GalCiv IV: Supernova | Warlords | Baratak Grove | Ep. 03 - Bad Neighbours

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • Galactic Civilizations IV: Supernova has finally had the upgrade I've been waiting for: a drastically improved combat system that gives the player a lot more agency when it comes to ship and fleet composition, and a better combat UI to see it all play out too.
    In this series, I play a large map as the Baratak Grove. We're trying to find a solution to pollution while fending off some of the worst neighbours a plant based race could possibly have in GalCiv.

ความคิดเห็น • 16

  • @bouvond
    @bouvond 2 หลายเดือนก่อน +1

    There is a tech that gives you an orbital upgrade that gives you a control point per month, and I think theres a building tech that does it too.

    • @battlemode
      @battlemode  2 หลายเดือนก่อน

      Yes each Core World will get a small amount of Control and so you're encouraged to take a lot of worlds as the Baratak.

  • @pauldesrivieres7083
    @pauldesrivieres7083 5 หลายเดือนก่อน +1

    @battlemode Why did you trade for Economic Development when you had nearly completed researching it? Next turn you would have completed the research and then it would be a tradable technology.

    • @battlemode
      @battlemode  5 หลายเดือนก่อน

      Playing too quickly probably.

  • @seasand6705
    @seasand6705 5 หลายเดือนก่อน +1

    regarding altering the diplomatic offer coming from AI becoming worth less when you alter it: It reminds me of how some people will complain about AI not being good enough/to easy to beat, but then you'll also here complaints about not being able to manipulate trade deals to your likeing. people like being able to screw the AI like that and feel clever (including myself). Perhaps these aren't the same people, but an interesting paradox nonetheless.

    • @battlemode
      @battlemode  5 หลายเดือนก่อน +1

      Absolutely correct. You'll enjoy my upcoming videos on Galactic Ruler Enlightenment as I go into this kind of "expectations vs reality" thing we get when gamers come into a new game.

  • @pauldesrivieres7083
    @pauldesrivieres7083 5 หลายเดือนก่อน +1

    @battlemode Xeno Industrialization was 2 turns to research. Then dropped to 1 turn when it appeared in the discount section. But after you researched Xeno Biology, the cost had increased to 3 turns. Is there research inflation like in previous version of GalCiv? Meaning as you progress with your research does the cost of the remaining techs increase?

    • @battlemode
      @battlemode  5 หลายเดือนก่อน

      I don't actually know the answer to that. I don't think so though, because you can research the early stuff very trivially later in the game if you've not hit certain subjects.

    • @pauldesrivieres7083
      @pauldesrivieres7083 5 หลายเดือนก่อน +1

      @@battlemode I have been playing GalCiv since the beta of GalCiv2 (I was known as Mascrinthus) and I can confirm that GalCiv2 did have research inflation. As your empire grows and your research technology progresses so to does your research output. In GalCiv2 excess research from one turn spilled over into the next so it was possible to complete more than one research tech in a single turn. So the developers introduced research inflation. Even with this change early techs which are cheap can be quickly researched later in the game due to your increased research output. Some of the same developers who worked on GalCiv2 are working on GalCiv4 so they may have borrowed this idea.

  • @Trifler500
    @Trifler500 5 หลายเดือนก่อน

    "Too lazy to ship build absolutely everything"
    Just messing with you, but I literally make two designs in the early game. That's hardly "absolutely everything". :) I'll probably make more with Warlords though, just for the doctrines.
    Also, how can it be such a pain for you when the game keeps the design for every new start in the future? It's not like you have to re-create the design every time. Especially since you said you like swarm tactics. That means slight improvements cascade.
    BTW, they've left no room to make custom probes anymore anyway.

    • @battlemode
      @battlemode  5 หลายเดือนก่อน

      I tend to just design one when I need it, i don't usually use ones I've already designed as I like to have a connection to the current game by making them as I go.

  • @merrydiscusser6793
    @merrydiscusser6793 5 หลายเดือนก่อน

    13:02 Coordination Beacon also gives you control.
    16:30 Reducing Pollution might actually give you higher growth than a recruitment station. :D
    21:38 You did put down a mining station, but it got blow up.
    26:37 That's from the Coordination Beacon.
    40:44 Battlemode:"We just want to grow in peace." Also Battlemode previously:"I need some better weapons." and "I got to kill that neighbor quickly." :D

    • @battlemode
      @battlemode  5 หลายเดือนก่อน +1

      The Recruitment Station is completely OP at the moment, a few of us have asked for it to be nerfed but not sure it'll happen

    • @merrydiscusser6793
      @merrydiscusser6793 5 หลายเดือนก่อน

      @@battlemode
      Good to know.

  • @brucehilton1662
    @brucehilton1662 4 หลายเดือนก่อน

    Spending is a lot more palatable if your income is even little bit positive. However If I am deficit spending I am very loathe to spend cash outright, I try to keep my deficit < 10% of my cash on hand.

    • @battlemode
      @battlemode  4 หลายเดือนก่อน

      That sounds wise. I'm less thorough, but I generally dislike being at a deficit and so I'll be keeping an eye on my overall cash level and make rapid adjustments if that value goes too low.