Update change log lead me to believe at most only one major opponent would be in my home sector. I have at least two in latest scrapped game. With only 6 "players" on a huge map I should not have major powers within three or four sectors. This is totally game breaking for me, it ruins any fun I could possibly have playing this game as it forces me to eliminate one or more opponents in the first game year instead of exploring for centuries without running into alien scu
gypsy2299
[quote who="caboose_corsair" reply="46" id="3812947"] Quoting gypsy2299, reply 45 One of the reasons they are using Epic and not including Steam is be cause they want to use these forums and Discord for discussions. I don't follow your reasoning. While Steam offers some very basic forums
One of the reasons they are using Epic and not including Steam is be cause they want to use these forums and Discord for discussions.
Visual problem for those subject to Ocular Migraines, need a way to turn off the cosmetic clouds on the map also darker hex lines. It was bad in 3 but really horrible in 4. It has almost gotten to the point of being game breaking for me. I set up a huge map with three opponents and still get one in my starting sector. This too is a near game breaker for me. If I wanted to play a war game I would play on tiny maps. I however want to play a 4X game so the Alien Scum should be sectors aw
[quote who="williamameling" reply="25" id="3812346"] OK, I numbered all of my Scout ships so I could track what was happening with Survey results that seem to be going to the wrong ship. I just had a turn where 6 ships (in a row) found an item from a survey result that they could bring on board, and ALL of the ships did NOT get the item they were supposed to get, instead it looks like the NEXT ship to get a survey result got the item, and the 6th and last ship in the 6 ships w
[quote who="starmac" reply="119" id="3812191"] Quoting gypsy2299, reply 118 I have entered the shipbuilder trough a shipyard by clicking the plus sign in lower right and designed a few ships with no problems. If you are entering from some where else perhaps that entrance is not yet fully activated causing your problems.&nb
That advisor has shown me which planet to colonize. Only problem is it wanted me to colonize it with colonyship X that was three sectors away when CS Y was in the next hex to that planet. Advisors are best ignored as they are only marginally useful, good only if you are a complete newbee to the GalCiv franchise and then only to remind you that you need to Colonize, build a Fleet, could use this or that resource, ad nauseum. Minimize the core and colonized pla
I have entered the shipbuilder trough a shipyard by clicking the plus sign in lower right and designed a few ships with no problems. If you are entering from some where else perhaps that entrance is not yet fully activated causing your problems.
I think you have run into a bug, as I stated I had a class 4 or 5 world when I colonized it it was missing two tiles most assuredly a bug. Because you seemed to have a question I was trying to explain the terraforming mechanic as I have observed it so far.
I agree with OP that options need to be available for the use of colony worlds. However as I stated shortly after the reveal Stardock needs to make use of the Kiss Principle and not needlessly complicate said options. Many players love to Micro-Manage but are not fanatical about it I suggested in another thread to let the Core world be able to improve a colonies tile at the cost of delaying work on the Core world itself. This could allow you to have food production on Terra li
[quote who="williamameling" reply="1" id="3811837"] I conquered the Xeloxi Home World, it showed as Class 26 on the main Game Map, yet afterwards when I start trying to do things on the World's Map, it only had about 19 usable tiles, with one tile that I could terraform (when I have at least 4 different terraforming techs). [/quote] "Terraforming " does not mean if you have 4 techs you can terraform 4 tiles it means if the planet has suitable tiles you can terraform up to 4
Just to note FYI my fans are kicking on a lot more than usual when I play. Have Alienware Threadripper 16 core 32gb NVida 2080 16gb I believe both liquid cool processor and graphics. Plays other 4X w/o kicking on very often.
[quote who="DerekPaxton" reply="10" id="3811788"] Quoting admiralWillyWilber, reply 8 traditionalist instead of tradition. Nationalist instead of harmony. compassion vs. cruelty good vs. evil. Same mistake as three. An ideology is why are they compassionate. Maybe there trying to win friends. Cruelty why. M
I figured out a solution to a problem many posters in other threads are having. They want to be able to change a Core planet to a Colony. You did not want a Core planet to become a colony. The solution for those who want what happened to you but can not get it to happen is to not want it to happen and it will.[e digicons]B)[/e] Joking aside I think this is either a random bug or else the planet is or has been under an attack either p
[quote who="Nucleawasta" reply="4" id="3811602"] 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. [/quote] How did that happen? Was it a world you settled and put a Governor on? We have had discussions in other threads about "important" notifications going unnoticed because they only appear in that trash pile of icons on the left side the screen. Our argument bei
It's a problem with AIs across the 4X spectrum in Civ6 some city-states spam Scouts, I bet if you look at the ships of one of the other races they are either spamming one type of Warship or like in my current game Asteroid Miners. At least spamming colonies can actually help the AI, having 50 or 60 Asteroid Miners and 4 asteroids and not having "invented" the Slip Stream? tech, while being at war, not so much. One way to stop the AI from having dozens of ships it can not use w
[quote who="williamameling" reply="3" id="3811489"] Until you can get rid of them, better speed and sensor range will help you avoid them. But you will have to do a lot of active manual control of the movement of ships in certain areas, i.e. micromanage them, rather rely on the auto path movement routines. The pirate snipers are the fastest and longest range, but they are the easiest to kill off. Th e Space Monsters and Precursors are much harder to get rid of but the areas they af
[quote who="archetiper" reply="21" id="3811204"] I think that extreme things should be censored is some way. [/quote] The problem is who decides what is extreme.
[quote who="mrblondini" reply="1" id="3811105"] GalCivIV Alpha Build 2 changelog: Removed typos Added typos Improved grammer in previous build Added bad grammer to improve in later builds Drengin toilets unclogged. Or maybe that'll hit the Terran this time. Or maybe the Drengin still have bad toilet habits. To paraphrase lines from the 0.0.2 Alpha build for GalCiv3. The implication I got from following the disco
Well that was interesting. My bad. It appears that this is a bug that only the first 5 icons from the right will have an info popup, nothing to do with amount of charges as my current game my 6th icon has 3 and my 7th 1(no number) no popup for either. My point about icons both strategic and charge disappearing I believe is still valid if you are not manufacturing them the Icon goes bye-bye.
[quote who="PaulLach" reply="3" id="3811003"] With all due respect, your statement that "... the two without numbers do not have charges thus can't be used ..." is false. When you just see the icon, it means you have one charge. As you get additional charges the total number of charges is then displayed. [/quote] I have not been able to use one that does not have a number and does not popup, so if you are correct and you have a charge then it is another bug.
[quote who="DerekPaxton" reply="5" id="3810999"] Yeah. We reduced them to just icons right before EA. They used to be icons with the text beside them. We are trying not to clutter up the screen but I know that it causes many players to ignore them since you dont want to mouse over each one to see what it is. We will have to think about it. [/quote] Would most assuredly be appreciated on my part, especially considering you and I disagreeing about how to play the ga
You should get a description you did in III, but the two without numbers do not have charges thus can't be used so the developers may not have activated this yet.
[quote quoting="post"] Just a general observation: everything associated with shipyards is slow! Double-click on a shipyard and it takes a long time before the shipyard screen opens. Double-click on a ship one or more times in the shipyard screen and it takes a long time before the "Done" button is enabled. Click on the "+" icon to design a
I have noticed this, you just need to click slower making sure the button highlights/ changes color till they address this.