Galactic Civilizations IV

Galactic Civilizations IV

Ver estatísticas:
Time Drake 11 dez. 2024 às 23:18
Gigamass runs out way to quickly
There are far to many things that use gigamass and far to few sources of it.

I just beat the second biggest map and I didn't even have enough Giga mass to build the ring world.

Thus can you please add a tech at the end of mega structures to harvest black holes for unlimited GigaMass (with the the harvesters and say only 0.1 per month).

Also can we have a way to turn off gigamass being used in the auto generated ships, as I tend to not make my own and seeing them all take from 3-7 giga per ship is a bit much.
< >
A mostrar 46-60 de 61 comentários
Illauna 27 dez. 2024 às 12:18 
Originalmente postado por rdouglass1:
Originalmente postado por JuliusStreicher:
https://www.galciv4.com/mods/manager -> GigaGigaMass
LOL... I loaded that, I think it is a Tad Overkill...
That is another players version. Yeah its a bit much. But through modding you can play with the number.
Gregorovitch 27 dez. 2024 às 12:32 
Originalmente postado por Illauna:
This was already answered earlier in the thread.
Originalmente postado por Frogboy:
We do need to be very very careful because we want gigamass to be a finite resource that does indeed run out pretty quickly. It's intended as a late game mechanic to let players take on a different strategic path towards victory.


Originalmente postado por Frogboy:
As a practical matter, mega structures are supposed to be rare and OP.

We are trying to avoid players building what amounts to fleets of Death Stars (and no Rise of Skywalker jokes!!)

Yes I know and I wrote a long response to Brad's posts.

There is the world of difference between a limited and a finite resource (especially when you don't have a number that defines what the limit is nor how much you will require to achieve your objective with it.)

The latter causes all manner of problems including but by no means limited to the one you pointed out. I have no problem whatever with Brad's design objective here and it seems to me it could be achieved without these problems via a limited (but continuous) source of gigamass.
Problem Solver 27 dez. 2024 às 12:43 
On the largest map you have a enormous amount of gigamass. No problems there. Just don't put your planets on auto-build.

I got over 20 megastructors built and several hundred gigamass in reserve
Última alteração por Problem Solver; 27 dez. 2024 às 12:46
Gregorovitch 27 dez. 2024 às 12:46 
That would presumably depend on how many AI opponents were included?
rdouglass1 27 dez. 2024 às 13:16 
If the vanilla Map had Planets with *10 in place of 2, and 100 in place of the 10 that would probably a good number to work with. The Mod with 1000/10000, is probably a bit much.
I am sitting with over 45 K on my inventory bar, and just have my harvesters flying around for a time.
*Gigamass
Última alteração por rdouglass1; 27 dez. 2024 às 14:07
Bal 28 dez. 2024 às 11:46 
Originalmente postado por Illauna:
What game settings are you using. Much of the scarcity is going to be directly related to game settings. If you have higher habitability you'll have less dead worlds to harvest. If you have less stars you'll have less gigamass because it can only come from planets. Star Frequency and Galaxy size are also factors.

Otherwise the values can be modded it only requires a few lines to edit.

https://www.galciv4.com/mods/manager/download/189

Thanks for the mod. I will reduce it to 10 rather than 20 as I still want some level of constraint.
W.B. Yeats 4 de jan. às 12:00 
What's the outcome from this interesting discussion - should we go with a mod or wait?
Draver 4 de jan. às 13:08 
I would go with a mod, either Illauna's or the one I added in the Bundle at https://www.galciv4.com/mods/manager. The bundle one uses a more conservative value of 6 gigamass per gas giants, and 11 for dead worlds.

Illauna also just came out with a mod to remove the gigamass based ship templates from the game, so the AI and the player won't waste gigamass on ships.

I also tried to get the AI to not spend its gigamass on Terraforming as much. Your mileage may vary with that one though.

You guys may be interested in trying an improvement I made that gives you a small amount of gigamass per turn based of the mineral input of one of your core world. A well fed Core world can give you between 0.2 and 0.3 gigamass per turn.

Finally Sarellion came out with a mod to add energy generation on the power plants improvements. We've also rebalance the Solar plant a little and the base Dyson Sphere to give 15 power instead of 10.

These five mods can be found in UP Bundle of Mods V1.9.29 or later:
BugFix_Illauna-RmvGigaMassComponents
BugFix_UP_GigaMassTerraformingAIPreference
UP_GA_SpecialResourceExtractors
UP_MBC_GigaMass
SAR-Energy
Última alteração por Draver; 4 de jan. às 13:41
Sarunas 5 de jan. às 6:06 
hi, yes it runs out way too fast, but that is not main issue i need mega structures to fast travel way sooner its a nightmare on large maps to wait almost to endgame tech to have some mobility in galaxy was way better in galciv3 with hypergates, to be fair playing only third game and if you have Prestige victory on you will never see any benefits of mega structures, you may build some planet improvements thats all. At this point i think we all need better mobility in vast space so tech to move faster should be reached faster, in other words i have to disable prestige victory to even have a glimpse to any mega structure tech. i play on incredible as godlike now is too much.

Would be nice to have some diplomacy projects like "Link civilizations with hypergates" as this new setup of sectors makes you way too distant to everyone, everything becomes very time consuming in large galaxy if you cant make easy shortcuts like in galciv3. Please consider those to be more available and way sooner than they are now. And yes i agree there should be some gigamass generators if there are none havent seen any so far, you need to be able to harvest that for long term not just harvest planet and thats all, that resource runs out way too fast and its overrated in trade. Maybe simple solutions would be just make more yield on planets.
RJS 5 de jan. às 16:24 
Originalmente postado por Gregorovitch:
That would presumably depend on how many AI opponents were included?

Largest map with 22 opponents I am slowly running out of space to harvest and have over 500 gigamass, that's while using it constantly for terraforming, ships and the planetary improvements. I haven't researched past dyson spheres yet, but I'll have enough for some nexuses and wormhole teleports no prob.

What I also found in another game, is once some of the slower developing NPC's get knocked out of the game, their sphere of influence was protecting tons of fresh dead planets and anyone able to exploit the opportunity will have a fresh goldrush.
Última alteração por RJS; 5 de jan. às 16:24
EPiC98PNY 6 de jan. às 23:25 
As I was harvesting dead planets for Gigamass, 2 thoughts/questions came to mind:
1) Gas Giants typically contain much more mass than, let's say, a rocky Earth-size planet with no atmosphere. Yet Gas Giants only yield 2 Gigamass, vs. rocky Earth-sized planets, which yield 10 Gigamass. Am I missing something?
2) Wouldn't the destruction of planets for Gigamass potentially lead to, well, orbital changes for other planets in a star system due to potential gravitational equilibrium being disrupted, in turn potentially lead to, well habitability changes for a colony (or colonies) in that said star system?
I'm not an astronomer or physicist, but I was wondering...
Also, those potential habitability changes for colonies could be an opportunity for, well, in-game colony events?
ghost88 7 de jan. às 2:32 
On point 2 you have a point but just like many things in computer gaming especially Fantasy and Sci-Fi games a whole lot of "Handwavium comes with them. Gigamass being Handwavium to begin with.
Originalmente postado por ghost88:
On point 2 you have a point but just like many things in computer gaming especially Fantasy and Sci-Fi games a whole lot of "Handwavium comes with them. Gigamass being Handwavium to begin with.

You are understating this a great deal. Gigamas is to the level of "Wizard did it" hand waving.
RonEmpire 11 de jan. às 3:59 
After my first playthrough of the game with the DLC. I definitely will say the gigamass thing is a huge balance issue. It ran out too fast by the time I finished researching anything.

I played on default map settings. And the universe seemed of course too small. Every dead planet was harvested. enemies had nothing to trade for after a while. I saw one had 200+ at one point and then later they had nothing left. cost of structures are too expensive at the end to build. made 1 Dyson sphere and then can't make thing after that. i made mistake of spending it on modules or ships. we don't even get the resources back on decommission.

overall the gigamass resource thing is a huge issue for an entire DLC that depends on it.
Draver 11 de jan. às 8:17 
While waiting for the next patch which may very well help on that front, we've come up with a few mods that makes a difference. Check it out at https://www.galciv4.com/mods/manager under UP Bundle of Mods V1.9.31 or later. The mods related to the DLC that helps are:
BugFix_Illauna-HarvesterArchitectHiddenAtStart
BugFix_Illauna-RmvGigaMassComponents (no more ship templates with gigamass)
BugFix_UP_GigaMassTerraformingAIPreference (try to help the AI not waste)
SAR-Energy (Ernegy from the generator wonders)
UP_GA_SpecialResourceExtractors (get a trickle of gigamass per turn in this one)
UP_MBC_GigaMass (you can play with the amount of mass found on planets)
UP_MBC_GigamassTerraformingTechLocked
< >
A mostrar 46-60 de 61 comentários
Por página: 1530 50