to new players as well. I suspect this will please a lot of people.
What Gypsy said, plus if you want to post a savegame, you can do so easily on the GC4 Discord sitrep channel. Devs, and sometimes users will check it out and try to see what's up.
Actually, you only need one. As per the tool tip, one applies its effect on all your colonies and core world. ;)
Do you by chance have an orbital prison you can add to one of your colonies ? That'll fix your crime problem for yah!
Sadly it doesn't give you the extra moves past the first time you research it! /bug
Yah, I've ran some games with Archaeologist before, paired with spore for more of a sandbox gaming experience. I didn't in my current game because I wanted to try something else and went with explorer instead to give me some extra moves/sensor range; considering it was bugged I should of just went archeo! ;)
That's an awesome list! Thx a lot for all this hard work, on your holiday no less. Speak about dedication! I concur with scifi1950, I haven't seen the pollution reducing artifact either in my current very long game. On the other hand I was glad to get a couple of +2 tiles artifacts as I love those the most and actually wish it came up more often!
Another way of putting it would be: how many tress should you expect to be able to maximize throughout an entire game on the largest maps ? 2-3-4-5-All of them ? Depending on how you answer this question, you could calculate the amount of points needed to reach that goal and set the pacing of culture gain according to this amount. Personally, my preference is to be able to max most of them in the longest games. I understand that this might not be the goals here, but that's what I like
As it is now I preferred the old system. The pacing for once was so much better with the old system and there was interesting and very useful perks to pick all over the place. A lot of them are now gone: starbase range increase, increase in culture point generation buildings, pollution reduction, etc. The old system was relevant for the entire game. Now you pick a couple of good perk in one tree and then that's it. In all my years of gaming I usually go down the research route. In thi
That's a hard one to answer. As a veteran, I'd say it would be much better to focus on the base game now and get it all fleshed out. Furthermore, it will be much easier to make a DLC campaign interesting while using the various game systems, with these systems in place and working as expected. Looking at this from a new player perspective, a campaign could be a great way to get exposed to the game and learn the basic gameplay elements. Maybe a compromise for Supernova release
[quote who="mrblondini" reply="25" id="3888630"] Not sure how I gave Draver 4 Karmas, because while his idea is a good one, it's not that good, Draver! [e digicons]:)[/e] Even if I do concur with your conquering mechanic. [/quote] Hehe, Thanks a lot!! ;)
Yah, that's where we'll see how good the map generation is. If it works as expected, that shouldn't happen right ?
[quote who="peterh1979" reply="8" id="3888325"] I do like the idea of not being able to colonize in other Civ's zone of influence. However 1 important consideration is that if a civ is has blocked off the space around entry point to a sector and you cant build starbases or colonize worlds in their ZOC than your effectively blocked off from that sector unless you go down the military route. Not sure I have a good solution to this unordinary. [/quote] It
I like this list. Emergent colonies make a lot of sense. As a game progress, there is a lot of repetition that sets in, so I'm eager to see what you all come up with on the automation side.
[quote quoting="post"] Experiments We are going to try out a pretty big change this week: We are going to make it so that colonies can’t be conquered. Only the core worlds. If you take the core world, you automatically get all the colonies that sponsor them. We haven’t decided if that will be a permanent change but we want to see how that affects pacing. Let us know in the comments what you think. Scratch tha
Yah, that's also what came to mind reading this: in the early-mid stages of the game there's already a scarcity of citizen to use up for constructor and colony ship; this idea would require a rebalancing/rethinking of the concept of needing citizen for those ships imo. It could be as simple as having two pools of citizen: specialists (which are put on the planet tiles) and grunts that can be used for ships. Or just remove the whole citizen requirement all together and tie it up to another num
As a side note, (and I don't want to derail your thread but this seems relevant to what you're saying), the game FPS tend to slow down a lot when it starts to get busy on the map. Even with a 4090 and a 5950x, the game ends up around 60 FPS and sometimes below in 3440x1440; with that hardware I'd expect to stay in the high 120+ at all times. So yah, anything that can be done to improved overall performance would certainly benefit the Steamdeck as well.
I had the same request and I went looking around for how we can make this happen. Seems like we can give Microsoft a heads-up on their feedback hub according to this article: https://devblogs.microsoft.com/directx/exciting-additions-to-your-auto-hdr-experience-on-pc/ "If you notice issues in these additions to Auto HDR, or your favorite DX11/DX12 titles don’t work yet, or y
I made the same mistake on my current game!