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

Galactic Civilizations 0.77a changelog

Published on Monday, January 31, 2022 By DerekPaxton In GalCiv IV Early Access Feedback

*** RELEASED 2/4/2022 ***

Features

  • Lots of new flavor text.
  • Mimot lore story expanded on.
  • Tech Navigator added
  • New events
    • Iridium Market Collapse
    • Torian Terrorist
    • Drengin Gladiator
    • Fleeing Scientist
    • Stolen Drive

Balance

  • 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 improvements
  • 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 penalty to approval reduced.
  • Crime penalty to approval reduced (until it gets pretty high then BAM!)
  • Leaders assigned to factions provide greater benefits.
  • 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)
  • New component: Efficient constructor module.  Wealthy trait civs get a cheaper version of the constructor module.
  • No Ship component costs more than 1 slot.
  • Corporate Sector 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 probably 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).
  • Reduced the chance of escape with the flash engine.
  • Reduced the number of red suns slightly (sorry superman).
  • Switched some events to provide constructors instead of colony ships.
  • Intuitive civilization trait now gives 1 free Culture trait rather than free research.
  • Certain civilization trait now provides 30 research per culture trait unlock rather than 100.
  • Improved distribution of planet starting locations.
  • Switched the default planet frequency to common.
  • Influence gradually grows based on turn number at a slower rate.
  • 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.
  • All starbase modules now cost 1 starbase module
  • 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.
  • Rebalanced prestige.
  • 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.
  • Citizen approval ratings when you're at war with their species penalty increased except for the Mimots.
  • Drengin and Yor approval penalty greatly increased.
  • 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.
  • Fusion Power plant cost reduced from 600 to 200.
  • Singularity power plant reduced from 1000 to 500
  • Eyes of Universe grants a culture point 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.
  • Generally lowers the number of resource rewards from events.
  • Increased the number of special planet features found on fixed layout planets like Earth.
  • The Prison improvement is not one per player and reduces global crime by 5%, but also lowers Approval on the planet it is on.
  • The Museum event now gives out ideology points correctly.
  • Reduced AI default difficulty from Normal to Easy now that the AI is playing better.
  • Rush cost multiplier reduced from 5X to 4X.
  • Draft colonist cost increased from 25 control to 33 and cooldown increased from 5 to 8.
  • Telescope takeover cost increased from 10 to 15.
  • Print money control cost increased from 20 to 60.
  • Print money cooldown time reduced from 25 to 15.
  • Reduced Medium Taxation from 50% to 33%.
  • Manti are slightly happier to make up for them being unhappy if on a dry world.
  • Increased hostility of shared borders.
  • Less precursor relics.
  • Added the Trade Network improvement.
  • Reduces the amount of money made form Trade Routes.

Fixes

  • Fixed missing HP icon in the ship designer screen.
  • Fixed an issue where you could target sectors you hadn't discovered with artifact powers.
  • Fixed event generated planets not using the specified planet class in the event def
  • Fixed issue where other popups can interrupt the cutscene wnd (when you get things like a colonization popup in the middle of a movie playing).
  • Stuck turn fixes.
  • Fixed an issue where you could select your research project from the tech nav.
  • Fixed an issue where some ships showed "Component" in their description.
  • Crash fixes.
  • Fixed an issue where improvements that gave culture points weren't working.
  • Fixed an issue that could make it possible to perform a Colony Upgrade.
  • Fixed the Chimeric Biomass artifact power to correctly grant +2 tiles.
  • Fixed the Planetary Stimulus policy.
  • Removed the obsolete election robot advice.
  • Fixed the Comet event (one of the choices wasn't providing the quest reward).
  • Fixed an issue where the AI would fail to load colonists onto ships, leaving a colonist on the planet.
  • Fixed the options screen so that all options are displayed.
  • Fixed the Nanite Transmitter artifact power.
  • Fixed the free Frigate provided by the Acquisitions tech.
  • Fixed an issue where improvements that gave Culture Points weren't working.
  • Typo fixes.

AI

  • Ai is better at building fleets.
  • 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
  • Big revamp on the AI ship design system to make their ships focus on what they are best at.
  • Made the Ai convert other units if needed to loadout ships.
  • AI won't spam with messages as much (spam spam spam).
  • AI won't load citizens on ships if it have 3 or less citizens on the planet.
  • New AI war capability: They will declare war on their least favorite civ under certain circumstances without being enraged.

UI

  • Updated ship graphics.
  • Visual pass on making the ship designer screen cleaner.
  • 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.
  • Added hull size to the ship tooltip.
  • Implemented an options slider for being able to define when the contents of star clusters is faded out.
  • Updated planet hud wnd to always show if the planet is defended or under siege, regardless of which zoom size it uses.
  • Updated the Load Transport Popup Wnd to display the name of the colony citizens are being selected from.
  • Military bonuses are now shown in shipyard tooltips.
  • You now receive a warning when another player gets close to a prestige victory.
  • We no longer move the camera automatically to a planet that is under siege.
  • Added new event images.
  • Changing tech research times in UI to use icon-number rather than words, and changing spacing.
  • New Promethion mining movie.
  • Modified transport required text.
  • Minimum angle increased.
  • Camera view moves to icon view quicker.
  • New probes and asteroid miner ships for the Drengin, Altarian, Krynn, Yor, Iconian, Arcean, Torian and the Onyx Hive.
  • If you have the grid on it disappears if you are zoomed in and appears as you zoom out.
  • Updated the precursor relic icon colors to match the bonuses they provide.