Galactic Civilizations IV

Galactic Civilizations IV

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artifact question
I used one in my vault on a neighbouring core world that is described as raising crime 10%. I have been checking this world for 4 turns now and crime has not raised at all. Is this a bug or is there another factor I am missing that would null this artifact leaving me to guess if it will work if I use it?
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Showing 1-8 of 8 comments
Worlord Feb 24, 2024 @ 10:42am 
Do you have negating bonuses in effect? If you have bonuses totaling greater than -10%, you won't see this bonus (although you will be 10% closer to zero).
Carlos Spicywiener Feb 24, 2024 @ 11:25am 
Originally posted by Worlord:
Do you have negating bonuses in effect? If you have bonuses totaling greater than -10%, you won't see this bonus (although you will be 10% closer to zero).
How do I see what bonuses another civ has?
That civ had 0% crime before I used that artifact on them
Last edited by Carlos Spicywiener; Feb 24, 2024 @ 11:26am
Worlord Feb 24, 2024 @ 3:31pm 
Originally posted by Carlos Spicywiener:
Originally posted by Worlord:
Do you have negating bonuses in effect? If you have bonuses totaling greater than -10%, you won't see this bonus (although you will be 10% closer to zero).
How do I see what bonuses another civ has?
That civ had 0% crime before I used that artifact on them
That's a good point - I think the only way to know is to actually manually account for all bonuses and see how they stack. But maybe this is realistic. Let's consider a more earthly, realistic example for an easier example. Let's take a hepa filter for your house. How can you really know how effective the air is being filtered if the particle count is zero? You can't until a threshold has been reached and you start to see particles again.
A hepa filter removes. This artifact adds. You dont make sense. If the civ has 0 crime and you add 10 well...its pretty simple math
Last edited by Carlos Spicywiener; Feb 24, 2024 @ 4:53pm
Jambie Lionheart Feb 25, 2024 @ 12:28am 
Originally posted by Carlos Spicywiener:
A hepa filter removes. This artifact adds. You dont make sense. If the civ has 0 crime and you add 10 well...its pretty simple math

What he means is, it's possible to have more crime debuffs than what equals zero.

So if the planets natural crime rate is 30% and the owning player has buildings that equal -40% crime then the planet will ready zero % crime to anyone looking but if a third party adds another 10% crime to that equation, the end result is still going to only read zero percent. Because now total crime on the planet is 40%.

Also remember that AI's get buffs according the difficultly level. Depending on that, the AI may not even care about crime even at 100%.
Originally posted by Jambie Lionheart:
Originally posted by Carlos Spicywiener:
A hepa filter removes. This artifact adds. You dont make sense. If the civ has 0 crime and you add 10 well...its pretty simple math

What he means is, it's possible to have more crime debuffs than what equals zero.

So if the planets natural crime rate is 30% and the owning player has buildings that equal -40% crime then the planet will ready zero % crime to anyone looking but if a third party adds another 10% crime to that equation, the end result is still going to only read zero percent. Because now total crime on the planet is 40%.

Also remember that AI's get buffs according the difficultly level. Depending on that, the AI may not even care about crime even at 100%.
OK. This makes sense, thank you. So my next question would be, is there a way to know if a civ has a buff before using this or similar artifacts? I imagine sending out a spy could accomplish this.
Worlord Feb 25, 2024 @ 8:56am 
Originally posted by Carlos Spicywiener:
Originally posted by Jambie Lionheart:

What he means is, it's possible to have more crime debuffs than what equals zero.

So if the planets natural crime rate is 30% and the owning player has buildings that equal -40% crime then the planet will ready zero % crime to anyone looking but if a third party adds another 10% crime to that equation, the end result is still going to only read zero percent. Because now total crime on the planet is 40%.

Also remember that AI's get buffs according the difficultly level. Depending on that, the AI may not even care about crime even at 100%.
OK. This makes sense, thank you. So my next question would be, is there a way to know if a civ has a buff before using this or similar artifacts? I imagine sending out a spy could accomplish this.
That's how GC used to work - i.e., planting spies in a civ gave you exactly this type of info. But it could easily be incorporated here as a new trait for diplomats. That would make spying important again.
Originally posted by Worlord:
Originally posted by Carlos Spicywiener:
OK. This makes sense, thank you. So my next question would be, is there a way to know if a civ has a buff before using this or similar artifacts? I imagine sending out a spy could accomplish this.
That's how GC used to work - i.e., planting spies in a civ gave you exactly this type of info. But it could easily be incorporated here as a new trait for diplomats. That would make spying important again.
Maybe in a DLC. Having a blast with the game. Very well put together.
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Date Posted: Feb 24, 2024 @ 9:44am
Posts: 8