[quote who="The_Shing" reply="18" id="3866708"] Personally, I wouldn't want to see any RTS combat elements in GalCiv IV. Turn-based gameplay with its chill pacing and lack of carpal-tunnel-inducing speed-clicking is too precious to throw away. [/quote] Agree!
Publius of NV
Nice designs!
I believe that only survey ships, commander ships, and the prototype ships obtained from missions are intended to be upgraded by the player. Other ships just gain hit points automatically at level level up. Note that any player designed ship with a survey module counts as a survey ship.
My GPU was constantly running at 100% in the galaxy window until I turned down the anti aliasing setting in the game options. Hope this helps.
I've been getting that in my current (1.05) game, and have been assuming it's because I did the Kaxx Cryptography and am "allied" with the minor race. I don't have the Criminal Ties perk, am playing Baratak, not Xeloxi, and don't even have the tech to form an alliance.
See the game options. There are two or three choices for how you want surrendering to work, including one that turns off surrendering entirely. What you saw was the default setting, but a lot of us change it before starting a new game.
[quote who="gypsy2299" reply="3" id="3862103"] 5 Capstone techs are meant to be used when you run out of techs, I am not sure if the bonus given on first discovery is supposed to repeat or not. [/quote] If I recall correctly, the capstone techs in GC3 did repeat when researched more than once, for example giving movement speed +10% each time researched. So I've considered this a bug, but of course the developers might have deliberately changed it for GC4.
[video]https://www.youtube.com/watch?v=GEMuAnFH_lM[/video]
With the current state of the game colony approval doesn't matter. But if something like GC3's governmental systems were added, colony approval could mean a great deal. So I'd keep an eye on it, so to speak, and see if future DLCs or expansions bring it back.
I don't play with abundant pirates/peacekeepers/monsters but I do have some, usually one of each per sector. I have seen the AIs take out their shipyards/nests, but it usually takes quite a while for them to do so.
I've seen that happen too.
Very frustrating when you invade a colony and find a techapod hive (or similar rare resource) and you can't build an orbital harvester because the AI has already built a sensor upgrade.
I agree, one could very well expect that treaty income would not be subject to the tax rate. We'll have to wait for one of the developers to say whether it was deliberately designed this way, or whether its just "working as coded".
It's because the tax rate of 25% applies. ((60 + 63.30 +5.20) * .25) - 8 = 24.125
As far as I know, it should be safe to put them on constructors, or colony ships that you intend to send to colonies that will never be core worlds. You have to be quick about it, though, before they infect your other citizens. It might be possible to stop the spread by imprisoning them until you can get a constructor/colony ship built, but I haven't had a chance to try that yet.
Updated. @DivineWrath reported that he was able to get the Iconia Reclaimed! achievement if he, as Iconians, took Iconia from the Yor through invasion, but not if the Yor surrendered it to him.
Updated. On review I found I had gotten the Xenocide achievement, so that's moved to the working list.
List updated. Added Win as Festron, Conquest Victory, and Influence Victory! to the working category.
The other modes were found to be buggy during testing. Would you rather that they had been released with the bugs? I know other studios that do that. Instead, Brad (CEO) told the developers to play a lot more multiplayer in their testing and get the bugs fixed. They are working on that now.
I had thought I remembered a fix during the beta for the problem of Draft Colonists not working if the default colony ship was obsoleted. But clearly either I'm misremembering, the fix didn't work, or the fix subsequently got reverted. Hopefully the devs will look into it, I'll bring it up on the Discord chat.
No, you don't get any more resources for having more colonists. The only reason to do it is if you plan to turn the colony into a core world.
[quote who="TheZerg1989" reply="31" id="3855926"] but still why was the other modes in the beta [/quote] The other modes were in the beta to be tested, and were found to be too buggy to be released. Frogboy has said he's making the developers play multiplayer against each other until they can get enough of the bugs fixed that the other modes are stable enough to be released.
[quote who="TheZerg1989" reply="28" id="3855919"] we are on V1.4 and there is only arena on the multiplayer side of the game. [/quote] We're on 1.0.4, not 1.4.
List updated. Added Win as Torians to the working category. Moved Commodity Seller, Level 2 to the broken category. I sold 100 units of antimatter on the Galactic Market and did not get the achievement. If more are needed for this achievement Stardock is trying to give us all carpal tunnel syndrome since that took 100 clicks.
This kind of thing happened during the beta when people were creating their own designs for colony ships and constructors and then obsoleting/deleting the standard design. Did you did something like that?