Galactic Troublemaking on Memorial Day

Published on Monday, May 29, 2023 By Brad Wardell In Galactic Civilizations IV

We're going to have a new Insider's Branch probably on Tuesday.  Thought I'd give you guys a sneak peek on some of the things in it that we did during the weekend (we're NOT addicted to the game, we swear!).

  • Visual display of ship hull sizes modified to make it easier to view them in battle

  • Renamed Explorers ability to Voyagers

  • Fixed the ability to acutlaly for realsies give a +2 moves, +2 sensors

  • HIvemind ability HP buff in territory decreased from 25 to 5

  • Several new anomaly events (tired of the "stealth fileld" yet?)

  • Grand festival length decreased from 25 turns to 12.
  • Major rework of technology tree

  • Full rebalance of the AI prioritization of techs to get it to better research weapons and better hulls.

  • New tech: Exotic World colonization replaces the myriad of specialty planet types techs

  • New tech: Interstellar cabinet replaces the myriad of "Ministry of X" techs

  • New tech: Space Weapons. Early game tech to give some additional weapons before specialization.

  • Point Defense tech tree removed (point defenses and other specific weapon counters will become part of a specialized defense branch later along with new evasion techs).

  • Beam weapon theory renamed Directed Energy Weapons

  • Space Lasers (sigh) renamed Photonic Alignment

  • Devastaor Missile System renamed to Phoenix Missile System to match the weapon it gives

  • Shrunk the size of the cruiser tech description

  • Removed drones as a resource / element of the game until we can do something more interesting with them.

  • Lots of new lines of text for the AI to speak to the player rather than "we want peace"

  • Self Determinism now grants 3 leaders.

  • Ministers unlocked mostly between Interstellar cabinet, political capital and colonial bureaucracy.

  • Various exotic world planet types (like radioactive worlds) are unlocked by a single tech: Exotic World Colonization.

  • Several new ship components for early game use.

  • General UI text update to fit better on screens (espeically for people in Germania) and clearer descriptions of stats.

  • Festron no longer take a penalty for not being on an aquatic world because they don't actually like watr. They're not water bugs. They're bug bugs and prefer jungle which they now get a huge morale boost of if they're on those worlds.

  • Invite leader cooldown reduced from 50 to 10, control cost increased from 10 to 20.

  • Trade route value multiplier increased from 15% to 33% to make trade routes more valuable

  • Number of Trade licenses greatly reduced

  • Tech Inflation multiplier reduced from 11% to 10%

  • Number of rounds in a battle increased from 40 to 100 so that battles have a better chance to play out.

  • YOU CAN MOVE THE CAPITAL. Players can destroy their capital and then place it on any tile they want.

  • Colony capitals can now be destroyed and relocated as well

  • Civ capital maintainence removed.

  • Durantium Processor level bonus increased from 1% to manufacturing to 3%

  • A new upgraded research project added

  • Garrison now increases PLanetary Defense instead of Resistance

  • More improvements moved to earlier in the tech tree

  • Low quality planets now rarely have any food output to make food more valuable.

  • Coerced colonization approval penalty increased from 5% to 15%.

  • Hull Reinforcing changed form providing 25 HP to every ship to 20% (percent) buff to a ship.

  • Major Prestige Victory balance pass. Should feel a lot better.

  • Explorer race trait fixed

  • Siege Ships are now Frigate class

  • Carriers are now Dreadnought sized

  • Tactical speed of ships altered to be better balanced

  • Cruiser hull Manufacturing cost increased from 40 to 100

  • Battleship hull manufacturing cost increased from 100 to 300

  • Dreadnought hull amnufacturing cost increased from 250 to 1000

  • Dreadnought hull usable space increased from 32 to 36

  • Banking Clan faction diplomacy penalty increased from 0.5% to 1%

  • Capitalist Society faction gross income buff changed from a flat 1 per intellgence of leader to a 1% buff to income per intelligence of leader wwhile increased the approval penalty from 0.1% to 0.5% per social.

  • Empporium faction Bazaar discount changed from 0.005 flat to 0.5% per intelligence of leader added wile Crime is now increased by 0.01% per diligence of that leader.

  • Minister of Finance provided a 1% buff per colony income per intelligence.

  • Minister of Defense now provides a Planetary Defense buff instead of resistance.

  • AI ships will no longer bother with marginal colonies unless it can take them in less than 2 turns.

  • Improvements to AI tax rate handling

  • Fixed some issues with the way the AI was choosing techs to research

  • Planets will rebel much faster than before from foreign influence.

  • Fix to canusegalactic market changed to simply see if they have the universal translator. No fancy stuff.

  • Economic Power no longer takes the treasury into account.

  • Much bigger approval penalty from high crime.

  • HP buff to ships based on # of colonies is now the square root of the # of colonies rather than linear.

  • Raw fleet weapon rating greatly reduced for determining the siege rating of a fleet.

We hope to have this out for insiders Tuesday, May 30, in the afternoon.