GalCiv IV v0.77A Preview

As usual, this is, by no means, comprehensive.  Just some changes coming up.

  • Minimum camera angle increased
  • Camera view moves to icon view quicker.
  • Fusion Power plant cost reduced from 600 to 200.
  • Singularity power plant reduced from 1000 to 500
  • Eyes of Universe grants a culture point (testing this concept) upon being constructed
  • Research Mission cost reduced from 100 to 80
  • Credits mission reduced from 120 to 100
  • Production mission reduced from 100 to 60 (testing)
  • Exotic Resources mission cost reduced from 240 to 140
  • Influence mission cost reduced from 180 to 150
  • Laser ship component cost reduced from 30 to 25
  • Particle beam cost reduced from 45 to 32
  • New component: Experimental Laser
  • Disruptor cost reduced from 55 to 50
  • Enhanced disruptor cost reduced from 55 to 50
  • New component: Advanced disruptor. More powerful, costs 2 Elerium.
  • Similar balance changes to kinetic and missile weapons
  • New Advanced versions of most weapons where there is now an additional "advanced" component that uses even more of a special resource than the enhanced.
  • Citizen approval ratings when you're at war with their species penalty increased except for the Mimots.
  • Drengin and Yor approval penalty greatly increased.
  • Diplomacy: If your civilization is too far out of range then "Ripe for conquest" and "we want to conquer the galaxy" are no longer counted since they don't apply to you.
  • Default out of range bonus reduced from 5 to 1.
  • Xenophobic multiplier on out of range diplomacy bonus increased from 2 to 4.
  • Another balance pass on prestige victory multipliers.
  • Big revamp on the AI ship design system to make their ships focus on what they are best at. (i.e. all beam, all kinetic or all missile rather than a mess).
  • All starbase modules now cost 1 starbase module (duh)
  • Sector scanners no longer cost a Thulium. (but do cost a module..)
  • Surveillance System module no longer costs Thuliuim.
  • Starbase relic upgrades no longer rely on exotic resources but instead require Promethion to upgrade.
  • Starbase military enhancements no longer rely on exotic resources but now require Durantium instead.
  • Starbase factory enhnacements no longer require exotic resources but instead use Durantium.
  • Starbase lab modules no longer require exotic resources but instead use Promethion.
  • Starbase economic enhancements no longer use exotic resources but instead use a bit of Promethion AND Durantium.
  • Starbase Culture modules no longer require exotic resources but instead use Durantium.
  • Starbase pinnacle (the top level upgrades) do still require an exotic resource.
  • Tiny ship mass slots increased from 1 to 2.
  • Tiny ship default moves increased from 8 to 9
  • Small ship mass slots increased from 3 to 4
  • Small ship default moves increased from 7 to 8
  • Medium ship mass slots increased from 6 to 8
  • Medium ship default moves increased from 6 to 7
  • Large ship mass slots increased from 9 to 10
  • Influence gradually grows based on turn number. (balance pass)

Update #1

  • Lots of new flavor text.
  • Mimot lore story expanded on.
  • New super project: Iridia Exchange. Provides +4 adjacency bonuses Wealth trait civs only.
  • Wealthy trait civs no longer get a capital mainframe and other super projects for tech
  • Slight decrease in the cost of planetary improvmeents (balance)
  • Certain planetary trait improvements now provide adjacency bonuses.
  • Turns now represent ONE MONTH instead of ONE WEEK
  • Slightly more players recommended per map size.
  • Day of the month is randomized for flavor
  • One year anniversary event changed to Five year (60 turns) event.
  • Starting Cluster size chosen by player enforced.
  • Overcrowded pentalty to approval reduced.
  • Crime penalty to approval reduced (until it gets pretty high then BAM!)
  • AI more likely to build asteroid miners.
  • General AI improvement on what ships to build when
  • AI much smarter about what improvements to build.
  • AI less likely to send out missions from its shipyards
  • AI puts more effort into building up planetary production 
  • AI better about choosing technologies during times of war
  • AI a bit better at specializing citizens
  • AI much MUCH more reasonable about trading techs
  • Visual pass on making the ship designer screen cleaner
  • Leaders assigned to factions provide greater benefits.
  • Fixed missing HP icon in the ship designer screen.
  • New policy: Wealth Civs only = The Great Expansion. 3X to planetary growth on capital world.
  • Yor no longer result in a negative approval rating when you are at war with their species.
  • Iridium default expectations increased by 8.
  • Drastic reduction in the cost of weapons and defenses in ship construction (increase military ship pacing) [testing balance]
  • New component: Efficient constructor module.  Wealthy trait civs get a cheaper version of the constructor module.
  • No Ship component costs more than 1 slot.
  • Text: Speed changed to moves
  • Text: Tiny changed to Tiny Hulls (will require some UI adjustments because it's longer)
  • Text X changed X Hulls
  • Text references of weeks changed to months.
  • Text: Capacity changed to Equipment slots
  • Text: Base cost changed to Base Manufacturing cost
  • Text: Favor ship tooltip in shipyard now mentions it is a toggle
  • Text: Reference to Galactic Achievements changed to Galactic Challenges
  • Text: Mention of map size change to number of sectors.
  • Corporate Sector (Irridium) start with Translator tech.  Will require an advisor change so that we aren't looking at a blank diplomacy screen.

  • Subspace stream lanes are now 100X faster for ships rather than 20 times.
  • Marginal worlds are now either class 1 or 2 rather than up to 5 (eliminate confusion as to what that number is). Really these should probalby just be class 1 planets.
  • Marginal worlds are more specific about what kinds of raw resources they have based on what type of world it is.
  • Earth minerals increased from 3 to 4
  • Drengi wealth reduced from 5 to 3
  • Drengi fertility reduced from 12 to 10
  • Altaria minerals increased from 3 to 4
  • Iridia minerals increased from 3 to 4
  • Iridia wealth reduced from 8 to 4
  • Iridia planet class increased from 25 to 29
  • Iconia minerals increased from 3 to 4
  • Iconia Fertility reduced from 6 to 5
  • Kryseth minerals increased from 3 to 4
  • Kryseth fertilty reduced from 12 to 10
  • Arcea minerals increased from 3 to 6
  • Arcea tech reduced from 3 to 2
  • Fen minerals increased from 3 to 5
  • Fen Tech reduced from 3 to 2
  • Balance and variance pass across all map sizes and sector counts. Big big changes here.
  • Occasional planet frequency changed from 1.75 to 1.8 (slightly more planets).

 

 

 

This will be part of next week's update.

 

61,925 views 20 replies
Reply #1 Top

Any comments? ;)

Reply #2 Top

There's a bunch of stuff there that I'm going to have to wait until I play with it before I say anything, but I like what you're doing with the star base upgrades - for me they've been well neigh impossible to get in the alpha/beta so far because of the exotic resources required.  And the change to Ripe for Conquest is welcome, it never made sense that someone so far away would say that.

Reply #3 Top

I like the second point ;) I hope it will be similar to GC3.

An early culture point is great and Eyes of Universe got very expensive. I guess it is a good change.

Maybe you could add a culture point to Elon's Lift too. It is very expensive as well.

I tried to get both wonders in my current game but it did not work (not enough manufacturing, credits).

Not sure about exotic resources. Maybe the changes will devalue them too much - and the galactic bazar.

Edit (exotic resources): maybe a mixed approach (just an idea). First level of modules stays the same and additional upgrades get a revamp.

Reply #4 Top

I think all wonders should grant 1 culture point :)

Reply #5 Top

Will exotic resources still have enough use to be meaningful to the game if they aren’t involved in starbase modules?  I know it’s frustrating to not have what you need for an upgrade, but the resources need to be good for doing stuff if they’re in the game.

I’d think a either/or that lets you pay with, for example, 1 hypersilicates or 4 durantium would be the way.

Reply #6 Top

Lots of good stuff on that list.  It appears that nanites are about the only special resource still needed (for relic upgrade. Interesting idea in previous post, that special resources count as more for upgrading things.  One thing special resources should do is add to BASE of colonies outputs (science/production/whatever), so they have a real impact.  Like TechaPods should give the colony its production buff.  The percent bonuses for colonizing events and special resources do nothing for a colony.  Events like +/- tiles on a colony do nothing, whereas a +/- to science, wealth or production on a colony is powerful (even if it is just +1). What are the thoughts on utilizing the special resources more?

Reply #7 Top
  • Fusion Power plant cost reduced from 600 to 200.
  • Singularity power plant reduced from 1000 to 500
  • Eyes of Universe grants a culture point (testing this concept) upon being constructed
  • Research Mission cost reduced from 100 to 80
  • Credits mission reduced from 120 to 100
  • Production mission reduced from 100 to 60 (testing)
  • Exotic Resources mission cost reduced from 240 to 140
  • Influence mission cost reduced from 180 to 150
  • Starbase relic upgrades no longer rely on exotic resources but instead require Promethion to upgrade.
  • Starbase military enhancements no longer rely on exotic resources but now require Durantium instead.
  • Starbase factory enhnacements no longer require exotic resources but instead use Durantium.
  • Starbase lab modules no longer require exotic resources but instead use Promethion.
  • Starbase economic enhancements no longer use exotic resources but instead use a bit of Promethion AND Durantium.
  • Starbase Culture modules no longer require exotic resources but instead use Durantium.
  • Subspace stream lanes are now 100X faster for ships rather than 20 times.

A lot nice looking changes posted, but these bullet points caught my eye for game flow and pacing. Anxious to try them out.

*Corporate Sector (Irridium) start with Translator tech.* 

p.s. Some insider trading's going here with the Corps'?? how bout the rest of us... :)  

Reply #8 Top

Are these changes coming early today? (please :grin:  )

Happy Monday !

 

Reply #9 Top
  • Starbase relic upgrades no longer rely on exotic resources but instead require Promethion to upgrade.
  • Starbase military enhancements no longer rely on exotic resources but now require Durantium instead.
  • Starbase factory enhnacements no longer require exotic resources but instead use Durantium.
  • Starbase lab modules no longer require exotic resources but instead use Promethion.
  • Starbase economic enhancements no longer use exotic resources but instead use a bit of Promethion AND Durantium.
  • Starbase Culture modules no longer require exotic resources but instead use Durantium.

With this shift in focus to space mining, there's going to be a real tug-of -war between sending out constructors vs colony ships (not a bad thing - choices have consequences is what makes 4X games great).

Since we already have an Executive order to "Draft Colonists", have you given any thought to now adding one for "Constructor Focus"? Gives us another option for control points.

I would also like to have the ability to see all the Executive Orders available and what I would need to use them.  I think that's what we saw way back in beginning Alpha's, but you got rid of it.  Reducing screen clutter maybe, but it just clicked on & off, & the info is really important for planning strategy.  If there is still a way to do this I missed it.

Reply #10 Top

Quoting scifi1950, reply 9

Since we already have an Executive order to "Draft Colonists", have you given any thought to now adding one for "Constructor Focus"? Gives us another option for control points.

You're a bad influence, SciFi.  My mom says I can't play with you anymore.

I'm going to add this.

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Reply #11 Top

Quoting Frogboy, reply 10
You're a bad influence, SciFi.  My mom says I can't play with you anymore.


I'm going to add this.

 

LMAO! :thumbsup:  

 
Reply #12 Top

Hi Frogboy, nice changes. Any chances non-functioning techs, artifacts & cultural traits? Basically those that should give you something - free ship or citizen. And how ´bout retrofitting ships?

Also it would be great to make the AI more reasonable, when loosing war ;)  

Reply #13 Top

I'd love to see more reasonable trade requests. In my latest video (Here: https://www.youtube.com/watch?v=8tcF80wZOh8), the AI is making frequent, quite frankly, awful, trade requests. 

And the "strength" calculations seem a bit skewed, too. The Corporate Sector is scored twice as high as I am, despite being only really strong with their income and military. 

 

PS: Some really old accounts in this thread. That's really cool to see :)

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Reply #14 Top

Just quickly want to second XWerewolfX's request. I almost always turn down the AI trade offers, because they just aren't anywhere near fair.

Reply #15 Top

Quoting LordTheRon, reply 14

Just quickly want to second XWerewolfX's request. I almost always turn down the AI trade offers, because they just aren't anywhere near fair.

How about a reply "this trade request is an insult" which forces the AI to only give you decent or better trade offers? Some trade offers are really quite good, just not enough of them. If spot trade offers are going to be random (they appear to be) then it is worth having the mechanic. Otherwise just get rid of it and have some other mechanic with a better QOL. Maybe an advisor could drop a hint when you have a good candidate for a trade available.

Trades in GalCiv 4 generally have higher overhead than other games which is fine. Going back to Civ I, trading has always been a way to abuse the AI and punch way above your weight. The overhead keeps the abuse in check.

Reply #16 Top

Did you fix the AI colony ship spam bug? 

Reply #17 Top

Quoting ckhenson, reply 16

Did you fix the AI colony ship spam bug? 

Yep.

Reply #18 Top

Quoting LordTheRon, reply 14

Just quickly want to second XWerewolfX's request. I almost always turn down the AI trade offers, because they just aren't anywhere near fair.

This has been improved.  

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Reply #19 Top

Awesome, nice list of great changes already. Looking forward to 77a. Game is in really good shape imho. I have GalCiv2 vibes again, while GalCiv3 never really caught on with me. With the final expansions I kinda enjoyed it but this one is already better imho.

Reply #20 Top

nice changes, i esp like the increases in durantium and promethion use, the increase of ship slots, and of course the AI trading upgrades :)