1.55.376894 New Culture and Control mechanics

I'm sure I don't understand how to use the new Culture and Control mechanics, but they're not something that just happens in the background without some kind of TLC.

Turn 61 and I have 1 Culture point, and that came from an an event or setting up a colony, can't remember which.  It says Culture points produced by homeworld, which is the same as previous version, but seems to be broken.

Again, turn 61, I have stopped earning Control points?  What happened to the Civ Capital giving 2 points per turn?  And nothing from colonies? If it now needs a special improvement, shouldn't it be one of the ones you can build fairly early?

Now the one thing I did do was take advantage of destroying my Core World Capital and moving it to a better Hex.  Could that be what's messing up the generation of Culture and Control points?

5,977 views 8 replies
Reply #1 Top

So after reading impinc's post https://forhttps://forums.galciv4.com/520467/155-capital-issues ,ums.galciv4.com/520467/155-capital-issues I think I see the problem.  I also picked "Core Capital" instead of "Capital City".  I'm pretty sure this is what messed up my game.  I'll go back to 1st save and retry.  However, I would strongly suggest that you stop the "Core Capital" from appearing with the "Capital City" of the Capital planet of a Civ.  This will mess up too many players. 

 

 

Reply #2 Top

I concur with scifi1950 - I am on turn 35 and I have 0 culture points.  This can't be what is intended.

Reply #3 Top

I think this will have to wait. It's a bit of an edge case.   I'll see what we can do by tomorrow but the options might be to either remove the ability entirely or ask players to pay attention to what they are building a bit better until we can make it...er player proof.

Reply #4 Top

Quoting Frogboy, reply 3

I think this will have to wait. It's a bit of an edge case.   I'll see what we can do by tomorrow but the options might be to either remove the ability entirely or ask players to pay attention to what they are building a bit better until we can make it...er player proof.
End of Frogboy's quote

One thing that might help would be to move the Civ Cap to the far left so it was in the first slot.

That was what confused me at first.

Reply #5 Top

Quoting gypsy2299, reply 4


Quoting Frogboy,

I think this will have to wait. It's a bit of an edge case.   I'll see what we can do by tomorrow but the options might be to either remove the ability entirely or ask players to pay attention to what they are building a bit better until we can make it...er player proof.



One thing that might help would be to move the Civ Cap to the far left so it was in the first slot.

That was what confused me at first.

End of gypsy2299's quote

I think I've found a way to do it though it will require a new EXE to do it.

Reply #6 Top

Testing.

Reply #7 Top

I was just about to suggest that you drop the feature until it's fixed.  I could see the Steam reviews pouring in about the game being completely broken & Stardock doesn't care }:)  

Reply #8 Top

I just posted my recommendation for a fix to this issue in a different thread.  Essentially, it is that every civilization must have a Civilization Capital identified at the end of their turn or the game prompts them to select one. Every core world must have a capital and one of them must be identified as the Civilization Capital.