[quote who="Piglet5350" reply="2" id="3848459"] Does that 'Workshop' feature mean Steam Workshop support (in other words is the game coming to Steam at release?), or is it an in-game mod interface also called Workshop? [/quote] The in game user content sharing is also called the Workshop. It is all in game, and all supported by Stardock's systems. Meaning that no matter what platform GC4 goes to, players will be able to create and share content with each other.
DerekPaxton
*** RELEASED ON 4/26/2022 *** Features Workshop - You can now upload and download ship designs to share with out. Civilizations, Ship Styles and full mods will be coming soon. Apocalypse - This new Galactic Challenge requires you to have completed (and survived) the Everwar. There is no way to stop war once the Apocalypse has started, but you receive 10 Prestige for every civilization you defeat
[quote who="Commander4X" reply="4" id="3848049"] - Please, either show always all planet improvements – i.e. without checking their conditions, or give us a button to disable the filter that makes them invisible. In late game I destroy improvements to see what I am able to build. If I do not destroy the correct tile maybe there is still a filter making something invisible [/quote] Yeah, this is a great point. Improvements shouldn't go away just because you don't have a
[quote who="Arcean_Endgame" reply="3" id="3847975"] I tried creating my own version of the Thalan Contingency, trying to stay true to the concept of the Thalans in GC3. I selected the Xenophobic ability, but when I got into the game I noticed I wasn't receiving the bonus to research. Here are some photos showing what I'm talking about: Reduced 83% <img src="https://cdn.
0.95 has been released on test. We have fixed some desync issues. But we are spending today hunting for more. Cari has given QA some special code to help isolate and identify desync issues. So its an area we continue to work on.
[quote who="Arcean_Endgame" reply="2" id="3847920"]I'm guessing this is a typing error and "more likely" is supposed to be "less likely."[/quote] Nope. Basically the AI wouldn't consider worlds under planet class 20 for core worlds. Now it's a little less picky. It keeps the AI from being shipyard constrained when it has limited options.
Im not able to repro this with 0.92. It would have been an issue if the civ was created with an earlier version. But any civ created with 0.92 or later should have a default command ship selection, even if the player didn't specifically pick one.
*** RELEASED ON TEST 4/20/22 *** Features You can now assign custom flavor text for the civilizations you create. The Infinite Archive galactic challenge now provides more prestige, but gives all your techs to all other players in the game. Added the Continue button to the main menu. You can set manufactured goods to repeat in your shipyards. Fixes Fixed an is
Yeah, that's a good point on the Navigators.
For me, the Navigators and the Xeloxi are the hardest to play. It's almost like playing at a higher difficulty level. I almost put a warning on them "Not intended for beginning players". The Mimot are the true villian of the galaxy of course and everytime I start beside them I die a little inside. They are getting a little nerf in the next update (less food on their homeworld, higher food consumption) because I want Mimot players to worry about keeping their little furry monsters fed.
You are correct. Im working on fixing it now. It will be fixed in the next update.
Are there other culture traits people would like to see added?
This is great feedback, thank you. I'm going to make the following changes: Representation- All colonies generate Influence. Devotion- +2 Control per Turn and all leaders get the Tradition ideology. Negotiators- +3 Diplomatic Capital per turn. Planning- +8 Logistics (instead of +10). Please continue to let me know what are your favorite and least favorite culture traits.
As for the Mimot. I want the player to feel like they are ravenous little monsters so I agree with the suggestions to decrease the food on their starting planet. It isn't about "nerfing" them. But forcing the player to make different decisions as they are playing them. And I want non-Mimot players to have them on their worlds to love/hate them. So increasing their food requirement is a good idea too. Im going to tweak both slightly.
[quote who="slarjy" reply="21" id="3846461"] That's the problem, you really can't. Pacifist strategies (diplomatic, mercantile, influence, or tourism) are completely unviable. You have to establish your own sector so you have to either win a war or stack the map so you can sandbox. If someone could prove me wrong, they would have done it by now. [/quote] I played a game over the past few days from beginning to victory that I would not have survived in without eff
Thanks for this. I think this trait is way too impactful. It overly punishes a player who hires a governor because they had nice stats and didn't look carefully at their traits. Im going to reduce the research boost to +20% and the manufacturing penalty to -10%.
I love my communication starbases, but I do pick my targets carefully. I set some up along the Drengin border when the Dengin were the top player in the game. They did not like it and did exactly as you said. Declared war and took out the starbases quickly. Fortunately, I love the Manti because of all their Survey Command ships and had gone heavy into them. I recalled all the Comm
Influence is better done through Communications Starbases (for culture flipping). But you are right that Influence Districts are just generally weak. I'm going to boost their adjacency bonus, giving +2 to other Influence improvements and +1 to adjacent approval districts.
[quote who="Basilisk83" reply="5" id="3845863"] ok, so word on the street it seems is that missiles are still the best due to the first strike ranged attack ability. kinetic being 1 stronger and beams being a little cheaper while having 1 less dmg are both still not worth that ranged attack ability. so here's a quick fix i recommend to switch things up a little more to help even it... Missiles: have the best special ability, so they should have the weakest attack. base 2.<br /
That's interesting. I also worry that giving range to everyone will make missiles less special. I wonder if it would be cool if kinetic attacks disabled repair for a time?
[quote who="JeremyG" reply="12" id="3845553"] Quoting slarjy, reply 11 the game it seems... that everything revolves around combat, and yet combat seems to be something they're mostly ignoring in regards to really changing up how things work from how i This drastically limits strategy though.
0.91 has been released on test
[quote who="Basilisk83" reply="3" id="3845459"] seems like missiles are still going to be best if they have the same manufacturing cost and dmg as kinetic, but missiles still have the long-range ability. and beams are going to be very hard for people to build a lot of upgraded ones since elerium is the hardest resource to mine, and most people can build smaller ships with the other weapon types in a turn anyway, so beams are just gunna usually be a bad choice for smaller ships i think un
*** RELEASED 4/12/2022 *** Features New Content for the Civ creator You can now select a set of Command Ships for your custom civilization. You can now select a theme for your custom civilization. Added an alternate Festron leader. Added the Tywom citizen type. Added the Snathi citizen type. Added the Trandal citizen type. Added the Scryve custom leader and backgroun
Great writeup. The Yor already have no expectations and higher than normal approval (base 60 instead of 50). Im going to bump their base approval further so they are more content. I also like the Yor as the tall (big planet) civ. I might block them from having overcrowding penalties and the pop max peanlty.