Brad Wardell's site for talking about the customization of Windows.

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 2)
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on Apr 30, 2022

I gotta say, losing several loyalty and gaining pollution, because I couldn't minimize an event and then sell some resources to afford a fee for 500 credits.... I was SOOOOOO pissed. So I am VERY happy to see that patch 1.1 is planning to fix this. Because honestly, I can't quite recommend this game to my friends yet. It needs the polish that, fortunately, you have mostly spelled out in the roadmap. (The issue with the AI aggressively going for the red anomalies is another big one that's making me reluctant to recommend. The benefits from those can really change the game if the AI is snatching them up like crazy).

on Apr 30, 2022

What about a tutorial, Galactopedia, or PDF Manual? Is that in the plans at all? Am I missing something?

on Apr 30, 2022

zentr4082

What about a tutorial, Galactopedia, or PDF Manual? Is that in the plans at all? Am I missing something?

This only goes up to 1.3.  It's by no means a complete one.  PDF manual wouldn't be an ingame feature.  The Wiki will be getting a lot of updates and we invite people to help on that too if they can.

on Apr 30, 2022

Some thoughts:

stop colony ships all going for the same target

an overview of your current civ so you can see what their civ profile is without having to exit the game 

I feel colonies are taken far to easy, the siege should massively scale with either distance or size etc

Not sure if you can do this or not but it would be good to select a future tech and then any cards that come up that are on the path are highlighted

more leader driven events would be nice to give them personality

on Apr 30, 2022

Also can you fix civlization proximity so the random option works. Currently it doesn’t, and I’ve seen streamers struggle too to make it work.

on Apr 30, 2022

Placing civilizations "far apart" still puts them right next to you - so yes that feature of the map generating is a bit broken at the moment. 

on May 02, 2022

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.

mobdro

 

vidmate

 

 

on May 02, 2022

picheholiya

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.

GalCiv4:Spaceship Battles - Galactic Civilizations - Official Wiki

on May 03, 2022

the more i think about it the more i'm not sure if the accuracy and dodge changes will work well. this will give all weapons a good chance of doing near max dmg every hit, with no chance for the opponent to actually dodge anything. it will always hit if accuracy and dodge work for ranges instead of actually hitting or dodging anything. to take out the dodge factor completely for smaller ships, and put everything on defense like that... well it's very unrealistic for one. one reason smaller ships are good and popular in life is because of their ability to dodge and get in close range for good accuracy. i really think that accuracy, dodge, and targeting need more tweaking in order to make combat more realistic and thus easier for players to understand. with these changes you proposed, a huge ship will still have the same dodge chance as a tiny ship. this is fundamentally flawed for a game with so much combat. i know you want to find some way to make it really original, but i dont think this is it. it needs to make sense in terms of how combat really works in order for many people to really have a lot of fun with that aspect of the game i think.

i really think it would work much better if accuracy/dodge was actually hitting and missing stuff, but just make the weapon ranges less. so u dont have this problem we're seeing of ships with good weapons doing 1 dmg on every hit. giving it a range of dmg is fine i think, but make the range more concentrated. and show on each weapon what the range is. maybe different types could even have different ranges, like kinetic weapons could do a wider range of dmg, but beams could always do about the same amount, maybe with just a slight variation, so that people who care about this stuff can do something to counter their bad luck that is making them die of dysentery, which isnt fun.

i read a lot of the reviews and feedback on the forums and discord, and none of the stuff i saw really mentioned anything good about how ship combat works. it was either negative, or not really talked about in terms of the actual space battle, fleet against fleet combat. Considering how much combat is in the game, this shows me that people dont want to focus on it because they find that aspect kinda boring, not an exciting part of the game like it should be, considering how much everything revolves around it. I dont think combat should be changed because people are having a big problem with it, I think combat should be changed because people arent having enough fun with it, and there's so much potential i see there... and it's such a big part of the game...

on May 04, 2022

Haven’t played a game yet but will soon.  TY to Stardock for your efforts.  

Also, a question!  Where can I find the time machine tech?  This post was made by Frog on May 27, 2022 5:00:00 PM?

on May 04, 2022

Basilisk83

the more i think about it the more i'm not sure if the accuracy and dodge changes will work well. this will give all weapons a good chance of doing near max dmg every hit, with no chance for the opponent to actually dodge anything. it will always hit if accuracy and dodge work for ranges instead of actually hitting or dodging anything. to take out the dodge factor completely for smaller ships, and put everything on defense like that... well it's very unrealistic for one. one reason smaller ships are good and popular in life is because of their ability to dodge and get in close range for good accuracy. i really think that accuracy, dodge, and targeting need more tweaking in order to make combat more realistic and thus easier for players to understand. 

If I had my way, miss chances would be removed from the game entirely. We already have a wide randomization through the weapon and defense values going from 1 to max. That already creates a decent amount of uncertainty. Why do we need more?

Further, as far as player understanding, unless the fleet UI is changed, I would bet a lot of people don't even know this mechanic exists. When you click on an enemy fleet, you learn two main things: Its offense and its defense. Its range, accuracy, and dodge are all hidden mechanics, so people aren't considering it in their tactics.

Now in previous GC series, there was an issue where "bigger is always better", and generally you only saw big ships in the late game. However, I feel the new slot design has mitigated that, slot for slot smaller ships are superior to larger ones for the logistics cost (once you get some miniaturization). That's great, it gives smaller ships a solid niche, you don't need dodge chances to make that even stronger.

For me, the biggest areas to improve in combat is to make it faster. GC combat is NOT tactical, not at all, its strategic. Its about fleet positioning, scouting, building fleets to counter other ones. So I don't want complex combat mechanics, I want things clear and simple so I can make these strategic choices. If anything I want combat to move faster:

  • I wish there was a threshold where an enemy fleet was so "weak" it cost you no time to kill it, maybe an "overrun" option where I suffer a -75% to my offense/defense but my moves are not insta dropped to 0 and I can still make more moves and attacks. Its annoying to me that a lone ship can still siege my colony so I have to kill it, but it consumes my fleets move unless I spend the effort to break up and rebuild my fleet. I want to bowl over the weak!
  • Would love an autokill option for some of my ships. You get to a point where you know the enemy fleets can't kill you, and I would like a sentry mode that was "seek and destroy", and just kept killing ships that got in the area. I don't mind taking the risk that a sudden "super fleet" comes around if it saves me a lot of time and trouble.
on May 05, 2022

I find both your posts to contain quite well written suggestions.

Thanks both for taking the time to do so.

+1 from me on both accounts.

on Jun 19, 2022

hi according to your version marks there was snadbox mp and survivor mp on V1.1 and V1.2

we are on V1.4 and there is only arena on the multiplayer side of the game.

whats up with that? why aint the other options avalible for ppl?

you are advertising: 

  • Challenge your friends in multiplayer. Engage in tense 1v1 stand-offs in Arena mode, pivot your playstyle to take on new challenges and achieve ever-changing goals in Agenda mode. 

taken from your product page on epic games store.

when will be able to go on the other modes?

on Jun 19, 2022

TheZerg1989

we are on V1.4 and there is only arena on the multiplayer side of the game.

We're on 1.0.4, not 1.4.

on Jun 19, 2022

TheZerg1989

hi according to your version marks there was snadbox mp and survivor mp on V1.1 and V1.2

we are on V1.4 and there is only arena on the multiplayer side of the game.

whats up with that? why aint the other options avalible for ppl?

you are advertising: 

 


    • Challenge your friends in multiplayer. Engage in tense 1v1 stand-offs in Arena mode, pivot your playstyle to take on new challenges and achieve ever-changing goals in Agenda mode. 

 


taken from your product page on epic games store.

when will be able to go on the other modes?

As Publius said we are on version 1.04, 1.1 has yet to be released.

This thread does not even cover 1.4.

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