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With Galactic Civilizations IV now generally available it’s time to talk about…THE FUTURE.

First, we’re really glad you guys seem to like the game.  Releasing a game, especially one where people have been working on for years, is, as you can imagine, very stressful.  This is doubly true when the game tries out so many new things.

Below is a very tentative roadmap of what we expect to release and in what order.  This is all subject to change based on feedback, scheduling and costs.

Version

Features / Changes

v1.1

  • Event dialog can be minimized.
  • Executive order for placing orbital defense sentinels to target planet.
  • Map Setup screen to support min/max variables (for sector sizes for instance).
  • More anomaly event types.
  • Planetary project to build Colonial defense sentinels that can then be used to upgrade colonies.
  • Sandbox MP.
  • Custom Civilization sharing in the Workshop.
  • More Events.
  • Add Alliance Victory.

v1.2

  • Research Center screen to differentiate between techs that are close to breakthrough (giving a 25% cost discount) and all the others available techs (that are normal cost. (i.e. no tech focus wheel).
  • Accuracy and Dodge used to determine the floor of the attack/defense rolls.
  • Survivor Mode MP.
  • More Events.
  • Military starbases will automatically attack enemies that enter its area of control (so you can fortify incursions from other sectors, protect your stuff).
  • Galactic Relations Overview (see the relations between all other civs at once on a single screen)

v1.3

  • Additional Mod sharing in the Metaverse Workshop.
  • Military starbases automatically protect nearby colonies / core worlds from invasion (you have to take it out first).
  • German language support.
  • Russian language support.
  • French language support.
  • Updated trade screen with more detail on how the AI values different specific trade items.

In the case of what you see here, many of these are ideas that came from the community late in development (too late to get into 1.0) but we think are great ideas and want to see added to the game.

We’ll continue to update this as we get more information.

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GalCiv IV Journals


Comments (Page 1)
3 Pages1 2 3 
on Apr 27, 2022

Great roapmap, Frogboy - thanks. 

Scratches all my itches!

on Apr 27, 2022

Military starbases will automatically attack enemies that enter its area of control

Quetion - will just the starbase itself attack, or will a fleet posted at the military starbase (if any) also participate in the attack?  Or will that fleet only defend the starbse from direct attack?

on Apr 28, 2022

BookSiberia

Military starbases will automatically attack enemies that enter its area of control

Quetion - will just the starbase itself attack, or will a fleet posted at the military starbase (if any) also participate in the attack?  Or will that fleet only defend the starbse from direct attack?

Only the starbase will. Being able to fire super long range weapons requires a huge amount of space that only a starbase has.

on Apr 28, 2022

Frogboy


Quoting BookSiberia,

Military starbases will automatically attack enemies that enter its area of control

Quetion - will just the starbase itself attack, or will a fleet posted at the military starbase (if any) also participate in the attack?  Or will that fleet only defend the starbse from direct attack?



Only the starbase will. Being able to fire super long range weapons requires a huge amount of space that only a starbase has.

Awesome list, so many great things in here.... i really think most people are going to love these changes.

quick question about those defensive starbase attacks too... will it just be an automatic missile volley or will all weapon types it has be used in the auto-attack?

 

on Apr 28, 2022


Accuracy and Dodge used to determine the floor of the attack/defense rolls.

Appreciate the attention to combat. It is in my opinion the weakest part of the Galciv series (particularly as it seems to be the only mechanic to have not had any attention since Galciv2 - my first foray into Galciv).

May I also suggest properly detailed tooltips somewhere (perhaps for the ship stats) explaining how combat actually works? How all the numbers interact with one another? How rounds of combat work? How the ships move? Do they even move? Does role even do anything? Is there any advantage to fitting many weaker weapons on a hull vs. fewer larger ones? Can a ship target lots of things at once?

I've got a million questions about combat, and the best I've ever seen over the years is community speculation on how it works.

Ideally, an ingame Galactopedia (like we see in the Civ series and Distant Worlds) with pages explaining ALL mechanics in detail, but I guess that would be a significantly bigger investment than making a LOT more tooltips.

on Apr 28, 2022

Surge72



Accuracy and Dodge used to determine the floor of the attack/defense rolls.



Appreciate the attention to combat. It is in my opinion the weakest part of the Galciv series (particularly as it seems to be the only mechanic to have not had any attention since Galciv - my first foray into Galciv).

May I also suggest properly detailed tooltips somewhere (perhaps for the ship stats) explaining how combat actually works? How all the numbers interact with one another? How rounds of combat work? How the ships move? Do they even move? Does role even do anything? Is there any advantage to fitting many weaker weapons on a hull vs. fewer larger ones? Can a ship target lots of things at once?

I've got a million questions about combat, and the best I've ever seen over the years is community speculation on how it works.

Ideally, an ingame Galactopedia (like we see in the Civ series and Distant Worlds) with pages explaining ALL mechanics in detail, but I guess that would be a significantly bigger investment than making a LOT more tooltips.

yeah i think that this is a great idea. some players really want that info and have a very hard time tracking it down, assuming it even exists

on Apr 28, 2022

for anyone who is interested here's a bit of info on combat i typed up for release... https://www.galciv4.com/article/511884/heres-a-quick-explanation-of-how-combat-works-in-gal-civ-4 

on Apr 28, 2022

I am SO ready to pounce on that v1.2 ! I'll feel all my decades of making military bases anyway will somehow be justified.   

Thank you for attending to them. 

on Apr 29, 2022

There really should be more call out for all the modding stuff in here.  Now that we handle both the back end and the front end, we can do a lot more types of modding than in our previous games.

on Apr 29, 2022

 that. Agreed.

on Apr 29, 2022

Frogboy

There really should be more call out for all the modding stuff in here.  Now that we handle both the back end and the front end, we can do a lot more types of modding than in our previous games.

Despite what the few Nattering Nabobs of Negativity in this forum are saying you and your people are doing great. Keep up the excellent work.

on Apr 30, 2022

gypsy2299


Quoting Frogboy,

There really should be more call out for all the modding stuff in here.  Now that we handle both the back end and the front end, we can do a lot more types of modding than in our previous games.



Despite what the few Nattering Nabobs of Negativity in this forum are saying you and your people are doing great. Keep up the excellent work.

Thanks!

Well, every 4X release, going all the way back to OS/2, has had this experience.

When you look at the reviews of this game, you can really tell the two groups: The ones who like TBS 4X games and the ones who do not. 

This isn't to say that GalCiv IV is perfect by any means. But there are no fundamental basic issues with the design (unlike, imo, GC3 which got great reviews but was quite hollow imo).   

Throw in additional free content for events, better onboarding for new players and more strategic tools for expert players and I suspect there won't be much negativity left (except for those who want this to be a Stellaris clone which this will never be).

 

on Apr 30, 2022

Frogboy


Quoting gypsy2299,






Quoting Frogboy,



There really should be more call out for all the modding stuff in here.  Now that we handle both the back end and the front end, we can do a lot more types of modding than in our previous games.



Despite what the few Nattering Nabobs of Negativity in this forum are saying you and your people are doing great. Keep up the excellent work.



Thanks!

Well, every 4X release, going all the way back to OS/2, has had this experience.

When you look at the reviews of this game, you can really tell the two groups: The ones who like TBS 4X games and the ones who do not. 

This isn't to say that GalCiv IV is perfect by any means. But there are no fundamental basic issues with the design (unlike, imo, GC3 which got great reviews but was quite hollow imo).   

Throw in additional free content for events, better onboarding for new players and more strategic tools for expert players and I suspect there won't be much negativity left (except for those who want this to be a Stellaris clone which this will never be).

 

You do that and I am most assuredly going to the 101st Reunion in Flint and sliding over to Stardock HQ and taking a wet noodle to you.😁

on Apr 30, 2022

gypsy2299


Quoting Frogboy,






Quoting gypsy2299,











Quoting Frogboy,







There really should be more call out for all the modding stuff in here.  Now that we handle both the back end and the front end, we can do a lot more types of modding than in our previous games.




Despite what the few Nattering Nabobs of Negativity in this forum are saying you and your people are doing great. Keep up the excellent work.




Thanks!

Well, every 4X release, going all the way back to OS/2, has had this experience.

When you look at the reviews of this game, you can really tell the two groups: The ones who like TBS 4X games and the ones who do not. 

This isn't to say that GalCiv IV is perfect by any means. But there are no fundamental basic issues with the design (unlike, imo, GC3 which got great reviews but was quite hollow imo).   

Throw in additional free content for events, better onboarding for new players and more strategic tools for expert players and I suspect there won't be much negativity left (except for those who want this to be a Stellaris clone which this will never be).

 



You do that and I am most assuredly going to the 101st Reunion in Flint and sliding over to Stardock HQ and taking a wet noodle to you.😁

Hehe. Well I have it coming.

on Apr 30, 2022

Frogboy


Quoting gypsy2299,






Quoting Frogboy,











Quoting gypsy2299,


















Quoting Frogboy,











There really should be more call out for all the modding stuff in here.  Now that we handle both the back end and the front end, we can do a lot more types of modding than in our previous games.





Despite what the few Nattering Nabobs of Negativity in this forum are saying you and your people are doing great. Keep up the excellent work.





Thanks!

Well, every 4X release, going all the way back to OS/2, has had this experience.

When you look at the reviews of this game, you can really tell the two groups: The ones who like TBS 4X games and the ones who do not. 

This isn't to say that GalCiv IV is perfect by any means. But there are no fundamental basic issues with the design (unlike, imo, GC3 which got great reviews but was quite hollow imo).   

Throw in additional free content for events, better onboarding for new players and more strategic tools for expert players and I suspect there won't be much negativity left (except for those who want this to be a Stellaris clone which this will never be).

 




You do that and I am most assuredly going to the 101st Reunion in Flint and sliding over to Stardock HQ and taking a wet noodle to you.😁



Hehe. Well I have it coming.

That was Grand Rapids not Flint even the Screaming Eagles do not want that water.😎

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