Galactic Civilizations IV: Supernova Galactic Civilizations IV: Supernova Galactic Civilizations IV

GalCiv IV v0.77A Preview

Published on Friday, January 28, 2022 By Frogboy In Galactic Civilizations IV

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.