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Now Out: v2.6 Reinforcements Update

[h2]Galactic Civilizations IV v2.6 Reinforcements Update Brings Visual Overhauls and Gameplay Enhancements[/h2]

The latest update for Galactic Civilizations IV, v2.6 Reinforcements, is now available, and it's packed with a host of changes aimed at enhancing both the visual appeal and gameplay mechanics of the game.

https://store.steampowered.com/app/1357210/Galactic_Civilizations_IV/

View the full changelog here.

[h3]Visual Overhaul on Ships and New Ship Parts[/h3]
One of the most notable changes in update 2.6 is the major visual overhaul of the Terran Alliance and Terran Resistance ships. These updates bring a fresh look to some of the game's most prominent fleets, likely to please fans of the series. Additionally, the update introduces a plethora of new ship parts, allowing players more creative freedom in designing their vessels.

[h3]Improved User Interface and Strategic Controls[/h3]
The update introduces new strategic zoom controls that enable players to decide when different categories of strategic icons are displayed on the galaxy map, directly from the main game UI. This should make managing expansive space empires a bit more manageable. Also, loading screens will now offer tips and tricks, potentially helping both new players and veterans alike refine their strategies.

[h3]Gameplay Adjustments[/h3]
Update 2.6 includes several gameplay adjustments aimed at enhancing the player experience. These changes address various aspects of the game, from balancing and stability improvements to tweaks that refine the overall mechanics. Players can expect a smoother and more engaging gameplay experience with these updates.

[h3]Multiplayer Enhancements[/h3]
For those who enjoy multiplayer, the update promises improved turn time speeds and fixes for desynchronization issues that could occur when ship designs are obsoleted on one client but not the host.

[h3]Localization and UI Improvements[/h3]
The update also brings numerous localization enhancements, making the game more accessible to a global audience with adjustments to tooltips and text displays in multiple languages to prevent clipping and overlapping.

[h3]Warlords Expansion Updates[/h3]
The Warlords section sees improvements in the UI, such as an updated War Aims Tooltip that now includes a scrollbar for lengthy descriptions, ensuring better accessibility for players in different languages.

Overall, update 2.6 for Galactic Civilizations IV focuses heavily on refining the existing systems and adding visual flair to the game, while also addressing some long-standing community feedback regarding gameplay mechanics and UI issues. Whether you're a seasoned player or just starting out, these changes might just enhance your galactic conquests.












Dev Journal #59 - New Terran Ships

There’s a new update incoming for Galactic Civilizations IV: Supernova and with it we’ve got some really cool new ship models to show you for the two human civilizations in the game: the Terran Alliance and the Terran Resistance.

Taking a quick peek at the Galactic Civilizations IV Metaverse game statistics page, the Terran Alliance and Terran Resistance are the most popular Core Civilizations in GalCiv4, although the AlienGPT custom civ system currently draws the most players of all!

Every ship model fielded by the Terran Resistance has been completely remade to match their story as a tough splinter group who survived untold horrors in the name of protecting humanity.

Meanwhile, the original Terran Alliance ships have been redesigned too. There are a few exceptions there: the Probe, Survey Ship, Constructor, and Supply Ship already fit the retro-futurist style we were going for and so we’ve designed the other ships to look more like them.

We’ll turn to the Terran Alliance first.


Here’s their new Transport, with a rotating centre module that I had to freeze-frame for this shot!


And onto the warships, here’s the TA’s new Carrier.


This new Dreadnought model has four large engines reminiscent of the fuel boosters you see on today’s spacecraft.


And here’s a Battleship.


Let’s not forget the medium-sized hull ships too: this is a Destroyer, or a Cruiser if you prefer.


This is one of our new Terran Alliance Frigate models. It looks super sleek and I think it really fits the overall retro-futuristic theme!


And here’s a Fighter! Again you can see the fusion of retro and modern-day, real-life fighter designs in there, I think.

Let’s move over to the Terran Resistance now, where you’ll see how this ever-resourceful civilization has modified their original designs to meet the challenges they found in humanity’s darkest hour.

I’ve picked the “Rebellion” colour-scheme for them this time.


First you can see their take on the Colony Ship.


I can’t wait for you to see the little animated arms on the TR Constructor moving!


Here’s their Transporter, with those large dropships to the side, ready for an invasion.


I really like this Siege Ship, again with an animated central portion that just looks wild when you see it running!


Onto the first of the combat ships, here’s the TR’s Carrier: it’s really meaty and powerful looking, as befits such a gargantuan vessel.


Woe-betide any Drengin fleet that see this Dreadnought bearing down on them, with fury in its wings!



And here’s just one of many Terran Resistance Battleship designs.


This Cruiser shows that the TR have a thing for fins…


As does this Terran Resistance Corvette, one of the new Ship Types added in our recent Warlords expansion.


Finally, here’s one of the Tiny hull sizes, this one is a Bomber but you can set it to be a Fighter too.


Remember, you’re not limited to the colour-scheme set for the Core Civilizations, you’re free to make them more (or less) colourful as you like.




There’s no room to show all the ship models here, this is just a handful, but I think this gives you a taster of some of the new features in v2.6 of Galactic Civilizations IV: Supernova. Don’t forget, the old legacy Terran shipset is still available in-game too.

I hope you enjoyed this showcase. Cheers!

Dev Journal #58 - Doctrine: Targeting Priority

Since v2.5 “Ares” and the Warlords expansion were released, we’ve put out a short series of developer journals describing the new features added to the war system in Galactic Civilization IV: Supernova.

Today we’ll look at the last component of the Doctrine system we’ve not covered yet, Targeting Priority.


I’m aware that I’ve already indirectly discussed this feature three or four times over since the updates landed, as it’s a core component of the new Ship Class and Doctrine mechanics and you can’t talk about any of that without the TP system being involved. So, rather than rehash all that information in laborious detail yet again, I’ll summarize it briefly in its context of creating a Doctrine for a Ship Class and then we can talk tactics!

For those of you that missed the previous journals, a Ship Class is a Ship Type plus a Doctrine, and a Doctrine is an Operational Ability plus a Targeting Priority.

A Targeting Priority is an ordered list of Ship Types that your Class is instructed to fire upon and destroy in a fleet combat action, sequentially one by one, until all Types in the Targeting Priority list are eliminated in their order of appearance. At this point your Class will be free to engage anything else in the battle.

Each Ship Type comes with its own default Targeting Priority but if you own the Warlords expansion, you’ll be able to change the Targeting Priority for the Ship Classes you create. Warlords also adds four new Targeting Priorities for a total of eight, giving you greater control over battles by instructing your various Ship Classes to target specific enemy Types in order.

This all sounds like a lot of GalCiv ship-design jargon without an example, so here’s one to better illustrate the point. We’ll take a look at a battle between two fairly even fleets and show the different combat results when we change the Targeting Priorities of a single Class.


Here we’ve got two fleets, Korath Clan and Baratak Grove, each with 10 fighters, 10 bombers, 6 frigates, 3 cruisers and one battleship. They’re loaded out with the third tier weaponry (Neutrino Emitters, Railguns, Avengers) and equivalent defenses, no special modules. They work out about the same Combat Rating with roughly equivalent values in attack and defense too.

I’ve made an effort to ensure the fleets were evenly balanced in terms of ship number, weapon loadout and other combat modifiers coming from Techs, Civ Policies and so on. There was a small HP difference but the other fleet got some defensive bonuses to compensate, and testing showed they got pretty even results.

Firstly, I’ve kept the Targeting Priorities as their Type-based default: remember, with the Warlords expansion you can change each Classes Targeting Priority to something new but each Type has a default setting. The Fighter defaults to Smallest Combatants (targeting Fighters first, then Bombers, then Frigates, then Corvettes and afterwards whatever else is left), the Bomber to Largest Combatants (Dreadnaught -> Battleship -> Destroyer -> Cruiser), the Frigate to Bombers (Bomber -> Corvette -> Destroyer -> Battleship), the Cruiser to Smallest Combatants and the Battleship to Largest Combatants.


The two opposing fleets prepare to engage, showing an estimate of the final result. Baratak look to come out on top this time…


The two fleets engage, with the combat Phase limit of 100 being reached.


Here we see that the Baratak Grove come out on top with their six frigates largely untouched. I can’t show the whole battle in picture format but the bombers spend most of the battle taking down the battleships, then go for the cruisers, but at that point have mostly been mopped up by the fighters, frigates and cruisers who’re all set to target those smaller craft.


Now we’re going to try changing the Targeting Priority of the Korath Clan’s Bombers to Frontline Combatants (Frigate → Corvette→ Fighter) to see if they have a better result trying to take out some of those anti-bomber ships first.


Off they go!


The Baratak lost all their frigates this time as they were targeted down by the bombers, but their badly damaged battleship did survive the encounter. I’ll let you decide if that’s a better result for the Korath Clan or not, but what’s important here is that by changing the Targeting Priority of just one Class, we’ve had a rather drastic change in the outcome of the battle. Bombers have a default Operational Ability of Giant Slayer, which was wasted in this battle targeting those Frigates and Fighters before the larger ships, so perhaps this wasn’t the best strategy for them.

Let’s try something else. This time, we’ll set our Bombers to Capital Ships (Cruisers → Destroyers → Battleships) and see how that works.


Turns out it doesn’t work very well! This was the worst result for the Korath Clan yet, with the bombers neatly defeated before they could kill a single Cruiser, again not utilizing Giant Slayer.


Let’s try setting the Korath’s battleship and cruisers to Gunships to target the Frigates and Cruisers first.


Still no luck for the Korath but the result was different again, this time many more of the Baratak’s tiny hull size craft survived, but they lost their three cruisers and all their frigates.

I’d argue that these four different outcomes we’ve seen here would be best judged depending on what other fleets both the Korath and the Baratak have in the area. Taking down a wounded battleship and three cruisers with no fighter or bomber cover might be easier for a second fleet to achieve than trying to kill a single battleship with a swarm of fighters defending it.

These results changed quite significantly with just minimal changes to Targeting Priority, usually to just one or two Classes. Imagine how different it’d be if with both sides picking the targeting priorities for all their Classes in the battle? And then consider that each has its own Operational Ability too, and you’ll see that the Doctrine as a whole will make a huge difference.

Just for funsies, I tried to win the battle as the Korath Clan using a mix of Targeting Priorities and Operational Abilities. Here I threw everything I had into killing those Baratak bombers as fast as possible, tailoring the Doctrine of each Class I had in action for that purpose.


That’s a bit better I think! Not an overwhelming victory but better than the sad, crushing defeats that the Korath were subjected to before. My intuition that the enemy bombers were the big threat wasn’t too far off the mark: here the Korath Clan have traded well, with more ships left over at the end of the battle than their plant-based rivals. I expect that focusing on the Frigates and Cruisers could also yield better results too.

Operational Abilities make all the difference when it comes to fleet actions with very balanced sides.

In most battles, you’ll not be fighting with such even forces. A Class’s Doctrine, carefully selected to complement the roles of other Classes in your fleet, will determine whether you’ll emerge as the triumphant victor or face an ignominious defeat!

Dev Journal #57 - Doctrine: Operational Abilities

As we’ve seen in the past couple of developer journals, Ship Classes in Galactic Civilizations IV: Supernova consist of a Ship Type plus a Doctrine. I’ll summarize it again in case you didn’t read those.


The Ship Type is a kind of model organized around its hull size and suggested combat role: for example, a Cruiser is a medium hull-sized Type and has an inherent bonus of +10% Weapon Range, as opposed to the Destroyer, the new medium hull-sized Type added in Warlords with its -10% Weapon Cooldown bonus.

All else being equal, the Cruiser will generally engage targets more quickly while the Destroyer puts out more firepower over the course of the battle. With the Warlords expansion, each hull size, from Tiny to Huge, now has two Types.

These Ship Type abilities don’t change but further performance of each Ship Class can be customized quite extensively with both its components, a standard feature in most space 4X with few exceptions, and with our new Doctrine system.

A Doctrine has two player-selectable settings: an Operational Ability and a Targeting Priority. With the Warlords expansion, you can change both of these settings on a Class by Class basis, with more options available to each over the base-game too.

Today we’re going to look at a few of the Operational Abilities available in Warlords and suggest some hypothetical scenarios where they might be useful, in tandem with the other mechanics that constitute a Ship Class. To make this clearer, we’ll look at just a single Ship Type the Destroyer, and see how varying its Operational Abilities drastically alter how it performs in a battle.


Here’s our base-line Destroyer Ship Type.

Let’s say we’re being swarmed by lots of small, hi-tech Bombers which are proving difficult to destroy because of their advanced Armour or Shielding components, and are killing a lot of our larger ships. Furthermore, we don’t have a lot of shipyards to justify building a lot of Fighters, which are cheap to build in terms of the Construction Cost but are inefficient in terms of Shipyard turns: with our two Shipyards, we can build two Destroyers over two turns, or four Fighters…


Looking through the Operational Abilities available, there are a few options but the best one for targeting Bombers is Sentinel, with it’s +75% Attack Against Bombers ability. This will help reduce shielding and armour, and do more HP damage once they’ve mitigated those protective measures.

Set an appropriate Targeting Priority and field just enough weaponry to be able to reliably kill even an advanced bomber in a couple of rounds, and you’ve got yourself a bona fide anti-bomber warship. The Destroyer is a reasonable pick for this role as the rapid weapon cooldown rate gives it an edge over the Cruiser (although in some cases the extended weapon range on the Cruiser might work better here, it’d depend on the relative loadouts on each Type in play).

Alternatively, if the civilization fielding these bombers had skipped the Evasion boosting techs, but were instead fielding them as part of very large swarms, Skirmisher might be a better bet: the Destroyer here would be less accurate when it fired, but wield a massive -85% Weapon Cooldown rate, almost doubling its fire output.

Pair this with Kinetic weaponry components and you’re putting out a hell of a lot of firepower very quickly: the -25% Accuracy penalty here will hurt and so it’d be essential to boost it back up with two or three Targeting Computers: at just 2 Mass and 5 Manufacturing Cost each, you’ll kill those Bombers in almost half the rounds any other ship could.


Throw in substantial shielding (hope you’ve found some Elerium!) and an Ion Canon to negate the Bomber’s evasion and now those big swarms of terrifying capital ship killers are going to be easy prey for your deadly Destroyers!


Remember that a Ship Class’s doctrine can be changed at any point during play using the Edit Doctrine button in the ship designer, without the need to redesign the ship itself, meaning you’re free to experiment and repurpose the role of your Classes to adapt to an ever shifting battlefield.

I hope this quick overview gives you some ideas on how Operational Abilities complement your Ship Type’s natural abilities, and use this knowledge to face the various tactical challenges GalCiv IV will throw at you during the course of a game.

Cheers!

Sins of a Solar Empire II Releasing on Steam this Summer

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

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

The battle for galactic supremacy continues as Stardock and Ironclad Games will bring Sins of a Solar Empire II to Steam this Summer. Sins of a Solar Empire II seamlessly combines real-time strategy and 4X depth, delivering sprawling empires, huge tactical fleet battles, and unforgettable gameplay moments that can only be found in Sins II. Interested players can add the game to their wishlists now.

[h2]Check out our gameplay trailer:[/h2]
[previewyoutube][/previewyoutube]

In Sins of a Solar Empire II, players must guide their faction against the threat of extinction with three distinct races: the Trader Emergency Coalition, the Vasari Empire, or the Advent Unity. Each race has been updated with their own asymmetric playstyle including unique starting conditions, units, abilities, and game-changing Empire Systems.

[h3]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. [/h3]
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.

“With new ways to play, new tactical options, and new strategic elements, the time is right to bring Sins of a Solar Empire II to a new audience on Steam,” said Brian Clair, Director of Publishing at Stardock.

[h2]Sins of a Solar Empire II is packed with new features for players to explore, including: [/h2]
  • The Advent Unity race returns for Sins of a Solar Empire II with two sub-factions that utilize new items, mechanics, and the unique “Unity” Empire System
  • 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
  • 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


For those who enjoy challenging themselves in online play, Sins of a Solar Empire II allows for up to
10-player multiplayer matches. Players can now seamlessly join or resume games, and an in-game mod workshop automatically keeps in sync with any enabled mod content.

[h2]Wishlist Now:[/h2]
https://store.steampowered.com/app/1575940/