GalCiv IV v0.77A Preview
Published on Friday, January 28, 2022 By Brad Wardell 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.