Galactic Civilizations IV 0.92 Update
Published on Monday, April 4, 2022 By
*** 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