Stalker0

Stalker0

Joined Member # 3557745
68 Posts 204 Replies 20,760 Reputation

I feel like Ship Roles is a very cool feature of GC that is obliterated by its complexity. For one, its opaque, there is nowhere in game to find info about it, and only if you go to the Wiki can you unlock the mystery. Second....its very complicated. There are a lot of roles, they all fight and defend differently, and the interactions are so minute that I think the vast majority of players just ignore them. I think its time to look seriously at ship roles. I believe with simpl

1 Replies 4,602 Views

On the subject of citizens, how useful do people find population anyway? Right now, for me pop is really an indicator of how many colony and constructors I can make and how quickly. So growth to me is useful in the early game....however, I am not sure "pushing population" is really worth it. Pop can give nicer bonuses than the equivalent building (unless adjacency levels are high), but it takes a lot of work to get there. Housing is expensive tile wise, growth takes a while once you h

35 Replies 114,633 Views

[quote who="DerekPaxton" reply="17" id="3850194"]Interesting how devisive the idea of normalizing citizen stats by race would be. I do agree that making that change now would steal some of the depth and variation (even if that variation isn't communicated very well). It would probably make more sense to have have citizen traits that boost each of the stats and have the % chance of having that trait based on the race (so all Navigators are "Geniuses" but only 10% of humans are, 30% of Altarian

35 Replies 114,633 Views

Version: 1.0 Perhaps not a true bug but definately undesired behavior. Currently when a planet has no usable tiles left, a good portion of possible special buildings are removed as options (weirdly not all options, a few do remain). This is not ideal because there are many cases where I would delete any existing tile to build special buildings...but I never even know I have the option.

1 Replies 2,247 Views

Also check me on something. When the system does the offense number, does it do it "per weapon type"? Example: I have a ship with 10 beam, 12 missile, and 20 kinetic. Each round, do I fire: 1 shot 1-10 damage 1 shot 1-12 damage 1 shot 1-20 damage. Also....if that's the case, does defense apply to each attack? (and would that mean you always do 3 min damage no matter what the defense rolls are, 1 damage per weapon type?)

26 Replies 108,942 Views

[quote who="DerekPaxton" reply="6" id="3850084"] This is great feedback. I wonder if it's worth making all citizens of a specific race have the same stats? Humans are always 3 int/3 res/3 social/3 dil Drengin are always 2 int/5 res/1 social/4 dil Something like that so you care about making your drengin into a soldier, but not so much about looking through your humans to find the one with the highest resolve? [/quote] I think that'

35 Replies 114,633 Views

I'm going to start a list of the areas I think have the greatest balance issues. This isn't necessary everything I think could use some tweaking, but its the stuff that most stands out to me right now. I will also include a few things that are just plain strange that need correcting. I will add to the list later as I consider other things. Would love to get counterfeedback from others who have played the game longer. Legend: OP = Overpowered, UP = Underpowered, * = weird, something is

1 Replies 6,403 Views

Version: 1.0 Details: While possibly ok, it seems strange that such a high class planet has almost no stats. Especially since the description suggests it should have a large food amount. How to reproduce: Unknown Files: https://drive.google.com/file/d/1CS3np9SgIqYVOMpaQSkyFSMwORomlJd6/view?usp=sharing <img src="https://cdn.stardock.us/forums/35/57/3557745/f56d8c61-d9ef-4746-942a-34b3

4 Replies 5,665 Views

So trying out all of the various races, and so far the Mimot to me have by far the strongest base traits. I wanted to give my notes and also see if other people have different views. The Mimot's ability to produce two ships for one is the greatest economic booster in the game. You can expand almost twice as fast, build constructor's twice as fast, get your trade up twice as fast. However, one of the big moves is using supply ships. By getting two supply ships for 1, they are able to g

12 Replies 51,962 Views

One thing to add on the pile, while I like the sector concept I do think its severely hurt influence. As far as I can tell, influence does not transmit through the subspace node. You can take over your entire circle with influence, but your neighbor in the next sector doesn't feel a thing. I think that is a massive (and undesired) nerf to a core mechanic of the game. I would like to see some means of influence bleeding over into another sector once you have the means to travel there.

35 Replies 114,633 Views

[quote who="tid242" reply="2" id="3850017"] Some of the prior victory conditions got a bit rolled into prestige at this point (like research, ascension crystal, etc). It's actually a good system. Alliance victory is incoming in a soon-to-be-released update, and you can always blow people up, as Schism said.. [/quote] I don't think the criticism was on the Prestige Victory itself, but on the lack of knowledge explaining it to the user. That much I can agree with.

7 Replies 9,317 Views

[quote who="Old-Spider" reply="6" id="3850014"] Being able to dismiss it shouldn't be needed. They normally vanish after about 4 turns. It's the occasional bug that causes the problem. See my Reply #3 above. [/quote] Well keep in mind, if the exclamation point is on the stardock, it blocks its use from the main screen....forcing the user to use a separate UI to keep building. Even if only for 4 turns, that is still a poor user experience. <div class="q

8 Replies 16,487 Views

[quote who="kosmoface" reply="18" id="3849980"]Oh Boy, THIS exatly this. I am really baffled that nowadays gamers are unhappy if they don't know each and every formula. Where is the fun in that? [/quote] So coming from a strong boardgame background (which Brad already alluded to was the demographic often "unhappy" with not knowing things), I'll throw in my 2 cents. A common idea in game design is the notion of a "meaningful choice" in a strategic game. Many boardgames asc

26 Replies 108,942 Views

I want to challenge the defense explanation a bit, based on my own watches of the battle log. Its only one man watching 5 large battles, but I have never seen defenses lower damage all the way. It seems that the defense will never get higher than 1 less the attack result....no matter how much defense I actually have. The only exception could be when the log says it "missed", though I thought that was a true accuracy miss and not lowering by defense, but could be wrong there.

26 Replies 108,942 Views

So there is currently a bug where sometimes when a unit is killed, the exclamation point that says "click this to watch the replay" will never go away. Normally this is a minor inconvience. However, it gets worse when this occurs on the stardock itself. Now I can no longer click on the stardock to build (see right in the middle of the screenshot below). Thankfully I can do it through the stardock and starbases screen on the upper right, but its a terrible inconvenience.

8 Replies 16,487 Views

Quoted inline: [quote who="Arcean_Endgame" reply="7" id="3849904"] ...then it would have to be admitted that there is--in this strict sense--no Tall play in GC4. But why does this even matter? . [/quote]As people look at 4x offerings, one of the things they look for is variety of play. How many ways can I play the game effectively? The simple answer to your question, a lack of a tall style is one less play GC offers as compared to other 4x games. So this could be considered

9 Replies 43,473 Views

[quote who="Panos4860" reply="4" id="3849893"] Yeah. Had a game like that but was hunting 1 bug to replicate so didn't played well. By turn 60ish had 6 Culture points, 4 from missions, 1 from leader, 1 naturally. Other games I will be lucky if I get 2 in 60 turns. [/quote] This I think highlights the greater issue with culture. Its not the lack of points per say, its the randomness of it. Culture feels like a core yield that should be something you work for and acquire

9 Replies 43,473 Views

A good post, a agree with some points and disagree with others. [quote quoting="post"] Galactic Civilizations 4 is disappointing because it is directed toward players who like "wide" empires and doesn't support "tall" play. [/quote] While your definition of wide and tall are mostly correct, it doesn't speak to the heart of tall play. For that, I will go back in time to Civilization IV (maybe 3 I just didn't play that one).</p

9 Replies 43,473 Views

Another way to use supply ships. Have a core world build a stardock, then just have that dock send supply ships to its own planet. As far as I can tell, your military and manu are completely separate (aka one does not consume from the other), so long term you are greatly increasing the manu available to a planet by feeding it supply from its own dock.

10 Replies 27,055 Views

I posted my initial thoughts in another post. After blitzing through many games the last few days, I have organized a much deeper look at the game. I have long been in the GC family, and hope that this feedback will be an aid to you in making it the best game it can be. UPDATE : I wrote this article after I had played a "large number" of games. Now that I have played a "whole whole bunch" of games, my feedback on a few things has changed. I am noting a (**) for items t

35 Replies 114,633 Views

Additional Notes as I play The Starbase sensor boosts are pretty weak, I am barely able to see around a starbase even with perimeter sensors engaged. AI wise, the AI is not making good fleets, instead it just keeps throwing its ships at my colonies, desperately trying to siege them while my roaming fleet just picks them off one at a time. The galactic missions are a very cool implementation. I love that I can kick them off when I want, it does help push the

3 Replies 6,431 Views