If ideology system stays almost like it is I highly recommend to give more ideology related information during events. We would need a warning if a choice would change the dominant ideology of an ideology pair and how many citizens/leaders/civs would like/hate it.
Commander4X
Bugs: - Manufacturing district got a base effect of +0% manufacturing - Invite leaders is bugged. After execution no new leaders were available. I moved back to galaxy screen. Some seconds later to leader screen and there they were Requests: - Could you change hotkey G so that it turns on/off all grid options? This would support the playstyle where you most of the time do not want to have the grid on and can quickly turn it on if you want to move a fleet in detail. T
- No star icon before scouting - Two times Loyal Leader event (+300 credits, +10 control) in short succession (I am going to start a new game with V. 0.81 now so I cannot tell if this would be repeating all time)
Counter barricade at sector entrance. I like the concept of subspace streams and choke points from the defenders point of view but I see the need to establish some kind of counter. Hanakocz mentioned that there were thoughts about a different kind of travel to avoid choke points. I am "afraid" that this could destroy the strategic structure that subspace streams provide. My approach would be to not add some kind of free travel between sectors but to give the a
I just want to through in some ideas. - not too much micro-management - you already got two mechanisms: missiles (at galaxy map) and markers (after action reports). Based on these two I could imagine an auto-anti-harassement-system (AAHS). AAHS: buff damage and range at galaxy map. Turn on AAHS (for single fleets or empire wide). If enemy fleets enter the range of your missiles/squadrons(?) they will be attacked and maybe destroyed -> After-Action-Report (marker)
Bug: Received Gabelle by an event. She should give Compassion. But Compassion stays the same Bug?: Wierd sorting: if you recruit one leader, leaders in the center change their position. I already decided to buy two and the second was not at the place I expected – almost bought the wrong one
[quote who="bradzoob" reply="44" id="3840925"] Quoting Commander4X, reply 41 Before it was: line covers/touches less than 4 corners = out. Now it is: line covers/touches less or equal than 4 corners = out [e digicons];)[/e] Unless you're saying they're using a new radial calculation that tak
You do not get my point :) I do not talk about the radius of the ring - to make this clear. Before it was: line covers/touches less than 4 corners = out. Now it is: line covers/touches less or equal than 4 corners = out ;) I had used this rule douzens (hundreds?) of times. So I am pretty sure about it.
Bugs: - Center on object does work for most objects (planets, starbases) but it does not work for ships - Techapod mining units are not built. Ressources are lost but it does not appear as module and mining is not increased - Faction precursor heirs (Altarians) does increase Maintenance but I cannot see any effect to Precursor relics - Battle Viewer often does not show the action Feedback: - Auto colonize and center on object have the same default hotkey C<
[quote who="Commander4X" reply="15" id="3840716"] Gamebreaker: - Colonyship spawns on shipyard and I am not able to move it. I tried auto colonization but this did not move the ship neither: Loading save game did not help. This is game breaking and I will stop [e digicons]:([/e] [/quote] I was able to unstuck the ship via Go To menu.
Gamebreaker: - Colonyship spawns on shipyard and I am not able to move it. I tried auto colonization but this did not move the ship neither: Loading save game did not help. This is game breaking and I will stop :( Edit: The Go To menu worked. Bugs: - Policies: dragging and dropping policies results in some wierd sorting. This applies to the center and to the list to the right. Sometimes tooltips of policies are not shown - During game setup: victory
[quote who="DerekPaxton" reply="6" id="3838868"] Personally, I think citizens aren't landing as much as I like (I like it but it lacks the umpf I was expecting). I really like different species on planets and citizens having different things that impact their approval. It's the specializing process that feels soft. [/quote] Food for thought: 1) Legendary Citizens. Very few to be special. Maybe gain less than a handful per 100 turns. Player decisions influence prob
@14 Maybe a balance issue of GalCiv4 but in GalCiv3 you were able to generate a big enough diplomacy buffer to carry the lead to the finish. In general I like this mechanic.
[quote who="No h8 plz8799" reply="5" id="3838087"] Well I did discover that there's a move counter hotkey but it's unlisted in the input options, I found it in the game files. Just hold the ctrl key while mousing over a blank tile and it should tell you the moves and turns it takes to move the selected fleet to that particular tile. [/quote] Thank you for sharing this. Grid/Icons: I really think that the zoom levels we can adjust at options are implemen
I had the same issue (space monster variant). Better AI and higher difficulties increase the chance to get a problem. Maybe the quest could be changed like this: clear our sector of all pirates/space monsters with a check that X objects are left. Player could be lucky that an AI assists but this is far better than an unsolvable quest.
- Very nice! Open boarders end -> Torians send a message - Auto colonize: ships are sent into control zones of rivals
[quote who="DerekPaxton" reply="8" id="3837388"] Yes. In particular I think the taxation approval penalties are probably to high right now. I NEVER run with high taxes, so most of GDP doesn't come into my treasury so things that boost GDP don't really matter. It sounds like you player the same. [/quote] Maybe, but it is a challenge I like. In my 0.77A game I run my civ on max tax and my income is plus 144/turn (turn 124). I had th
I cannot report anything about survey ships but I can report that AI is much more active in "removing" yellow and red anomalies. Neither red nor yellow anomalies are left in my home sector but a lot of white ones (turn 119).
There are a lot of different ideology perks. Why not use the familiar icons to have a quicker look-up? I know there is something to increase my ship movements... Where is the trait that gives me more manufacturing? This could be useful at policies as well. <img src="https://cdn.stardock.us/forums/70/84/7084511/0d2c4793-b837-4c0c-931
Another issue: hexes outside of control zones and no nebula in the background Edit: This occurs with a brightness of 40%. I reduced brightness to do something against those flashy backgrounds ;) I check background after loading. If it is one with a lot of purple I reload. Other backgrounds with a lot of blue and black an
[quote who="gypsy2299" reply="26" id="3836868"] I have suggested either in these Forums or on discord that there be a slider with say 0 to 100. One end being 3d is max the other icons this way we could all have it our way. [/quote] Either this or a second (min) value to the sliders we already got. I hope devs will not just remove the change again because some/many (?) people do not like icons at a "closer" view. Icons still appear farther away than in GC3 btw. <p
Bugs: - Begin Galactic Challenges (Orb of Draginol): Event „Pop-Up" should be shown immediatelly so that player knows that it worked - Torians start two solar systems away: „You are outside our traveling range“ - Krynniac Altar is an Influence Improvement but gets Approval bonuses by leveling up Feedback: - I like this patch so far (turn 75). Zero crashes, better look & feel, strong one more turn feeling - Starbases finishes: the "unlo
That was my first impression as well. But it changed after a short time. I activate Draw Grid and Tilt Camera on Zoom. It works very well for me. This is because the grid is shown very early (together with icons). And close zoom looks better without grid. But this is a personal feeling though.
Not sure about this one, just an idea ;)