Many thanks for the response. Appreciate it!
Nucleawasta
Many thanks for the response! Any work around for this or are we stuck with it for a little while. I'll be patient with the bugs but this one is frustrating.
Hi All, So I noticed something which I thought was strange. On my homeworld I build a Krynnaic Alter and a Torian academy granting me four citizens. I noticed an odd thing happened when I built the Torian Academy, the turns till next citizen jumped from 28 turns to 40 turns after the torians arrived. I suspect there was a jump to 28 weeks when I built the Krynnaic alter. What happened? Is this a bug or is because I only have one human on the planet? Curre
Hi All, Really enjoying the v0.7 test version so far. It runs slow on my Microsoft Surface pro (Intel(R) Core(TM) i5-7300U CPU @ 2.60GHz 2.71 GHz 8 GB RAM). So far it has been difficult to colonize new worlds and build starbases since I can't produce enough citizens (20-30 turns in). It's also having the unintended side effect of lower growth because citizens modify growth by +5%. At any rate I came here
It would be cool to see the Yor race citizens more like "programs" or specific task borgs. Maybe Yor citizens can have excellent bonuses with little to negative consequences. Maybe a negative would be lack of durantium or whatever resource. There should be big penalties for acquiring carbon based life citizens since they will likely feel threatened. The yor should also get the advantage of colonizing extreme worlds but suffer in diplomacy like in usual
Also wanted to point out an exploit about improvements from missions that get you citizens. See here: https://forums.galciv4.com/506186/manti-birthing-pools-and-baratak-grove-exploit Cheers!
[quote who="Commander4X" reply="110" id="3813866"] Quoting Nucleawasta, reply 105 Now, I see that the Baratak grove is a special improvement but doesnt the +1 population cap get a bonus here? Housing District works. <br
Please delete
I think it would be really cool if we could incorporate a "rseource route" and "blockade" ability to the game. Now that we have these core worlds with many colonies, not only should distance decay the resources but it should also make it difficult to protect. It creates a whole new element for warfare. Let me choke off the core worlds by blockading resource routes with armed ships. How this is done in practice is a little more tricky.
After discovering the relevant anomalies I chose to start the mission to build the Baratak grove and Manti Birthing Pools. I initially thought that this would be an indestructible improvement since the citizens traveled to my worlds because I built them. To my surprise I was able to destroy the improvement and the citizens stayed! Now, as much as I love this exploit it seems as though I should have to suffer at least X number of turns of indestructible
It seems I was getting Ideology points but didn't realize I needed culture points. The game could use a few pointers explaining how that works better. But, now I see this is not a bug!
Curious about the way hex conuses work. See the Haven tile with +3 to population. But when I build a Baratak Grove there I get no bonus. Now, I see that the Baratak grove is a special i
Hi There, Lots of neat planet events popping up but no ideology points being awarded in 0.45.188724a regular. Is this fixed in the test edition? I'm a little confused on the difference between the two to be honest. Let me know if you need a save file and I can grab one but its fairly obvious in any game. Cheers.
One thing I loved about GalCiv3 was the ability to change game pacing and research rate. I've always felt that while exploring and researching and building is fun I want my game to be full of challenges, domestic or external. I like to meet Alien races early. In GalCiv3 it was usually at that point where I pivoted my strategy to "oh shit, its time to build military ships" and without that its too easy to go crazy with optimizing colonizing tech. Colony
I very much like item #1 placing the best available. While it can be fun to optimize ship designs it's also a burden. I want the best firepower thats availae selectes for me and save me the trouble of nickel and dining every time I have a new tech.
Are there any planned fixes regarding notifications for governor's who leave their core worlds? Also wondering if anything can/will be done about reported lag. Sounds like a great stride forward in the development otherwise!
Sometimes bombarded worlds have -2 tiles. Did you happen to notice that at all?
That's correct, it was a world I assigned a governor too after settling with a colony ship.
That's good to know, thank you! What happened in my case is the core world became a colony. I should have included that in my original post.
Hi there. Don't mean to duplicate but would like to post a link to a post about leaders going AWOL: https://forums.galciv4.com/505861/leader-goes-awol-without-notification See for detail, cheers!
Save File Hi All, please see the above save file to show the behavior. The governor of my planet Inoriondo II(Sp*) a class 28 world decided in the blink of a turn to go AWOL! [e digicons]:([/e] 1. First, if I wasn't paying attention I would have never known this planet lost a governor. I realize the game is in alpha phase, but since the game has
Hey there! It would be really great to have the ability to unassign a govenor. Not naming anyone in particular ahem*ME*cough but uh... some newbies make mistakes and give a govenor to MARS and all of the new colonized worlds send their resources to MARS instead of earth.... It was a costly mistake lol. Also, I think others have mentioned it here but I'd like to reiterate the point, that the default settings have A LOT of planets and the colonizing is getting
My apologie on the double question. Getting a little over excited :) And thank you for the reply! Not sure if it is coincidence or not but the test version of GC4 was considerably better.
Are there minimum specs for this game? If so, what are they? Thank you!