DivineWrath

DivineWrath

Joined Last seen Member # 2500482
46 Posts 622 Replies 2,136 Reputation

[quote]5. Are supply ships still present in GC 4?[/quote] Frogboy said he likes them, so I expect them to show up again in some form. [quote]6. Is the offered choice of 4 techs - 5 with dedicated minister - only based on innovation rating? I read that players spend hundred turns waiting for logical next level of a tech - tiny hull (basic) normally followed by small hull leading to medium hull. <a href="https://forums.galciv4.com/505372/page/1/#3809701" rel="nofollow

3 Replies 17,293 Views

Well, I've played 2 games to completion. After thinking about it, here is my feedback. On default sized maps, it takes me till about turn 500+ before I win the game. This is with crippled AI, so this is about as fast as I've been able to play. At about turn 250, I still had planets in my home sector to colonize. Without colonies building shipyards to build colony ships, it seems that the explosive rate one could expand their empires at has been significantly slowed. Late

127 Replies 344,152 Views

At the moment, the ship designer seems to have been simplified. Tiny ships get 1 slot (good for a weapon) and cargo hulls get 5 slots. Some modules, like a colony or constructor module, seem to take up 3 slots. This will probably make mass reduction techs obsolete. I wonder if we will get techs that increase the number of slots ships of different sizes might have (for example, one tech for tiny hulls might get a +1 to capacity, while another tech might give 3 to cargo hulls).

7 Replies 13,033 Views

I think the disappearing colonies due to surrender is due to a game option. It was introduced in GalCiv 3 so you wouldn't have so many planets to manage after a civ surrendered (I did not like). I wasn't aware it carried over to GalCiv 4, so I plan on turning it off the next game I play.

7 Replies 24,349 Views

In GalCiv 2, I found a few ways to reduce the micromanagement of planets. I hold off on researching the first terraforming tech until I colonize all the colonies I'm going to get. That way, when I get the first terraforming tech, all my planets get the first terraforming project added to their queue automatically. The remaining terraforming techs I leave till later because they are expensive to research (better saved till later). When I do go after them, I quickly buy an orbital te

13 Replies 65,056 Views

More synthetic species? There have been 3 games of galciv 3 where the only synthetic species has been the exterminate all life kind. I think its time for something new. My idea is that there was this species that nearly got whipped out by a plague. In order to deal with the shortages in the work place, the species started developing machines to replace them. Over time they got smarter and more complex until they became a sapient species in their own right. They turned out rather ne

21 Replies 55,320 Views

I thought about it long and hard. My question would be: As someone who enjoys and still plays GalCiv 2, what about GalCiv 4 will appeal to me? If you must know, resources, adjacency bonuses, and citizens didn't appeal to me. Edit: Made it simpler.

16 Replies 91,382 Views

I didn't like tile adjacency in GalCiv 3. I thought it made planet development too complex. Not just planet improvement placement, but also terraforming placement. I often put off terraforming planets until I had developed a bunch of terraforming techs, so then I could optimize how the planet was developed. Each step in terraforming expanded the range of what tiles could be terraformed over the last, so it was a good idea to hold off terraforming until you unlocked the good terraforming impro

15 Replies 59,760 Views

I once tried putting a lot of thrusters on a ship in GalCiv 3 just to see what would happen. The thruster ship charged the enemy and zipped right past them. At least, thats what I assumed what happened given the lack of weapons fire after that (the combat viewer doesn't show things right). It took a few turns for the thruster ship to turn around and charge the enemy again. This again, lead to the thruster ship zipping right past the enemy with only a single exchange of weapons fire. This repe

51 Replies 204,946 Views

I found GalCiv 3 too needlessly complicated. I found it hard to do what I wanted to do. For instance, if I needed to colonize a planet or build a starbase, I needed to use admin points. Thus, I needed to make my citizens administrators because they provide admin points. Then hypergates became a thing, and they also used admin points. So there was demand for admin points. However, because of how the game was set up (some resources didn't show up on some maps), it was possible to run out of emp

16 Replies 94,928 Views

Well, I don't blame you guys for not wanting to buy another game franchise and develop a modern sequel for it. I recall that some of the crazies for Star Control managed to convince online stores to stop selling your version for a short time. Ignoring the crazies at that point is hard to do.

21 Replies 205,414 Views

My rig is equipped with Windows 10, and a few versions of Linux. My end goal is to become skilled enough with linux that I could leave windows behind if I decided it was no longer worth it. I've been lazy though. I haven't even fixed which OS my rig boots to first. I fixed that in my last rig. Switching to Linux does require a bit learning. How to find files, using files, and making changes OS is a bit different. Many windows programs are not on linux. Fortunately, I'm already in t

5 Replies 111,050 Views

I think I figured out a roundabout way to deal with the upgrading, 1 per planet, planet improvements bug. Advanced navigation center and quantum power plant. You design a new planet improvement for each that they could upgrade to, but then don't provide the required techs to build them. Because none of the new planet improvements get used, you should be able to destroy and rebuild the normal top tier versions without problem.

2,020 Replies 6,662,502 Views

In a recent game, I was playing as the Arceans. I had some significant problems researching beam weapons. I researched particle weapons (tier 2 beam) and what I got didn't do anything for my ships. Upon inspection, particle beams took up a lot of room. For tiny hulls, they were more than twice the size of lasers 5. For small hulls, they were twice as large as lasers 5. Consequentially, my ships were not improved when I researched the tech. It was not until I got medium hulls that I

2,020 Replies 6,662,502 Views

[quote who="Ascaloth" reply="41" id="3802869"] When it comes to using military starbases... what if they could act as a limited form of shipyard, able to build only Tiny and Small ships? *snip*[/quote] Supply ships wouldn't be the best way to supply starbase shipyards. It costs 200 points to build a supply module, but those modules only yields 100 construction points when it lands on a planet. If starbase shipyards got the same amount of build points from supply modules,

142 Replies 914,259 Views