My feedback

I started playing last night and I just fell in love with it. There was one thing I didn't like though was the space monsters they are OP at the beginning of the game. I wish there was an option to turn them off during game setup. Then when I am better at the game I can then turn them on in a game down the road.

The game took some getting used too at first with the new changes in design. I still can't figure out how to edit sponsors for my shipyards. Perhaps that is being worked on. I wanted to add Mars to Earth's shipyard. Because I added a governor to Mars I think I made it into a core world mistakenly. And this is why I can't sponsor it to Earth's shipyard. You guys can let me know.

I love the expanded techs because at normal research it feels like we are growing but yet everything we learn has time to develop and we have time to use it before things become obsolete.

A few small changes I would consider.

Being able to change governors after so many turns. Perhaps this can be linked to government types later. Elections for instance could change governors. 

Give more options when surveying anomalies they have been getting a little repetitive. Although it's nice to be able to sell parts I don't need for 500 credits.

I will play some more and get back to you about more things I see.

Thanks for a great game so far though.

 

 

 

 

5,650 views 13 replies
Reply #1 Top

From what I understand their are no sponsors to shipyards. Each core world can make or has one unsure at this point if you need to build it.

I was going to make a post about the ability to toggle off space monsters and precursors. Glad to see the ability to turn off pirates. 
I know they wanted to make the galaxy and exploring feel more dangerous and I think they have been very successful at that. 

Reply #2 Top

Mars gives its resources to Earth, which, in turn feeds the shipyard.

Only core worlds can build shipyards, and all of the resources given to a core world is available to its shipyard.

Now mind you, I would like to see multiple core worlds able to sponsor a shipyard, but all colonies are supporting their core worlds shipyard automatically.

Reply #4 Top

One thing I would like to see, is the ability to demote a world from core to colony.

Wasn't paying attention to which world I had selected and accidently chose a class 3 planet as a core world instead of the class 15 I was looking to put the governor over.

Oops :)

Reply #5 Top

I know you should be able to remove governors. In my game I am still waiting for the tech to get transports and legions, it is turn 375.

Reply #6 Top

Haven't gotten that far with mine, Just started traveling to other sectors.  I am guarding that tech as well.  If the AIs want it they will have to get it on their own. :)

Btw have you tried re-rolling your techs once in a while?  I've noticed that they often keep the ones you didn't choose previously and you just need to shake it up if you want something different.

Reply #7 Top

Interesting I will look into re rolling techs.

I notice the AI does nothing really when it comes to warfare. It just sits on its hands. I know this is just alpha but still.

Almost 500 turns in and still no medium hulls tech. 

 

Reply #8 Top

I don't know how much of the AI has been written yet.  Brad did say that a lot of it was going to be written in conjunction with the game and research is much different now. 

Reply #9 Top

I would at least change the prompt that ask you if you want to assign the governor it tells you want planet you are about to assign him to. I got a lot of small colonies and it makes me nervous when I’m placing them.

Reply #10 Top

I am going to stop playing until an update comes out. However, I have enjoyed the game so far. It is really cool.

Reply #12 Top

I started playing the test version. Having trouble with growth on my core worlds due to pollution. I cannot grow any citizens.

Reply #13 Top

First off I have a question, will there be a civ designer for Galciv IV?

2nd I have some ideas for new races that I will create if there is a designer. I am creating them to try out in Galciv III first.

 

The Nebulons, a race of Synthetic Cyborgs.

The Zygogs Big eyed, bald headed, blue skinned with long fingers, and carbon based.

The Plutonians Giant gray Aliens who thrive in an underworld colony on Pluto. They love frozen worlds and are also carbon based.

The Garats a plant race of Aliens and carbon based.