Destroying my starting planet capitol does not allow me to rebuild it

I run verify before starting GC4 SN test.  It is now version 1.72 but I have had this problem for the prior 3 games as well.

If I do not destroy the capital then I do not see some upgrades.  When I destroy the capitol I see the upgrades but not the capitol.

I do not have a problem when I destroy the capitol on other planets.

 

Additional comments

Can you change the Legacy victory so that when the Balance of Power of the top player is greater than the sum of all the other players, the game is over?  My last few games have seen me more than doubling the total of all the other players yet I have to grind out a formal victory.

When I go to the window to manage Governors (or other leaders) and the Gift button is greyed out, can you display the number of turns (in white) on the button so I can see at a glance how many harmony crystals to procure for the next few turns?

 

Thank you.

 

 

3,013 views 14 replies
Reply #1 Top

Are you placing other buildings before you destroy the capitol?  As long as the first action I take is destroying the capitol I can always place it again but if I place other buildings it doesn't always work.

Reply #2 Top

I destroy the capitol building which then makes other buildings "magically" show up in the available builds.  I want to build those so I queue them up and then I can't rebuild the capitol building.

Thank you for your observation as it gives me another way to approach my problem.

Reply #3 Top

Are the buildings that "magically" show up the ones that normally can't be built on your starting planet? I wonder if there's a bug where there visibility is being determined by the presence of the capitol building instead of a check for the planet being your starting planet.

Reply #4 Top

Would it be possible to see some before and after screenshots of the described issue here to better understand?

Reply #5 Top

Ops has seen this as well. Destroy home world capital. The list of buildable improvements now includes infrastructure normally only available on 'core' worlds like 'supply depot'. Build a supply depot and one is no longer able to build the 'capital' infrastructure.

Reply #6 Top

Here is a link to a zip with multiple save files.  My starting planet is Keleb.

https://we.tl/t-kmCCknS7QM

 

I will start a new game and do screenshots before and after.

Reply #9 Top

Yes. In your list of buildable Improvements the item at the head of the list with the one turn build time is your capital. Drag it to where you wish to build it and it will appear on that hex when you drop it.

Reply #10 Top

There are some buildings that are not supposed to be built on planets with a civ capital. A supply depot is one.

Edit:

At start of a new game, I can build a capital mainframe and industrial center. If I destroy the capital city, I can build build the capital city, colonial generator, and supply depot. If I build the capital city, I lose the ability to build colonial generator, and supply depot. If I build either the colonial generator or supply depot, I lose the ability to build the capital city.

Personally, I rather have the capital city. It has many bonuses, some of which are rare. The game should mention that these buildings can't be built on a planet with a capital city.

Edit 2:

I should also note that other core worlds don't have a capital city, they have core world capitals. They're not as good as capital cities. Though you can get more capital cities by taking the home world of other civs. By the way, if you destroy a capital city when you have 2 or more, you only get core world capitals back.

Reply #11 Top

RammaStardock, are you telling me that this is not the behavior you see when you start any GC4 game and on turn one delete your capital city?  Because as far as I know, this has been an issue for everyone with GC4 installed since 1.65 (https://forums.galciv4.com/521692/page/1/#3898345).

Reply #13 Top

Quoting billko1, reply 12

So what we're asking the devs to do is reenable an exploit?

No not at all.  We are in early access pointing out that this works inconsistently.  Either they want you to be able to move the capitol or they don't and they need to decide which it is.  If they decide moving it is fine they need to decide whether it needs to be the first building placed or not.  If you delete it you get choices to build things you don't even have the tech for sometimes which is clearly a bug.  They just need to fix this early game interaction in general.

Reply #14 Top

Quoting Ender9963, reply 13


Quoting billko1,

So what we're asking the devs to do is reenable an exploit?



No not at all.  We are in early access pointing out that this works inconsistently.  Either they want you to be able to move the capitol or they don't and they need to decide which it is.  If they decide moving it is fine they need to decide whether it needs to be the first building placed or not.  If you delete it you get choices to build things you don't even have the tech for sometimes which is clearly a bug.  They just need to fix this early game interaction in general.

I understand what you are getting at now.  I'm going to guess it's probably not easily fixable because it is deeply embedded in the algorithms that determine what kind of a planet it is.  An easy workaround would be to make it a permanent fixture (which I would hate because I usually move it first thing).

It seems that, while having a civ capitol city is the overarching requirement for a Civ Capitol Planet, once it is removed, there are some conflicting rules where you get to go down a branch of the logic tree that was never meant to be traveled.  This suggests that the Capitol Planet is unique and not just an "ordinary planet with a special building".