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by laudablepuss 07/05/2023, 10:26am PDT |
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laudablepuss wrote:
Commander ships and leveling ships up
In GC3, you could have a commander in your fleet, and this was a big deal. The basic commander offered I think 50% bonus to hitpoints and fleet movement. Wow! You could also make him an admiral and he gave different bonuses, or a privateer for off-the-books warfare, or a survey-type ship I think. All ships (commander or not) gained experience and leveled up, gaining hitpoints as they advance.
In GC4, you have certain ships (up to 7 I think) that unlock with certain techs. GC4 calls them "flag ships". These 7 are sets that you pick when you design your civ (if you did that). You drop a leader on one and it appears near your home system. They, along with special prototype ships you unlock through surveying anomalies, and your survey ship(s), are the only ships that can upgrade. As these ships go up in levels, they can acquire new ship parts that, say, extend their sensor range or increase their speed. Or weapons that increase their combat rating. Other ships go up in level still, but they don't get cool new parts.
I just remembered another big difference between GC3 and GC4. In previous Gal Civ games, including 3, you could "upgrade" a ship to basically any similar-sized design. So you have a crappy fighter from early in the game and want to turn it into an updated advanced fighter you just designed, that's an option and it just costs money and a couple turns of inactivity.
GC4 got rid of this. But it's less of a problem than you might think maybe . . . my old early game fighters and frigates go up in levels and seem pretty decent even later in the game. But if they haven't been fighting and are just costing upkeep, you gotta decommission them and make new ones. |
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