I actually can't believe how many people have this attitude of "I am not buying this unless it is on Steam, guess I'll just wait a year". Yeah I get it, it is inconvenient to have games on multiple launchers. But that is your dealbreaker? I understand the argument that exclusives are bad. But it seem bad to me when I have a Playstation, but a game is an XBox exclusive. Why? Because I literally cannot play it, due to not having an XBox - I have to spend a
TheNightman36
Someone else may be able to provide a more exact list, but the main ways seems to be: 1. Periodically, galactic events will give you a point automatically, or give you missions to build certain buildings that provide a culture point. 2. You can hire leaders that give "+1 culture point" upon recruitment. They are often expensive compared to their stats. 3. You can build certain buildings in the tech tree that give you +1 culture point. Some examples include
Clarification: I do see these all as options when a ship levels up (such as a survey ship or command ship), but I do not see these as default options for modules when BUILDING a ship. Is this intended? Since some of the default templates come with these upgrades, it would suggest they can be built in a ship from the start, once researched.
Are there missing upgrades available from the editor and shipyard? I cannot find equipment parts for ships for upgrades you can research, such as the repair drone bay, field generator, all of the "molecular printer" research upgrades, etc. Some of the default templates have these on them - I just can't find them in the editor to equip. Unless I am misunderstanding how they work.
I recently played a game where I took specific aim at making lasers often throughout the game. I will say, that in a cutthroat war with a nearby civ where you must spam out as many ships as possible, the laser production bonus does actually feel pretty impactful, allowing ships to come out several turns faster at a time. I think perhaps I wasn't giving lasers their fair shot, but that is usually due to the relative scarcity of elerium compared to the other resources.
Great insights so far, I will continue to update the guide with these tips
Love it so far, love that you are using the Xeloxi!
I seem to recall hearing on a dev Q&A session (I think I actually watched it on Stardock's youtube channel) where someone asked this exact question, and the devs confirmed that they will indeed be adding the ability to assign specific factions to custom civs. That would imply that it is currently not possible.
[quote who="Rhonin_the_wizard" reply="3" id="3850557"]I actually considered adding that one but didn't because it said preliminary and I thought it wasn't done. But if you think it is ready I am not opposed. [/quote] Good point, that title does imply that it is an incomplete impression (which is probably what I thought of it when I started, hence the title). I changed the title of the actual thread to include "guide" to be less confusing. Thanks again, this page loo
I have had the same experience as tid242 for the most part (and i play on the same settings as him, roughly). It seems that if you play on settings where players are expected to start in empty sectors and have plenty of exploration time before encountering other civs, the Mimot get extremely powerful once their never-ending ship production comes online and the AI starts to roll. But in games i've played with crowded starting sectors and competitive planet wars early, they actually
This is great, thank you! Would you consider making a thread for civilization-specific guides as well? (or add them to this list)? I recently made a "guide" of sorts for the Xeloxi: https://forums.galciv4.com/512124/page/1/#3850284 It may be too specific for a general guides thread like this, but it would be nice if there was a convenient place to get civ-specific advice.
Here is a screenshot of an AI Iconian system, specifically the planet New Iconia, showing 98% crime: This should incur a -34% morale penalty to the non-criminal citizens of that world. However, taking the exact same screenshot but looking at the first citizen, it shows no penalty from crime at all: <img src="https://cdn.stardock.us/forums/68/90/6890357/1ed39
I also agree, and I do not typically use lasers. Maybe this would be less of a problem if elerium was more common, for example. But in a typical game, if I were to blindly decide on my weapon choice based on available resources around me, it is rarely elerium. And if I base my weapon choice on functionality, then it doesn't feel like the beam weapon trade-off is worth it. So yeah, I also only use it if I end up in a spot with more elerium than anything else, whi
Xeloxi do not have access to the ministry of justice, which makes sense as they are criminals. However, this means they cannot access the subsequent Precursor Origins tech. Namely, access to their tier 3 command ships is locked. It is unclear to me if these can be acquired via trade.
[ Updated to: VERSION 1.11] One race that I have loved playing is the Xeloxi - after all, who wouldn't want to be a crime lord? Unfortunately, the Xeloxi are considered to be kind of bad. A recent civ tier list from last month by slarjy in these forums (which is quite good btw, and incorporates community feedback) puts them dead last in F tier, and this is hard to argue with. The AI is notoriously bad as Xeloxi, and their crime "bonus" helps t
Clarification: After more testing, I have found that this glitch exists 1. If you load a saved game where "Look The Other Way" is already active when the game loads . Then, when establishing a new trade route, you will NOT see the increase of crime at the end of the turn like you are supposed to. This glitch does NOT exist: 2. If you are in the same game instance where "Look The Other Way" was ASSIGNED DURING this current game</e
When using Xeloxi's "look the other way" perk, the crime spread does not show up on the enemy planet when you create a new trade route and end the turn. The crime numbers on the enemy planet do not change. Instead, this is required to view the increased crime AFTER a trade route is established: 0. Set up the new trade route. The crime number on the enemy planet does not increase like it is supposed to. 1. Take OFF the perk "look the other way". At this point,
Just wanted to confirm that I have also encountered this exact bug in my last 2 games. The issue for me seems to be when the one of the upper level tourist buildings are QUEUE'D TO BE BUILT, at which point Port of Call goes away. If they are deleted from the build queue, then port of call comes back for me.