Galactic Civilizations IV 0.92 Update

*** RELEASED 4/12/2022 ***

Features

  • New Content for the Civ creator
    • You can now select a set of Command Ships for your custom civilization.
    • You can now select a theme for your custom civilization.
    • Added an alternate Festron leader.
    • Added the Tywom citizen type.
    • Added the Snathi citizen type.
    • Added the Trandal citizen type.
    • Added the Scryve custom leader and background.
    • Added the Thalan custom leader and background.
    • Added the Phamysht custom leader and background.
    • Added the Korath custom leader and background.
    • Added an alternate Onyx Hive leader and background.
    • Added the Slyne custom leader and background.
    • Added the Scryve citizen type.
    • Added the Korath citizen type.
    • Added the Phamysht citizen type.
    • Added the Slyne citizen type.
    • Added the Thalan citizen type.
    • 4/11: Improved interface for the citizen picker.
  • 4/11: Added the Throne of the Arnor galactic achievement.

Fixes

  • Fixed an issue where the prestige victory warning could come up even if prestige victory is disabled.
  • The mother of all Typo fixes.
  • Fixed an issue where you couldn't toggle Mode buttons (like executive orders and artifacts) by clicking on them).
  • Fixed an issue where events that modify a leader's loyalty might not display correctly.
  • Fixed Techapod miners.
  • Fixed an issue where custom civs wouldn't show correctly in event windows.
  • Fixed an issue with flashing planet context tooltips.
  • Fixed a missing responce when peace is refused.
  • Fixed a missing geberal responce for non-base civ.
  • Fixed the Strip Mine project so that it creates pollution.
  • Fixed an issue where it could be difficult to send ships to planets (for colonization or siege).
  • Fixed a black screen after leaving the Diplomacy screen (if you entered from the robot advisor).
  • Fixed the missing strings on the victory screen.
  • 4/11: Fixed an issue where new custom civs wouldn't have default command ships.
  • 4/11: Fixed an issue where citiznes would remember that you were at war with dead civilizations.
  • 4/11: Fixed a minerals bonus on Orbital Factories colony upgrade
  • 4/11: Fixed a Food bonus on Moisture Generators colony upgrade
  • 4/11: Fixed a Food bonus on Thermal Cores colony upgrade
  • 4/11: Fixed a Technology bonus on Precursor Archives colony upgrade
  • 4/11: Fixed a Wealth bonus on Precursor Treasury colony upgrade
  • 4/11: Fixed a Technology bonus on Experimental World colony upgrade
  • 4/11: Fixed bug that prevented highest level cultural starbase modules from showing up.
  • 4/11: Fixed an issue where all civilizations were showing an Authority ideology.
  • 4/11: Fixed an issue where you could be unable to load a save if subspace streams crossed (this is not a ghostbusters joke, this actually happened).

Balance

  • Reduced the chance for Artifact granting anomalies.
  • You can no longer put major modules (construction, colony, etc) on tiny and small hulls.
  • Removed Nanobots.
  • Experimental World precursor worlds are now +2 tech and -20% Approval.
  • Communication Satellites colony upgrade now required Thulium.
  • Orbital Storage colony upgrade now requires Durantium and the Supply Drones tech.
  • Orbital Shield colony upgrade is now buildable.
  • Sensor Array colony upgrade is now buildable.
  • Colony Beacon colony upgrade is now buildable.
  • Base Manufacturing District increased from 0.2% manufacturing bonus to 2%.
  • Entertainment District Approval level bonus reduced from 2% per level to 1%.
  • Entertainment District Adjacency approval bonus reduced from 2 to 1.
  • Financial Districts no longer give adjacency bonuses to Approval districts.
  • Beam weapon attack lowered slightly and manufacturing cost lowered significantly.
  • Missile weapon attack lowered slightly.
  • Kinetic weapon attack increased slightly.
  • Removed the +1 armor/shields/point defense from Defensive Studies tech.
  • Increased the +1 armor/shields/points defense boost from the Prototype Defense policy to +2.
  • Yor citizens no longer receive an Approval penalty for being on Overcrowded worlds.
  • Yor citizens no longer receive an Approval penalty for reaching their Population Capacity.
  • Reduced the chance of a leader event occurring from 3% per turn to 1%.
  • Reduced non-optimal defense (when you have defenses for a different weapon type) from 50% normal to 10% normal.
  • Ships get +10% HP per level instead of 5%.
  • Medium hulls increased from a base 32 hp to 48.
  • Large hulls increased from 80 base manufacturing to 120.
  • Large hulls increased from a base 64 hp to 128.
  • Huge hulls increased from 160 base manufacturing to 320.
  • Huge hulls increased from 128 base hp to 512.
  • Added the Engineered Landslide improvement. Only available for synthetic civilizations, it adds a new tile but creates pollution.
  • Increased the cost of Yor citizens slightly.
  • Added the Monitoring Station colony upgrade (reduces crime).
  • Agricultural Districts provide +0.1 food per level and +2 adjacency to other food tiles.
  • Non-optimal defense calculation redone.
  • 4/11: The AI will no longer interrupt you with generic conversations.
  • 4/11: Made it easier to culture flip planets
  • 4/11: Reduced the penalty for executing a governor to 3% approval
  • 4/11: Switched the penalty from Firing a governor to -10 to that governor's loyalty
  • 4/11: Culture Districts influence adjacent increased to +2. and +1 adjacency for approval improvements added
  • 4/11: Removed the Communication Satellites colony upgrade
  • 4/11: Added the Climate Control colony upgrade
  • 4/11: Added the Colonial Market colony upgrade
  • 4/11: Reduced the Monitoring Station colony Upgrade from -10% Crime to -5% crime.
  • 4/11: Decreased the Resistance bonus from Unwavering civilization trait from 100 to 50.
  • 4/11: Removed the military penalty from Prototype Defenses.
  • 4/11: Tweak to Rebellion calculation. If the influence is being put on a player of a different race (which only happens when you're dealing with a cultural flip versus having conquered the planet) then there is a +2 bonus added to the minimum that the incremental points can be. This means that in caes where there's a huge difference in culture that the flip will happen faster.
  • 4/11: Torians less angry if they're not on a water planet and happier when they are.
  • 4/11: Advanced Starbase defenses give a lot more defense bonuses to itself.
  • 4/11: Defensive Studies tech brings back the free defense bonus to ships.
  • 4/11: Colonial Generator cost increased from 36 to 40.
  • 4/11: Colonial Generator manufacturing effect increased from 5% to 7%.
  • 4/11: New Civilization Achievement: The Stellar Forge. Big military manufacturing structure.
  • 4/11: Max Turns to invade a core world max reduced from 20 to 12 (20 is just too long and it's too easy to interrupt).
  • 4/11: Reduced the manufacturing costs of all hull sizes, especially on the largest hulls.
  • 4/11: Prescient governor trait reduced to +20% Research -10% Manufacturing
  • 4/11: Pathogen event only lasts 10 turns (not 30).
  • 4/11: Precious Metals anomaly event credits reward reduced from 500 to 300. 
  • 4//1: Selling some ship upgrades reduced form 500 to 300 credits.

UI

  • Pressing the assign governor button toggles the list of available governors.
  • Added unique leader/citizen names for every faction.
  • Battle icons now show you the civilization logo for the civilization in the battle.
  • Reroll button on the Research screen is now more visible.
  • Added a slider for background nebula opacity.
  • Removed some redundant text on the cutscene window.
  • Added a "Build Shipyard" button to the planet context window.
  • Changing the planet and sector size sliders changes the images.
  • Taking a colony ship to a world will now offload that citizen onto that world.
  • Single ship fleets no longer resize on zoom in.
  • In the ship designer modules icons are larger.

AI

  • Improved starbase management.
  • Fixed issue that caused AI to build too many asteroid miners.
  • Fixed case where AI was building too many constructors.
  • Fixed bug that caused AI to abort constructing ships in certain cases (idle shipyard).
  • AI much smarter about building ships based on the production ability of the shipyard.
  • AI better at tech trading.
  • AI handles Apporval better.
  • AI more likely to go to war with other civs if they don't like them.
  • A bit more nuance on the AI when deciding to go to war or not.
  • 4/11: MAde the AI more likely to research Planetary Invasion

Ships

  • Added a new Terran Alliance Titan ship

note to self: 283241

15,648 views 16 replies
Reply #1 Top

One that should be added.

Splitting choosing Monsters, Precursor Guardians, and Pirates into three separate options.

Would love to have Precursors and most assuredly Pirates but I will never play a game with Monsters if I can avoid them.     

Reply #2 Top

Excellent update. Woot, look at those hit points go up!

Reply #3 Top

seems like missiles are still going to be best if they have the same manufacturing cost and dmg as kinetic, but missiles still have the long-range ability. and beams are going to be very hard for people to build a lot of upgraded ones since elerium is the hardest resource to mine, and most people can build smaller ships with the other weapon types in a turn anyway, so beams are just gunna usually be a bad choice for smaller ships i think unless people can build more than 1 of them in a turn, so my guess is that even with these changes everyone is still going to pick missiles mostly. if the manufacturing cost of missiles was increased greatly and/or the dmg was lowered more, and the tactic for kinetic was switched with beams, since thullium is the easiest of the 3 weapon resources to find, and tied for the easiest to mine, while elerium is the most difficult, then these changes would be more balancing. and would work better if shipyards were able to produce more than 1 ship in a turn, otherwise manufacturing cost won't matter as much for smaller ships.

i do like the hull hp increase changes, but that will also prob phase out smaller ships later in game unless you can produce more than 1 ship per turn in a shipyard.

and first thing i had to do on every core planet was build like 3 entertainment districts... now i gotta build like 5 or 6 with no extra benefit... honestly not very exited about that one. nice extra citizen choices though.

Reply #4 Top

Quoting Larsenex, reply 2

Excellent update. Woot, look at those hit points go up!

Question for the team.  Off the top of my head Ship Regen is a flat HP amount (1-2hp/turn).  Is this going to get bumped or changed to % per turn instead?  Because Huge hulls now would take 250 turns to regen after getting beaten up..

Something like changing the current 1-2hp/turn and caretaker 2hp/turn to 1hp + 2%/turn and 1hp + 2%/turn would seem like an ok rate to try maybe?

edited: thanks Blue Shirt Guy for the stats.

Reply #5 Top

Quoting tid242, reply 4


Quoting Larsenex,

Excellent update. Woot, look at those hit points go up!



Question for the team.  Off the top of my head Ship Regen is a flat HP amount (1-2hp/turn).  Is this going to get bumped or changed to % per turn instead?  Because Huge hulls now would take 250 turns to regen after getting beaten up..

Something like changing the current 1-2hp/turn and caretaker 2hp/turn to 1hp + 2%/turn and 1hp + 2%/turn would seem like an ok rate to try maybe?

edited: thanks Blue Shirt Guy for the stats.

 

Id like to add to this question. Will multiple fleet-wide repair modules (1 each ship but every ship has one) stack?

Do fleet wide repair stack with foundry (in combat repair +2) and...do those two stack with living ships (+5 repair)?

Reply #6 Top

Quoting Basilisk83, reply 3

seems like missiles are still going to be best if they have the same manufacturing cost and dmg as kinetic, but missiles still have the long-range ability. and beams are going to be very hard for people to build a lot of upgraded ones since elerium is the hardest resource to mine, and most people can build smaller ships with the other weapon types in a turn anyway, so beams are just gunna usually be a bad choice for smaller ships i think unless people can build more than 1 of them in a turn, so my guess is that even with these changes everyone is still going to pick missiles mostly. if the manufacturing cost of missiles was increased greatly and/or the dmg was lowered more, and the tactic for kinetic was switched with beams, since thullium is the easiest of the 3 weapon resources to find, and tied for the easiest to mine, while elerium is the most difficult, then these changes would be more balancing. and would work better if shipyards were able to produce more than 1 ship in a turn, otherwise manufacturing cost won't matter as much for smaller ships.

i do like the hull hp increase changes, but that will also prob phase out smaller ships later in game unless you can produce more than 1 ship per turn in a shipyard.

and first thing i had to do on every core planet was build like 3 entertainment districts... now i gotta build like 5 or 6 with no extra benefit... honestly not very exited about that one. nice extra citizen choices though.

Missiles have a similar manufacturing cost as kinetic, but missiles are getting a nerf to attack and kinetic is getting a boost.

I'd rather have more policies that give Approval bonuses than have the entertainment districts so easily negate approval issues.

Reply #7 Top

Oh nice, love that we are getting more citizen types and leaders for making custom civs. Also great that we can select the Commander Ship types, instead of having them tied to whatever it is they are currently tied.

Great that the manufacturing district is finally getting fixed. They finally have a base manufacturing output that at least equals pollution output !!! :P  

Also glad to see the hp boost for the bigger ships. Helps make them seem more viable as compared to just using hordes of smaller ships. Although the hordes of small ships still have the advantage of being "free" (no maintenance cost).

Happy Tuesday !

 

Reply #8 Top

Quoting DerekPaxton, reply 6

Missiles have a similar manufacturing cost as kinetic, but missiles are getting a nerf to attack and kinetic is getting a boost.

yeah, but it said slightly. right now missile/kinetic/beam is 4/2/2. if this is changed to 3/3/1, which the text suggests since it just says "slightly" and no numbers are given, and i know for beams slightly must mean 1 or else it's going to have no attack. changing it to 3/3/1 would not fix anything i think. kinetic will have to have more attack than missiles with the system you're talking about in order for anyone to want to pick kinetic over missiles. also with the 1 ship per turn limit i think lowering beams like that is going to make people just stop using them on small ships early in game since those ships can often be built in 1 turn anyway with stronger weapons, and elerium is hard to find and mine, so it cant be used to upgrade weapons as much as antimatter or thullium. i know "slightly" might be more than one but it's def not clear exactly how you're changing the weapons from the description given.

also ship roles are being completely ignored it seems. there's no info anywhere on them and it seems you've made 0 changes to the ship roles throughout all of alpha and beta.

Reply #9 Top

Quoting Basilisk83, reply 8

also ship roles are being completely ignored it seems. there's no info anywhere on them and it seems you've made 0 changes to the ship roles throughout all of alpha and beta.

Personally I'd rather them remove ship roles and maybe reintroduce the concept in an expansion. It is an unnecessary complication and "fixing" it wouldn't fix any of the bigger problems with the game.

Reply #10 Top

Quoting slarjy, reply 9


Quoting Basilisk83,

also ship roles are being completely ignored it seems. there's no info anywhere on them and it seems you've made 0 changes to the ship roles throughout all of alpha and beta.



Personally I'd rather them remove ship roles and maybe reintroduce the concept in an expansion. It is an unnecessary complication and "fixing" it wouldn't fix any of the bigger problems with the game.

but how you design a fleet should be a big part of the game i think. it's just a strange contradiction in the game it seems... that everything revolves around combat, and yet combat seems to be something they're mostly ignoring in regards to really changing up how things work from how it worked 16 years ago. and nothing even has accurate descriptions. none of the weapons do, no real description on ship roles, no description on how defenses work (is the number shown a hp shield? it is the amount blocked from each weapon attack? from the total attack in a round? does it transfer it to a % decrease of dmg?). no one really knows until they test it themselves because there's no accurate info on how any of it really works... and combat is one of the main aspects in the game... i just honestly can't understand why it's been getting so little attention when it's going to be one of the main things many people are going to want to focus on.

Reply #11 Top

Quoting Basilisk83, reply 10

but how you design a fleet should be a big part of the game i think. it's just a strange contradiction in the game it seems... that everything revolves around combat, and yet combat seems to be something they're mostly ignoring in regards to really changing up how things work from how it worked 16 years ago. and nothing even has accurate descriptions. none of the weapons do, no real description on ship roles, no description on how defenses work (is the number shown a hp shield? it is the amount blocked from each weapon attack? from the total attack in a turn? does it transfer it a % descrease of dmg?). no one really knows until they test it themselves because there's no accurate info on how any of it really works... and combat is one of the main aspects in the game... i just honestly can't understand why it's been getting so little attention when it's going to be one of the main things many people are going to want to focus on.

I think a big reason I am against emphasizing fleet design is that it is an enormously complicated thing in a game that is already enormously complicated enough. They don't have the basics down. We don't actually need ship roles for the game to say it will always attack the weakest ships first. Just accept the fact that if you don't have an overwhelming advantage, you're going to want your fleets to contain cannon fodder. That's complicated enough. There are so many other aspects of gameplay that are completely broken. I'd rather they focus their attention there.

Reply #12 Top

Quoting slarjy, reply 11

the game it seems... that everything revolves around combat, and yet combat seems to be something they're mostly ignoring in regards to really changing up how things work from how i

This drastically limits strategy though.    The reason combat is so boring is that you MUST have overwhelming force to beat the enemy.      Having ships behave differently would open up a lot of precision research to build tactical fleets.     It might also make defenses more worthwhile.

As an example.   Maybe you could have a ship with really high defenses, but targets the enemy ships with the most firepower first. 

though I do agree, it would be a complicated game mechanic....and only those of us who love REALLY DETAILED strategy would enjoy it  (actually, does anyone else play this game?)

Reply #13 Top

Quoting JeremyG, reply 12

actually, does anyone else play this game?

I was hoping to play a strategy game where there were multiple paths to victory, influenced by the map and the strengths/weaknesses of each race. Is that too much to ask for? 

Reply #14 Top

0.91 has been released on test

Reply #15 Top

Quoting JeremyG, reply 12


Quoting slarjy,

the game it seems... that everything revolves around combat, and yet combat seems to be something they're mostly ignoring in regards to really changing up how things work from how i


This drastically limits strategy though.    The reason combat is so boring is that you MUST have overwhelming force to beat the enemy.      Having ships behave differently would open up a lot of precision research to build tactical fleets.     It might also make defenses more worthwhile.

As an example.   Maybe you could have a ship with really high defenses, but targets the enemy ships with the most firepower first. 

though I do agree, it would be a complicated game mechanic....and only those of us who love REALLY DETAILED strategy would enjoy it  (actually, does anyone else play this game?)

In 0.90 you got to use 50% of your non-optimal defenses against attacks. Meaning it was ideal to use the defense, but generally similar.

In 0.91 you only get to use 10%. So what you are asking for will happen in regards to using the correct attack and defenses. It's also worth noting that the Pirates/Space Monsters and Sentinels only use one weapon type each. So if you want to fight them, it's worth building ships to counter their attacks.

In general though we want players thinking about what to do at the strategic level. Where to defend, when to attack, how much to risk your commanders and colony ships. Looking for ripe targets. When its worth declaring war or using an artifact power to reset a fleets moves or repair it. When to pull back and try to broker peace. We when bribe an ally to come in on your side. Those are the decisions that should swing games.