Galactic Civilizations IV

Galactic Civilizations IV

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RammaStardock  [developer] Jan 16 @ 11:53am
(Live) v2.94 Update Changelog
2.94 Key Features
  • Optimized Galaxy Map Generation Galaxy Maps are more optimized for player placement and player turn time.
  • Gameplay Balance Improvements. We have updated citizen specialties, combat, ship hulls, and resources to make for a more enjoyable experience.
  • UI Screen Refinement We enhanced the player UI by fixing bugs on the Planetary Improvement Screen, Shipyard Screen and Ship Designer Screen.

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January 23rd, 2025 Changelog
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AI
  • AI prioritizes culture techs more
  • Genius AI bonuses reduced from 33% warfare buff to 25%.
  • Fixed stuck turn issue when AI tries to build a Starbase on top of one of its rally points

Art
  • Updated Battle Arenas
  • Replaced old Earth Image
  • Updated missing ship designer thumbnails
  • Fixed low resolution “The Criminals Syndicate” event image
  • Updated Minor Race and Hostile Entry sliders
  • Updated ship materials, lighting and textures
  • Fixed thumbnail for Drengin Worker ships

Crash Fixes
  • Fixed a game crash where the AI is looking for wars that don't exist.
  • “Secret Policy Crime” reduction changed from eliminating all crime on colonies to reducing crime by 3%

Gameplay
  • Citizen Specialty Rework
  • Populations provide a percentage buff to Research and Manufacturing
  • “Minister of Justice” crime reduction reduced slightly
  • “Atmospheric Scrubbers” only available to Amphibious races now
  • Prisons are available earlier in the tech tree
  • Citizens and their specializations now provide a multiplier bonus rather than a flat bonus

Colonies
  • Colony Capitals now provide a flat wealth reward instead of a percentage when leveled up
  • Farm Level’s effect on food production is increased from 5% to 10%
  • Taxation makes citizens more angry
  • Prison cost is reduced from 5 to 1 Duranitum
  • Corrosive worlds can potentially be colonized
  • “Colonial Law" and “Policy Crime” reduction on planets reduced from -0.1 to -0.03

Combat
  • Weapon ranges slightly increased
  • Missiles now get an additional shot and give +1 more damage
  • Armor Degradation restored to 5% per turn
  • “Fighter Module Evasion” fixed to be flat instead of a multiplier

Diplomacy
  • Players can trade Colonies and Starbases with each other in the Trade Screen
  • The AI will now ignore certain diplomatic conditions if other diplomatic conditions are in place

Missions
  • Fixed bug where players are unable to complete “A Distant Signal” in “The Opportunity” mission
  • Updated “The Opportunity” mission to use “Space War Tactics”

Research
  • “Aid Research” project now available as soon as the “Tech Capital” is built
  • “Subspace Scanning” moved behind “Artificial Gravity” in the tech tree
  • Tech costs now go up slightly faster
  • Fixed bug where “Cybnetic Ability” couldn't get the “Regenerative Gels” tech
  • “Nanite Repair Cloud” repairs per round reduced from 10% to 2%
  • Fixed bug where the tech tree does not show up correctly when loading an older save
  • Balance update for Starbase Relic bonuses from being harvested

Resources
  • Buying and selling resources is much more market driven than before
  • Luxury resources have been made much rarer and more valuable
  • Bombarded worlds are much more likely to have luxury resources

Ship Hull
  • Medium ships space increased from 32 to 36
  • Large ship space increased from 60 to 80
  • Huge ship space increased from 100 to 200
  • Cargo ship space increased from 20 to 30
  • Fixed bug where engine components weren't considering the mass of the ship as part of their space requirement

Orbitals
  • Orbitals have been added behind a tech
  • Made Orbital icons smaller
  • Changed “Logistics Network” Orbital Icon

Victory Conditions
  • Adjusted Prestige Victory to make it more difficult to achieve

Localization
  • Fixed formatting and translation issues for all available languages

Map Generation
  • Update the Auto-Explore system to be much faster, more intelligent and focus on Stars exploration
  • Increased the size of the largest single sector map
  • Planets will spawn more consistently with their spawn type
  • Maps spawn more stars than before
  • Abundant habitable planet spawn setting spawns more habitable planets
  • Max habitable planet cap is increased
  • Blackholes, in general, are slightly more common
  • Fixed a crash that occurs when a game has a lot of players, and the players are set in close proximity on a very large map
  • Distant player setting will attempt to evenly spread-out players amongst sectors

FOW Refresh System
  • New caching system has been created for FOW that drastically reduced late game turn times on large maps
  • FOW is more optimized for turn systems, modifier systems, fleet systems and waypoint systems
  • Fixed the issue where the FOW will do a full refresh for its own objects, effecting late game performance
  • FOW no longer updates in real-time when an AI moves its ships

Player Placement
  • Player placement will now attempt to put players mostly on their own in their own sector if the player chooses "very far" on the setting and there are multiple sectors
  • Players placed in the same sector will be separated by distance based the player distance settings
  • AI Players are no longer clumped together in a single sector if there are other sectors
  • Starting locations are fairer for each player based on the player settings
  • Player placement in maps is now faster and place players in satisfying and different locations

Multiplayer
  • Fix bug when players try to leave a finished multiplayer game it will not allow them to return to the main menu
  • Fixed early desync when players attempt to mine with an asteroid ship

Optimization
  • Decreased the time it takes to load a saved game
  • Improved save game load speed
  • Reduction in the late game frequency of AI ship designs

Tutorial
  • If a game is already in progress the first-time tutorial screen will no longer appear

UI
  • Fixed bug where the Diplomats wrongly reported they were providing a bonus to diplomacy in UI
  • Cultural Points are displayed in the Resource Bar
  • Fixed Report Button to bring up the Fleet Details screen
  • Fixed Tiny UI scaling issues

Planet Screen
  • Added in planetary improvement filters
  • District list is smaller

Ship Designer Screen
  • Ship Designer is updated to guarantee a ship is being designed for the player

Shipyard Screen
  • Fixed text clipping bug for items in the build queue
  • Removed redundant "available projects" text in the Shipyard list
  • Obsolete and Favorite buttons easier to click
  • Resizing UI to make the list of ships cleaner
  • Fixed bug when Shipyard displays “N/A” for the owner after invading another planet
  • Build list in Shipyard properly fades out

Megastructures DLC
AI
  • Fixed AI from investing too much Gigamass into non-Megastructures

Architect
  • Improved Architect construction effects
  • Fixed bug when building a Megastructure in a fleet, ships will still build if the architect had been ejected from the fleet

Art
  • Updated Megastructure Materials and Orbitals

Minor Civilization
  • Ringworlder quest is much less common

Resources
  • Gas Giant Gigamass increased from 2 to 5
  • Gigamass techs are more expensive
  • Some ship components now use Energy instead of Gigamass
  • Balanced energy generation to Gigamass cost for Solar Farms and Dyson Spheres

Ship Components
  • New ship components moved to be later in the tech tree
  • New ship components are not automatically designed by the AI for the player anymore

Stellar Gateways
  • Toggle button is properly disabled when a Megastructure is under construction
  • Added correct icons for decommissioning a Stellar Gateway

UI
  • Added “This Planet Has No Gigamass” text when a dead world has no Gigamass
Last edited by RammaStardock; Jan 23 @ 6:14am
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Showing 1-15 of 18 comments
skunkno1 Jan 16 @ 1:34pm 
Gonna enjoy exploring those new map setting. Thanks!
Hybrida Jan 16 @ 2:16pm 
Okay everyone lets take a moment of silence for the “Nanite Repair Cloud”. We all knew this day was coming... Pay respect to our fallen friend, please.
Thank you on Hull sizes - about time we see more love there
“Colonial Law" and “Policy Crime” reduction on planets reduced from -0.1 to -0.03.

This is Broken and needs to be reverted back- I've got tons of anti Crime upgraded and still tons of crime. Also the minister on justice seems to do almost nothing to stop crime regardless of stats - this is a bug.


Also this build seems VERY sluggish - almost unplayable - previous builds were not this bad. Lots of hesitation as if the CPU is having trouble processing.
Last edited by Texas Aggie; Jan 17 @ 2:22pm
>>>Buying and selling resources is much more market driven than before.

In every game I play on small map durantium is always in short supply. There needs to be more of it available on small maps if you can’t buy it in bulk.
DarkFire Jan 21 @ 3:26am 
Game crashing after colonizing 'any' planet in late-middle part of the game (Tried colonizing 5 different planets with the same results). Restarted my PC with little success. Only on this build. Played several, far longer games with multiple mega-structures built - Never crashed once. Also Elerium not as common as before. Had to trade for app. 20% from other Civs. 'Texas Aggie' is right about the rise in crime rate. It's almost like the southern border was left wide open by the previous administration...
Last edited by DarkFire; Jan 21 @ 3:33am
Silric Jan 21 @ 1:49pm 
Before you lunch this have a look about how the factions get placed on the map. For test i did try a faction using the cartograph skill. I mean this skill wich shows all starting positions from all factions. All AI factions start close togeher in one sector. The minor factions are placed a little bit better arround the hole map. I did test several times wiht diffrent settings always the same result. To check i did try the same wihtout this beta version. Same settings and i can see starting positions all arround the map(like it should be i guess).

And an commend for this minor factions(great you bring them into game ), when i for example choose in Map setting for "many" minor factions it should be some more on a map for example 17 Players and then just about 7 minor factions is for me more like i choose the option "only a few" for minor factions. I hope we can see some more contend about these little factions in future like events for example. It makes the galaxy more alive.
Last edited by Silric; Jan 21 @ 1:57pm
RammaStardock  [developer] Jan 22 @ 10:24am 
Additional changes have now been marked under January 22nd, 2025
RammaStardock  [developer] Jan 23 @ 7:45am 
This update has been pushed from Insiders to Live
Cordell Jan 23 @ 12:42pm 
When the dust settles I hope there will be some thought towards optimizing for the Steam Deck. This would be a perfect game for that. The planets look really strange in the detail/guild view. I've tried to tweak settings but it looks pretty bad, everything else looked OK. It does run just looks funny at 1280.
Frogboy  [developer] Jan 23 @ 3:30pm 
Originally posted by DarkFire:
Game crashing after colonizing 'any' planet in late-middle part of the game (Tried colonizing 5 different planets with the same results). Restarted my PC with little success. Only on this build. Played several, far longer games with multiple mega-structures built - Never crashed once. Also Elerium not as common as before. Had to trade for app. 20% from other Civs. 'Texas Aggie' is right about the rise in crime rate. It's almost like the southern border was left wide open by the previous administration...

I think this was fixed in the final version. If you run into any issues, let us know.
Frogboy  [developer] Jan 23 @ 3:32pm 
Originally posted by Texas Aggie:
“Colonial Law" and “Policy Crime” reduction on planets reduced from -0.1 to -0.03.

This is Broken and needs to be reverted back- I've got tons of anti Crime upgraded and still tons of crime. Also the minister on justice seems to do almost nothing to stop crime regardless of stats - this is a bug.


Also this build seems VERY sluggish - almost unplayable - previous builds were not this bad. Lots of hesitation as if the CPU is having trouble processing.

I think this depends on how many colonies you have attached to a core world. The real question is whether we should add new anti-crime improvements or techs.
Frogboy  [developer] Jan 23 @ 3:32pm 
Also this build seems VERY sluggish - almost unplayable - previous builds were not this bad. Lots of hesitation as if the CPU is having trouble processing.

This was fixed in the final update before we went live. There was a bug where as your ships moved it was tryijng to recalculate ALL the FOW for all your ships! d'oh!
Any improvements to this game makes me happy. I've been playing it since early access and I have two DLC.
starmac Jan 26 @ 1:11am 
Another update and the game crashes .....:lunar2019madpig:
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