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

Feedback - Feature Requests/Bugs/Balance

Published on Friday, June 24, 2022 By MacsenLP In GalCiv IV Feedback

I wrote some notes down while playing about 100 hours with last two patches (1.03/1.04)...

FEATURE REQUEST

Please show if there are ships within a shipyard in the planet screen

Gift Governor etc. from the planet screen

Asteroid planet selection (need a planet drop down menu rather than moving half way across map to select a planet).

Would prefer all events that have happened that turn to be shown (e.g. top left rather than bt right pop up when cycling through e.g. ships

(Looking forward to event minimizer feature)

Not all ships with a survey module should have survey ship map logo imo e.g. med hull+ need diff logo... they often fulfill diff role at least in my games (In game Icon changer/selector would be nice)

Popup to show who has what in Barter Screen (all known civs) e.g. hover over tech and it will show icons of civs who have it via pop up when on e.g. Drath barter page.

Colonizable planets min/max slider in setup e.g. 100-130 planets (the min/max would depend on map size stars etc.).

More options in general on setup e.g. amount of sectors and connections between sectors

Glad that Mil. Star bases are finally becoming useful for the first time in a Gal Civ series more space terrain/bottleneck features would help further and improve exploration...  I got a notepad doc I made like 3 years ago for space terrain ideas if anyone is interested will post.

BUGS

Prescient Gov. description is wrong is +20 res -10 manufacturing

Might be issue with weapons that require a resource and the longer range module

Anti matter missile weapons radius feature doesn't work makes them less worthwhile than free options

Colonial Supplies doesn't seem to work

Terrible Weapon Event gave no weapon bonus

Minister of Colonization doesn't seem to add bonus approval

Had a storms event -1 tile didn't remove a tile

Eureka (Innovation) approval bonus may not be working

There may be a serious bug that is causing excruciating long turns (others have mentioned) poss stuck on sector opening back and forth AI movement.

BALANCE

Played about half the races some have crazy overpowered features.

Navigators - Asteroid Policy Crazy production make them arguably best at Science and Manufacturing

Mimot - Double ships would likely still be good if they had -66% hit points.  -25% hit points is nothing.

Shoddy Construction is crazy strong, population Boom may be too generous as well.

Resource Balance may still be a little off, more Elerium and Promethion less Thulium and Durantium possibly- Resource Relics are crazy rare... more please

Using free techs artifact/leader to gain all miniaturization techs very early on is always META - tempted to make a video on that actually.

Not sure if GC IV is Brad's current priority (Remember AI took a while to get improved on GCIII because of Ashes of Singularity) but the AI needs some work.  AI is terrible at colonizing/exploring sectors that didn't have an AI in them to start.

Not a fan of the infinite range module giving +2 movement it makes it an always pick for me on nearly all ships.

 

Okay think that's enough for now, when's 1.05 planned by the way?

 

Thanks - Macsen

 

Edit: Got some more...

Influence - There needs to be some sector influence bleed.  Influence is near pointless at the moment.

Xeloxi - The blurb doesn't match reality there are zero benefits for having lots of crime literally no improvements that I have seen (played a partial game also used "fastunlock" to check).  Also their one extra crime policy is very weak no boost to themselves.