[quote who="Draver" reply="9" id="3899826"] Plus, considering that we'll be able to remove and replace orbital in the future, you should be able to replace the prison once you've researched the proper tech that reduce crime. [/quote] That's great that replacing orbital improvements is an upcoming feature. Is there a roadmap or a board for these upcoming changes somewhere?
Sedghammer
I'm noticing a lot of inconsistencies when it comes to orbital improvements. All of them seem to function correctly on core worlds, but to piggyback on the thread about orbital prisons, most of them don't function like you would expect them to on colony worlds. Here is the list of orbital improvements that when built on a colony world, have no effect on the core world. I can't help but think this is a bug or an oversight. 1. Colonization center (+15% growth)
Won a Prestige victory on turn 97 with the new build, playing on Gifted difficulty with a singular medium sector galaxy with 3 opponents. Fantastic changes to the way government policies work! I like that many of the policies have changed to a flat value rather than percentage. Growth was definitely faster - I tend to prioritize growth techs as well, which allowed me to win from sheer economic might, as a function of colonizing so many worlds. I had just stopped mass col
Is this what's included in the test branch update just now? Can't wait to try it out.
Man, I see now! I've played dozens of hours and many playthroughs and just never realized that was there.
[quote who="Frogboy" reply="47" id="3831847"] It seems like some of the colony manager stuff could be handled with what's in the game now: Reduced 64% Original 928 x 779 The known worlds that can be colonized ar
See my edit above for a couple more points. As far as a colonization manager - 1. Being able to see all colonizable planets, select a planet and choose colonize - a colonizer ship would be queued up from the nearest shipyard and would move to colonize said planet. 2. Being able to sort planets by "X" value - having a field for industry, science, quality, wealth, etc. 3. Seeing the total available population from all worlds that can be used for colonizatio
Wow, so many substantial changes to the flow of gameplay and early choices. Every aspect of the game has been touched on here, so it's going to take a couple playthroughs to get a baseline. More feedback with these sweeping changes: 1. Any plan for some type of colonization manager? Would really help streamline colonization so that we can focus on strategy. A big part of most of my previous playthroughs on large maps was simply building colony ships. While I love
I've played 3 playthroughs of this current iteration (.65) with all victory types on, and all games have ended with the Prestige victory. I won one and the other two were won by AI. The problem here is that it's really not clear how the victory was achieved in any of these games. Instead of feeling good about any of the playthroughs, I felt kind of cheated because the path to victory is not explained well enough. To draw on another 4X that does this victory type well, Humankind, they
Tech Tree - do you guys have any idea when you'll add it to the game? Sort of waiting to come back to it when this is integrated. It's hard to make decisions without it.
Looks like you already applied some feedback with V.45. Hopefully it releases shortly!
Here's my feedback separated into several sections. I really am excited about GC4 and want to help make it the best 4X possible. I've exclusively been playing the Test Build since it dropped on Epic. I've started several playthroughs to get a feel for the early and mid game. Gameplay ( Version 0.4.0.186711) Colonization Micro - I like the concept of "Core Wor