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Dev Journal #69 - Who's a Bad Influence?

Hello everyone, nice to meet you! I am DraconicDesign, the new Associate Game Designer on Galactic Civilizations IV. Moving forward, I will be making periodic contributions to the GalCiv IV: Supernova Dev Journals. I hope you’ll look forward to hearing more from Battlemode and myself as we continue spotlighting GalCiv's various systems!

In Galactic Civilizations IV, Influence is a powerful (and often overlooked) tool in many players’ arsenals. Influence controls the spread of your civilization’s borders and, with a high enough Influence, will allow you to overwhelm another civilization’s borders and even flip their worlds to your control. If played correctly, Influence can enable players to defeat opposing civilizations without ever going to war.

As a 4X player, my playstyle often revolves around economics and wealth. I love to amass huge quantities of gold or credits and spend my way to victory. To shake things up, I wanted to explore a different playstyle focusing on victory through Culture and Influence.

My goal: Conquer an Enemy Civilization through Non-Violent Means

My first step on this path was picking my Civilization.


I decided to choose the Phalenoids.

Both “Likeable” and “Persuasive,” the Phalenoids have a natural advantage in Diplomacy. Phalenoid Citizens also prefer to befriend other species and receive an Approval bonus when sharing worlds. And, of course, the Phalenoids have the unique “Nocturnal” ability which provides a 15-month alternating cycle of buffs.

During the “Season of Waking,” the Phalenoids receive boosts to Manufacturing and Growth, while in the “Season of Dreaming” they receive boosts to Research and Influence.

To further enhance my odds of success, I opted to raise the “Influential” trait to its highest setting and subtracted a point from “Brutal.”


From the outset at turn 1, the buffs provided by the Nocturnal ability’s “Season of Waking” allowed me to build a strong foundation. The +20% Growth lent itself to rapidly expanding my population and colonizing many nearby worlds. +20% to Manufacturing enabled the rapid establishment of districts.

With these effects combined, I established manufacturing and research engines in my home world – a prerequisite for unlocking Influence-improving technologies and improvements.

Soon after, I encountered the Torians. They would quickly become the target of my cultural conquest.


To enhance my Influence Growth as early as possible, I adopted the Heart of the Empire and Cultural Values policies. Additionally, I opted to spec into the Egalitarian Ideology for its free colony ships and Influence-boosting traits.


Starting on turn 16, my Civ entered the “Season of Dreaming” and gained a 20% boost to Influence growth. This effect bolstered the already rapidly growing Influence on both my Core Worlds. Sensor Array Orbital Improvements, technologies like Xeno Entertainment, and Cultural Districts enhanced my strategy – particularly on Naledi I.

The planet “Naledi I” sat in between two competing Torian Core Worlds, and its rapidly growing Influence allowed it to quickly flip the majority of either planet’s Zone of Control (ZoC for short.)


The power of this Influence was enough to initiate rebellion on the neighboring Torian planets as early as turn 30. Around the same time, I became aware of the Torian’s steadily increasing dissatisfaction with my growing cultural influence.

To prevent relations from souring to the point of war, I established several trade routes, utilized the Goodwill Tour Executive Order, and researched the Emissaries and Diplomacy technologies to gain diplomatic bonuses. This strategy worked long enough for me to greatly improve my Culture-focused Starbases and steadily eat away at the Torian ZoC.


By turn 62, I had eaten away most of the Torian ZoC.


...And by turn 68 they had declared war. I had flown too close to the sun and war was inevitable.

The war waged and all the while my Influence grew – and by turn 74 I had completely subsumed the ZoC of both neighboring Torian Colonies. Around that time, as many as 75% of the citizens on either planet were rebelling due to my Influence.

On the opposite front, I aimed to conquer the Torian home world beyond my Influence-generating range.


I used the “Propaganda” invasion tactic as it technically stuck to my goal of a non-violent victory and managed to take over the Torian capital of Toria before too long.

Unfortunately, Naledi I changed hands to the Torians around the same time – and while I reconquered it soon after, the damage had been done. The percentage of rebelling citizens on both neighboring planets had reset dropping to a measly 1%.

This painful loss meant I could no longer wait for the colonies to flip – they would both fall to the same Propaganda that brought down Toria before them.


On turn 104, I conquered the final Torian colony – earning me a bittersweet victory.

I had won, but not in the manner I had set out to.


...And yet there was a silver lining.

A minor faction, the Thalan, had spawned on a planet within my ZoC and had declared war on me the moment it arrived. A mere 10 turns into its existence, 34% of the planet’s population was already rebelling. There was hope for a non-violent takeover yet.


New Cultural Starbases poured Influence onto the planet and turn by turn the rebellion percentage ticked up. Then disaster strikes – the Thalans were at war with the Festron! And the Festron began their invasion of the planet.

It came right down to the wire. The Invasion had been underway for several turns and the percentage was 99%.


And BOOM! Sweet victory, the planet was mine.

After a long 118 turns, I had finally conquered a planet without ever setting foot.

In conquering Koit II, no fleets or troops were lost, no planetary defenses were fought, and no invasions were staged. The cultural conversion of Koit II even allowed me to circumvent the restriction of one invader of a planet at a time - as the Festron had begun invading and would have prevented my own.


The ability to capture huge swaths of another civilization’s ZoC isn’t without risk. During my conquest of the Torians, I was able to march my Starbases progressively closer to their core worlds until they were mere tiles away.

The largest pitfall of this strategy is the gigantic Diplomatic de-buff that results. Opposing civilizations do not appreciate your encroachment into their territory and onto their planets. The further you push, the closer they come to declaring war and striking back.

Despite its drawbacks, this strategy is very effective at winning wars before they start. Proximity to these foreign planets allowed my Starbases to exert additional Influence – pushing each planet to rebel and accelerating the countdown to when they flip to my control. By capturing these planets this way, you can ignore the risks of combat and the negative effects of war weariness. And when war does arrive, you have a powerful advantage with Starbases positioned so close: each one can be equipped with defenses ready to destroy enemy fleets. The final great advantage is the ability to station your own fleets tiles away from an enemy planet safely within your own ZoC.

By playing a strong defensive game and letting your Influence continue to build the pressure, you can make victory inevitable. Each planet you flip contributes to your growing Influence. The wider your ZoC, the fewer resources and options enemy civilizations will have. The longer a war drags on, the closer each planet gets to flipping to your control.

Play smart and you too can expand your Influence across the stars!

NOW OUT: Sins of a Solar Empire II

[h2]Empires will rise and fall as Sins of a Solar Empire II is now available to purchase on Steam.[/h2]
[h3]A new era begins as the sequel to one of the most beloved strategy titles of all time releases today on Steam with new dynamic maps, deeper combat, and more.[/h3]

https://store.steampowered.com/app/1575940/Sins_of_a_Solar_Empire_II/

The base game edition is available at a special discount price of $39.99 for a limited time.

Sins of a Solar Empire II - Premium Edition is available for a limited-time price of $79.99 and includes the base game, first Content Pass (see image below for details!) and the Sins of a Solar Empire II soundtrack.

The sequel to the iconic Sins of a Solar Empire, a classic strategy title known for masterfully blending real-time and 4X strategy gameplay, Sins of a Solar Empire II boasts a new engine that allows for even more epic space battles, larger sprawling empires, and signature unforgettable Sins moments.

[previewyoutube][/previewyoutube]

“From multiple races to emergent tactics to a detailed galaxy simulation system, we’re giving our community multiple ways to conquer the galaxy in Sins of a Solar Empire II,” said Brian Clair, director of publishing, Stardock Entertainment. “With today’s launch on Steam, we’re looking forward to supporting our fans with even more great DLC content and the release of our Mod Tools and Mod Browser to see what our community does with this next evolution in the Sins franchise.”

Sins of a Solar Empire II features gameplay enhancements that let players take full control of how they conquer the galaxy. Emergent tactics like protecting vulnerable units from missile strikes with Titan ships, or launching surprise ambushes using the dynamically changing orbits of planets are now possible. Sins of a Solar Empire II will reward players for creative thinking, effective use of economic systems, and making convenient allies as they take over the galaxy.

[h2]Key Features:[/h2]
  • Three playable races including the Advent, Vasari, and TEC return with two sub-factions that utilize unique items, mechanics, and Empire Systems to achieve total victory
  • Orbiting planets that dynamically alter the map during play, requiring players to gradually shift strategies as new challenges and opportunities emerge
  • Minor factions that provide unique capabilities to players that befriend them through a new influence system
  • Enhanced tactical battles and deeper combat simulation including missiles that can be shot down
  • New economy model that allows players to truly customize their worlds to fit production needs
  • Ten-player multiplayer matches that allow players to seamlessly join or resume games
  • Build and command thousands of high-fidelity units in a new engine built from the ground-up for Sins of a Solar Empire II
  • Capital ships that can be equipped with special augmentations to be more effective in battle
  • New in-game mod browser allows for easy installation for user generated content and maps


[h2]Purchase Options:[/h2]



[h2]Screenshots:[/h2]








Dev Journal #68 - Economy Primer

Building a strong economy is a foundational aspect of all 4X games, regardless of your overarching aims in that particular campaign: whether you’re racing for a technological victory by researching the most advanced technologies, or raising an unstoppable military juggernaut to crush your enemies with, “the sinews of war are infinite gold” to quote Cicero. Or, in the case of Galactic Civilization’s IV: Supernova, infinite credits.

And even that timeless wisdom doesn’t quite do things justice in a space 4X: infinite credits would be pretty helpful and though we can trade cash for various things with other players, and there are ways to rush build, buy or otherwise purchase goods and services, we can’t always instantly transform credits into advanced technologies, Cultural Starbases or a host of other tools we need if we’re to lay eyes on that victory screen.

GalCiv’s resource system is a large topic, and we covered it fairly extensively in this video on Youtube, but as a continuation of our series aiming to demystify the early game for new players, I’d like to pass over that fine detail and instead give you some very broad advice on how the economy works and what each of these resources does.


As a quick recap, natural resources are represented as Planetary Input, which are then converted by Citizens, Districts and Improvements (and a few other miscellaneous things) into Planetary Output. Manufacturing and Influence are used at the planet level, for colony construction and shipbuilding, and pushing out your borders respectively.

Planetary Output values then contribute to your Empire’s overall treasury of resources known as Civilization Output, where they’re used for various things, and these are fairly intuitive: Research allows your scientists to discover exciting new technologies, Food is shared across your Civilization for Citizen growth and approval, and Income is taxed at a set tax rate to provide Credits, for paying for all your infrastructure, with the surplus pooled and available to spend on a turn-by-turn basis.



This screenshot from my video on GalCiv’s economy summarises things a bit more simply.

Here’s a quick example using Minerals and Manufacturing.


The Core World of Ivoria here has mineral resources called Mineral Input, worth 5 points. We’ve also got a Colony attached, Ivoria III, which is contributing it’s own Mineral Input of 3, for a total of 8.0. If we had Asteroid Bases around Ivoria, you’d see their input here too.


This Mineral Input is then processed by Manufacturing Districts, any manufacturing Improvements (like the Planetary Generator and Elemental Fabricator here), and some other bonuses such as our Governor’s Diligence score (Diligence is a character trait used to modify Manufacturing), and the various Diligence scores of our Citizens too.


You can think of Citizens bonuses to Mineral Input processing as having dedicated workers leading your main industrial operations, and for some civilizations which hate pollution and shun organized industrial efforts, as some kind of highly efficient and alien cottage industry. We can assign Citizens a Worker job, to help them focus on improving Manufacturing output even further.

There are other modifiers involved, including Economic Starbases (which have an industrial element that helps production) and various effects from Civilization Abilities, in game Events and more.

Finally, after applying our current Approval as a multiplicative modifier, we’ve ended up with a score of 23.8 for our Manufacturing Output on Ivoria.

Approval is, and I stress, VERY IMPORTANT, because it directly affects the output of Manufacturing and Research, and low Approval can be crippling to your economy, so work to keep your Citizens happy!


So, what can we do with this Manufacturing output? Well, every construction project on our planet has a Construction Cost, and our Manufacturing score is deducted each turn from that cost until the total cost is paid, at which point you get your shiny new Coordination Beacon, in the example above, which required a total of 120 Construction points to create.


That Manufacturing score is also translated into another resource called Military, which is basically the same as Manufacturing Output, but is used by your attached Shipyard to create shipyard projects (warships, research missions, starbase modules and more).

This is a very brief overview by way of example, and we’ve only taken a look at just one of the Planetary Input/Output chains, but I hope this helps to demystify some of these arcane numbers a little bit. Technology, Farming, Wealth and Culture all have their own little rules but you should be able to follow the example here, with the help of the in-game tooltips, to work out what modifiers are affecting each, and where they are used.

I’d also strongly recommend that you check out the video I linked at the start of the article, as it details all this much better, and in a much more amusing format too, I hope!

If you’ve got any questions about this or anything else, just leave them in a comment and I’ll do my best to answer them.

Cheers!

Sins of a Solar Empire II Launch Date Announced

[h2]Coming to Steam August 15, 2024[/h2]
Sequel to beloved strategy title features new asymmetric playstyles, dynamically changing maps, deeper tactical combat, expanded strategic depth, and more.

[h3]Check out Rimmy Downunder's latest playthrough and our date announce trailer at the end:[/h3]
[previewyoutube][/previewyoutube]

A new chapter in the never-ending war for the galaxy will be written as Stardock and Ironclad Games announce that Sins of a Solar Empire II is set to release on Steam on Thursday, Aug. 15. The sequel to one of the most beloved strategy titles of all time, Sins of a Solar Empire II will once again feature a seamless combination of real-time strategy and 4X gameplay, delivering sprawling empires, huge tactical fleet battles, and unforgettable gameplay moments that can only be found in Sins II. Players who wishlist now will receive a reminder when the game releases in just under two weeks.

“It’s been amazing to see how hyped fans are for the release of Sins of a Solar Empire II on Steam,” said Brian Clair, Director of Publishing at Stardock Entertainment. “We have seen so many people who were fans of the original Sins, and Sins: Rebellion, sharing their excitement for this long-awaited sequel. Sins of a Solar Empire II will deliver epic galactic warfare and strategy to players. We can’t wait to share more with you and celebrate the launch of Sins of a Solar Empire II on August 15!”

Sins II will give players more tools than ever to form their own play styles as they battle, scheme, monopolize, and manipulate their way to victory. The sequel also introduces new emergent tactics and strategies that reward creative thinking. Players can protect vulnerable units by body-blocking missiles with their Titan, launch a surprise attack from a rogue asteroid when its orbit reaches the enemy's back line, or guard themselves against a backstab with a time-locked alliance.

Sins of a Solar Empire II Key Features:
  • Three unique playable races including the Advent, Vasari, and TEC return with two sub-factions that utilize unique items, mechanics, and Empire Systems to achieve total victory
  • Orbiting planets that dynamically alter the map during play, requiring players to gradually shift their strategies as new challenges and opportunities present themselves
  • Enhanced tactical battles and deeper combat simulation featuring tracking turrets and missiles that can be blocked by ships or shot down
  • Minor factions that provide unique capabilities to players that befriend them through a new influence system
  • New economy model that allows players to truly customize their worlds to fit production needs
  • 10-player multiplayer matches that allow players to seamlessly join or resume games
  • Build and command thousands of high fidelity ships that are effortlessly powered by a new 64-bit multicore engine
  • Capital ships that can be equipped with special augmentations to be more effective in battle
  • New in-game mod browser allows for easy installation for mods and maps


Sins of a Solar Empire II is available to wishlist now. At launch, the base game edition will be offered at a special discount price of $39.99 for a limited time. Additionally, the Sins of a Solar Empire II - Premium Edition will be available for a limited-time price of $79.99 and will include the base game, first Content Pass and the Sins of a Solar Empire II soundtrack.









Dev Journal #67 - Plan Your Research

To follow on from our previous developer blogs aimed at onboarding new players into our flagship turn-based space 4X game, Galactic Civilizations IV: Supernova, this week I thought we’d have a look at a simple system you can use to select a plan of technological development that will best fit your current game situation.


Technology, from a top down perspective, is pretty easy to understand in Space 4X: you generate some kind of research resource, in GalCiv ours is conveniently called Research, and once you’ve accumulated enough of it, you can use it to unlock new capabilities for you to play with.


Technologies, or Techs, are usually unlocked in some kind of sequence, and an advanced technology may require the unlocking of one or more prerequisite Techs before you can select it. It’s all pretty intuitive: you’ll need to discover a laser gun before you can build an advanced laser gun, and you’ll need to discover both lasers and space stations before you can access an orbital laser platform.

Tech trees are often subdivided into different research fields, for flavor and to keep everything more organized. Furthermore, technologies generally become progressively more expensive the further down the technology tree you explore.

In Galactic Civilizations IV, Research points are generated by the Citizens on your Core World working in tandem with Research Districts and Improvements, from research modules on your Economic Starbases, from various in-game events, as a reward for picking certain Ideological Traits and many more.

Techs can also be traded with other Civilizations, and are relatively valuable as a trade commodity as advancing through the research tree is an effective way to win the game.

Part of the strategy in a space 4X comes from plotting your trajectory through the technology tree to unlock the abilities, equipment and other fun stuff you’ll need at each given point of the game.

GalCiv is a sandbox oriented 4X game, featuring many setup options to customize the map and endless variations of in-game situations to face. This requires a fairly large and varied Tech tree, and GalCiv tries to avoid any one path being an optimal solution regardless of the in-game conditions, meaning new players can get a little overwhelmed with the choices on offer for the first few plays.

So what do you want to research first?


This is a huge topic with an infinite number of permutations: in situations like these we want to be thinking in terms of systems, rather than goals, because systems be refined as we develop as players. Here I’ll give you a very basic system that you can use to analyze your game state and figure out how you want to proceed down the tech tree.

Our goal is to win the game, and crucially, we must not lose the game before we can win it. There are many ways to lose, but picking the wrong Techs only to run afoul of a situation that those Techs have not prepared you for, is almost guaranteed to qualify.


For beginners, defeat usually means being militarily invaded or culturally dominated by your stronger neighbors. Alongside defending our civilization from these threats, we must also maximize our empire’s size and ability to generate game winning resources to keep ourselves strong enough to face challenges until we achieve victory ourselves. Running out of Credits or Food might not immediately end the game but it makes the game a lot more difficult to win until you’ve fixed that particular issue.

So, when the game starts and as the first couple of dozen turns develop, you want to be looking at your position on the map, relative to your neighbors and game-winning resources such as high class planets, strategic resources and Precursor artefacts.


This start as the Arceans gives us lots of room to expand but eventually we’re going to run into the Xeloxi who have a lot of colonies around them and are likely to grow fast and strong. There’s no immediate need to defend and in fact, focusing on the Weapons or Logistics line of Techs would stunt our growth.

So, first we grow, but we must intersperse growth and economic Techs with military technology too: one of the triggers for the AI to declare war is you not fielding a military large enough to counter theirs if they did decide to attack. You must not look weak!

In this case, we could focus on Techs that increase the movement speed of our ships, to get our Colony Ships and Constructors out to where they need to be before our rivals.


We also want to improve the economic output of our Core Worlds, whether that’s through increasing the amount of Citizens we can house (the green Planetology branch of Science) or by increasing our Manufacturing output (the orange Industrialisation branch of Engineering).


But before too long, it is imperative that we defend what we’ve built, and this is where the Weapons and Logistics lines come in.

There is more to defense than just warfare. We can build trade routes with our neighbors and make ourselves unattractive for invasion by making it financially damaging for them to declare war on us. The yellow economic branch of Governance can help here, by increasing the number and value of the Trade Licenses we can setup with other Civilizations in the game.


This is a very useful type of “defense” that simultaneously increases our growth by maximizing Credit generation, while keeping our relations with other players high enough that they’ll be less inclined to attack.

In the same screenshot you can also see the blue diplomatic branch of Governance, another defensive branch that effectively makes it harder for your enemies to declare war. Culture (above that) helps you defend from enemy Influence attacks, and increases your own threat vector with your own culture too!

On some maps, with very aggressive neighbors starting very close to you and very few empty worlds to colonize, it might be smarter to build your military a lot faster than this, instead only researching what you need to keep your defensive forces strong enough to dissuade invasion and perhaps start a war of your own, to take enemy worlds.

This is a potentially endless topic and so I have to end it here. My intentions are to get you thinking about reading the situation on the game map turn by turn, and then picking your research topics to both keep yourself in the game while maximizing your potential “to keep on keeping on”, until you get a chance to reach out for victory.

As you get better at the game, you’ll have outgrown the “defend or grow” thing. Then, you’ll learn the various Tech trees, and what they can offer you in terms of long term strategies and from there, you can develop your own playstyle. Some players love to rush for the military techs and overwhelm their enemies with advanced armadas of deadly warships, while others race for Culture, Influence and Precursor relic techs to try to win the game in a less-aggressive fashion.

As always, the choice is yours!