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v2.31 Stability and Enhancement Update

Galactic Civilizations IV: Supernova v2.31

[h2]The Stability and Enhancement Update[/h2]

Full Changelog Here

We're excited to share with you the details of our latest update, v2.31. While this update doesn't introduce new features, it focuses on enhancing your gameplay experience through a series of important bug fixes, stability improvements, and performance tweaks.

Core Improvements:
  • Ship movement in battles has been improved for a more immersive experience.
  • Improved Multiplayer stability and performance.
  • Various crashes have been addressed to enhance game stability.


Gameplay Adjustments:

[h2]Battles:[/h2]
  • Movement of fighters has been refined to reduce rubber-banding effects.
  • An issue with "Predictive Targeting" range bonuses not showing in tooltips has been fixed, ensuring accuracy in the Battle Viewer.
  • The "Armor Progress" bar has been removed from the HUD for a cleaner look.


[h2]Events:[/h2]
  • Fixed a bug where choosing "decide later" for an event wouldn't allow you to make a selection at a later time.
  • Corrected tooltip data for the "Exotic Alien Lazy Genius Fever" and "Divine Intervention" events for clarity.
  • Portraits for factions spawned by events are now properly displayed in the Diplomacy Screen.


[h2]Miscellaneous:[/h2]
  • Adjustments have been made to allow changing Victory conditions mid-game.
  • Issues causing stuck turns due to teleporting ships or missing anomalies have been resolved.
  • Capturing an opponent's shipyard now correctly ejects their ships to a valid tile.
  • Various other gameplay tweaks and fixes have been implemented to improve your experience.


[h2]Multiplayer Enhancements:[/h2]
  • We've significantly improved Multiplayer stability and performance. Fixes have been implemented for re-watching battles, reducing auto-explore lag, and resolving turn-timer issues, ensuring a smoother multiplayer experience.
  • Setup buttons no longer shift around when starting a multiplayer game after exiting another, making for a more consistent and user-friendly interface.


[h2]Missions:[/h2]
The CTRL+N shortcut to re-roll the game map is now disabled during missions to preserve the integrity and challenge of each mission.

[h2]Graphics and UI Enhancements:[/h2]
  • Added point lights to Starbases and Terror Stars for a more visually appealing experience.
  • Addressed missing graphics and rendering issues, such as the red squares in the Invasion screen.
  • The UI has seen several improvements, including updated icons, resolved clipping issues, and adjustments to ensure information is displayed correctly and clearly.


[h2]Text Updates:[/h2]
  • Language updates for Russian, French, and Chinese.
  • Various text corrections and updates, including tooltips and references, have been made for accuracy and clarity.


[h2]DLC Note:[/h2]
For Tales of Centauron DLC players, you no longer need to be online to complete the Korath mission.


We hope these updates improve your Galactic Civilizations IV experience. As always, we're grateful for your feedback and support.

Please note that while we've aimed to address a wide range of issues with this update, we're always working on further improvements. If you encounter any problems or have suggestions, don't hesitate to reach out to us. Thank you for being a part of the Galactic Civilizations IV community!













Dev Journal #46 - Expanding the Drengin Empire

In the previous episode of this short series covering the races of the Centauron sector, we covered the cautious and wary Torians, an unfortunate aquatic race that were once enslaved and turned into a tasty food source by today’s featured Galactic Civilization, the oppressive and malevolent Drengin Empire!

Today, we’re going to take a look at some of the unique tools that the Drengin bring to bear in their attempts to subjugate those around them! As one of the oldest Civilizations in the galaxy, the Drengin have had millennia to perfect their various… resource extraction methods, shall we say, and they make an incredibly fun playthrough for those of you that enjoy bringing the jackboot down on the weaker species around you!


The Drengin are warlike, duplicitous and capable. These three attributes make them an extremely dangerous force in the galaxy, and unlike their maniacal relatives the Korath Clan, they prefer to take prisoners in the wars they wage on civilizations unfortunate enough to lie within striking range.


The Drengin Empire is built on the backs of the poor slaves taken in raids on their neighbors, and from their own people too. Every Drengin Core World will have access to the Prison Labor Camp Improvement, which not only grants a solid Manufacturing adjacency bonus to attached assets, but also provides a further +15% Manufacturing to the Core World for each Prisoner on the planet, at the expense of some added Pollution. The final Manufacturing bonus from a well stocked camp can be very large.

Citizens in the Drengin Empire often suffer substantial Approval penalties, particularly those living on captured worlds, and throwing them into these camps can be a great way to raise the planet’s overall Approval while setting those malcontents to work in your factories too.


The Pain Amplifier is a nasty device that gives your scientists a nasty jolt every time they stop working, which increases the world’s Research output by 25%, in addition to its adjacency bonuses assisting other Research Districts and Improvements.


As with the other Centauron sector civilizations, The Tales of Centauron DLC adds a new homeworld Event that triggers a few turns into a playthrough, and the Drengin Empire’s options here are somewhat different to the Event options available to the other Civilizations.


The first option peppers the planet with three Enforced Labor Camps: individually these offer a small Manufacturing boost of +1 each. +3 Manufacturing goes a long way at the start of the game, especially when modified by all the other percentage bonuses from your various other Districts, Improvements and Citizens. Better still, each of these grants an adjacency bonus to Wealth generating assets, giving the Drengin some options in developing a stronger economy earlier in the game than before.


The second option is a brutally simple one: the Drengin now have access to the Energy Weapons Amplifier ship component, a powerful, long range Beam Attack that requires Durantium and a Frigate to house it on. It is large and somewhat less accurate than other Beam weapons but generally outclasses anything fielded by their rivals until the Neutrino Emitter is researched, allowing the Drengin to rush research Space War Tactics for the Frigate hull component, and win an early war with ease.


Last but not least comes the Terror Surveillance Network, which adds a whopping +2 bonus to Drengi’s Control output, for a total of +3 Control per turn. Used in tandem with the Drengin’s “Singular Purpose” Civilization Policy, the Drengin Control output of +4 per turn allows youto make extensive use of Executive Orders to rapidly push the Drengin Empire in whatever direction you want.


For example, the Impress Citizens Executive Order, at a 50 Control Cost, instantly spawns both a Colony Ship and a Constructor. It has a rapid cooldown of only 6 turns and with the larger Control pool that the Drengin Empire start the game with, can be used to rapidly expand their empire in the early game.

Now add this to the possible +4 Control per turn available with the Terror Surveillance Network and Singular Purpose: this rushed colonial and economic expansion can be repeated every ten turns, and could be a devastatingly strong strategy if the Drengin have plenty of room to expand unimpeded.

Speaking of Executive Orders, the Drengin have some other interesting options available.


Pillage the weak extorts 400 credits from your own cowed populace. The Drengin and other subjugated Citizens are used to such treatment, so the Approval penalty for doing so is relatively small.


So you’re now the proud owner of all these new Core Worlds you’ve rushed out with Impress Citizens? Well, for 30 Control points you can quickly erect essential infrastructure on them with +100 Stored Goods, usually enough to build some Manufacturing infrastructure or other another urgent asset in a single turn. With a fairly rapid Cooldown of 10 turns, this is a great way to convert Control points into industrial and military assets.


The Drengin have a whole host of thematic Civilization Policies to choose from too.

Notably, they can reduce their overall Maintenance or sell off alien slaves for a big profit to increase overall wealth generation, both at the expense of reduced diplomacy. These are powerful bonuses, but the Diplomatic Bonus -1 from each really plays into the idea that the Drengin’s horrific practices are incredibly effective, but make them very unpopular with those around them.

While the Drengin are warlike, they also have the tools to build a mighty industrial empire and reach for some of the non-conquest victory conditions too. Don’t feel pressured into playing them as a map-painting civilization if that ain’t your jam, because although they like slaves, your own population can provide plenty of those and so you’ll be free to pick and choose your wars as you like.

You might even find some friends to trade with… just try not to eat them all first.

GalCiv IV: Video Dev Blog #12 - Shrimp Syndicate's Economic Banzai!

The Shrimp Syndicate: Masters of Eco-Economics in a Hostile Galaxy


[previewyoutube][/previewyoutube]

In the vast expanse of the cosmos, the survival of a civilization hinges on its economic prowess and industrial strength. Today, we delve into the remarkable journey of the Shrimp Syndicate, a faction that has risen from the ashes of ecological disaster to become a beacon of economic success in the galaxy.

I've had the unique opportunity to witness their story unfold, and I'm here to share with you how this civilization has navigated the treacherous waters of Galactic Economics.

[h2]The Rise of the Shrimp Syndicate[/h2]
Imagine a water-world, Coralis, teeming with life, only to be brought to the brink of extinction by a catastrophic ecological crisis. From this world emerged the Shrimp Syndicate, an offshoot of the Manti species, known for their resilience and exceptional craftsmanship. Despite their traumatic past, they've managed to stabilize their food supply and are now looking to the stars, armed with newly acquired Hyperdrive technology.

The Shrimp Syndicate's leader, Waverider, is acutely aware of the delicate balance between industrial growth and environmental preservation. Their traumatic history with ecological damage has ingrained a deep fear and respect for their planet's wellbeing. As they embark on their quest for galactic expansion, they face a dilemma: how to increase their industrial output for exploration and defense while maintaining their world's pristine condition.

[h2]Balancing Growth and Sustainability[/h2]
Coralis is a planet where every citizen contributes to its growth, but the specter of pollution looms large. A mere 7% pollution rate is already causing a significant dip in the population's growth and happiness. Waverider's decree is clear: multiply and prosper, but not at the cost of the planet's health. The Shrimp Syndicate must find a way to develop their industrial capabilities without sullying their sacred spawning pools.

[h2]The Challenge of Limited Industry[/h2]
The Shrimp Syndicate's approach to industry is a lesson in resourcefulness and strategic planning. By harnessing the natural resources of Coralis and carefully arranging their assets, they've managed to create a limited yet efficient industrial base. Probes are sent out into the galaxy in search of mineral-rich worlds and asteroids to bolster their industry without overburdening their homeworld.

[h2]Encounters with the Drengin Empire and Beyond[/h2]
As the Shrimp Syndicate extends its reach into the galaxy, it encounters the Drengin Empire, a civilization with a reputation for malevolence. The Syndicate must tread carefully, as their limited military presence makes them vulnerable to conquest. Waverider's strategy is to seek out more amicable neighbors for trade and technological exchange, hoping to fortify their position against potential threats.

[h2]Diplomacy and Trade: The Path to Prosperity[/h2]
The Shrimp Syndicate's exploratory efforts lead them to the Torians, another aquatic civilization, and the Terran Alliance, known for their diplomatic prowess. These encounters open up new avenues for trade, providing the Syndicate with the economic boost needed to support their burgeoning military force. As trade routes flourish, so does the Syndicate's influence and ability to fund their defense against the encroaching Drengin Empire.

[h2]The Art of Manufacturing and Research[/h2]
The Shrimp Syndicate's success is a testament to their understanding of the intricate relationship between Planetary Input and Output. By maximizing their Manufacturing and Research outputs, they've managed to accelerate their technological advancements and ship production, preparing them for the inevitable conflict with the Drengin Empire.

[h2]The Brink of War[/h2]
As tensions with the Drengin Empire escalate, the Shrimp Syndicate finds itself on the precipice of war. Waverider's leadership and the Syndicate's economic strategies have positioned them to face this challenge head-on. Their commitment to eco-friendly industrial practices and shrewd resource management has set the stage for a showdown that could determine the fate of their civilization.

[h2]The Fate of the Shrimp Syndicate[/h2]
The galaxy watches with bated breath as the Shrimp Syndicate confronts its adversaries. Will their dedication to ecological integrity and economic acumen be enough to safeguard their future? As a gaming journalist, I'm captivated by their story and eagerly anticipate the outcome of their galactic endeavors.


[h2]Play as the Shrimp Syndicate:[/h2]
For those intrigued by the Shrimp Syndicate's journey, you can experience their struggle for survival and prosperity firsthand. Check out the links provided below to access this Civilization in the Steam workshop. The game settings required to recreate this scenario are also included.

https://steamcommunity.com/sharedfiles/filedetails/?id=3156660470

Here are the game options to play the Shrimp Syndicate with similar settings to the tutorial video:
  • Galaxy Difficulty: Normal
  • Game Pacing: Normal
  • Research Rate: Normal
  • Minor Races: Common
  • Hostile Entities: Rare
  • Civilization Proximity: Not too close
  • Galaxy Size: Medium
  • Number of Sectors: Singular
  • Star Frequency: Common
  • Habitable Planets: Common
  • Extreme Planets: Occasional
  • Resources: Occasional
  • Advanced Settings to taste, in the original video I played with Tech Brokering disabled.


Please note that because the game version is changing quite rapidly, we have not included the original save file as it would lack game features from the most recent version of the game. Instead, you're welcome to recreate the game and play it from your own perspective, and bring the Shrimps to victory against the other civilizations in the sector.

Dev Journal #45 - The Torians' New Toys


In recent developer journals, we’ve examined some of the new Improvements and homeworld Events added to the original Centauron sector races introduced in the first Galactic Civilization’s games way back in the mid 1990s. This week, we’ll ask the Torian Regime to step forwards into the spotlight and take a bow, as we examine some of the new tools and toys they get to use in their own efforts towards becoming the greatest galactic civilization!

The Torians were a peaceful Aquatic species that became subjugated by the Drengin Empire very early on in the history of Galactic Civilizations. After fighting a dreadful war of rebellion, they broke free of their shackles and now are free to take their own destiny into their hands. Never again will they be slaves, and their mistrust of those other civilizations in the galaxy lies at the heart of their core skills. Fertile ensures they expand and populate their worlds very quickly, while Unwavering ensures they’re difficult to Culture Flip and have diplomatic abilities to both Persuade and Threaten when necessary.


Let’s take a look at the new Civilization Achievement and Colony Unique Improvements available for construction on Toria (or elsewhere, if you’re patient and have a plan).


First up is The Great School, a magnificent university attended by the smartest of Torians, immediately grants a 50% research boost to the world, allowing rapid traversal of the Tech trees. As a bonus, it’ll give a +1 to All Adjacency Bonus to reflect the utility in placing a university full of academic swots next to your other various economic and industrial zones.


The Tide Pools is a Colony Unique Improvement that provides a +10% bonus to Influence Growth and Approval respectively. Influence Growth can be crucial to fast expansion of borders, while the Approval bonus can help offset those sad feelings that Aquatic Citizens might feel being stuck mining Durantium by hand on a baking hot, dry Volcanic world long after moisturizer cream supplies have run out.


The next Civilization Achievement Improvement available for construction at the beginning of the game is The Grand Resort, a luxurious dream vacation destination for any sentient creature in the galaxy. This provides a 50% bonus to Tourism and +10 Culture Points, with some additional Wealth and Tourism benefits if carefully located. Again, a +2 Level to All Adjacency Level Bonus ensures that the Torians can squeeze even more out of adjacent Districts and Improvements.


Next up is a new homeworld Event that gives the player the choice between three new Improvements to be placed on their homeworld. You don’t get to choose where these go as they are randomly placed, so you’ll need to consider your existing infrastructure when choosing (remember, these Events can be temporarily set aside by clicking on the “Decide Later” arrow at the top right of the Event window, in case you want to go examine your homeworld first).

Note that to balance out getting a powerful and free Improvement, having it randomly placed will shake up your homeworld’s layout a little and perhaps force a rethink of your usual optimal design plan. These can be deleted afterwards if they’re not so useful and placed in a tile you had planned to fill with something even more important.


The Torian Telescope here gives a +10 boost to Sensor Range, and more if located next to other Research Districts or Improvements, while helping to boost those attached zones too.


The Drengin Tech Cache grants the Torians access to some of the advanced technology left behind during the occupation by the Drengin Empire, granting nice early +5 Research Bonus and allowing the Torians to make a tidy profit from manufacturing and selling these in their financial Districts too, granting a Research and Wealth bonus to attached infrastructure.


The Torians were always cultured lot, and picking the Cultural Revival Initiative will give each Citizen born and bred on Toria a +5 Social Skills boost. This is a powerful effect, especially used in tandem with the Tide Pools colony Improvement, allowing the Torians to mitigate many of the worst effects from Crime, Pollution and other effects that hit Approval hard. Another option, perhaps, is to focus their efforts on building a strong core group of Traders, and the increased Income they generate across your empire.

Armed with these new tools in combination, your options as the Torian Regime open up in a big way. Do you leverage their Fertile trait to rapidly expand your territory, utilizing their increased Influence output to peacefully coerce the galaxy into the Torian way of life? Or stay small but technologically advanced, relying on your new high Intelligence and avoiding the jealous gaze of your rivals until the time is right, striking them hard and fast with your deadly fleets before they’ve realized quite how strong you’ve gotten?

Let us know what you think of these improvements, and we’ll catch you next time!

Cheers!

Dev Journal #44 - New Improvements for the Arcean Republic

A couple of weeks ago we took a look at the synthetic Yor Singularity, a civilization of organic-life hating robots with an axe to grind against… well, basically everybody else other than themselves. Playing the bad guy can be fun, but sometimes a civilization can be dangerous without necessarily being so fundamentally malevolent.


This time around we’re going to look at another of the original Civilizations from the Galactic Civilizations series: the Arcean Republic, a carbon-based species of 12 foot tall warriors gifted with nobility and a stalwart, keen-sighted sense of honour. It was the Arceans that spread the Stargate technology to the other civilizations in the Centauron region of space, beginning the great race for galactic supremacy and unleashing the dreadful might of the Drengin Empire upon the sector, a move that ultimately led to their own conquest and subjugation. Liberated once more, and led by a great leader of the resistance to the Drengin occupation, Lord Verga, the Arceans are ready to take their place on the galactic stage once again!

Like the Yor Singularity, the Arcean Republic have some nifty new Improvements available at the start of the game.


The first is the World Engine, an enormous power generator boasting a huge +20% Manufacturing boost and an adjacency bonus of +3 to Manufacturing and Military. Standing as a mighty centerpiece of the Arcean’s industrial might, these powerful bonuses do come at the cost of a huge increase in Pollution and a hefty monthly running expense of +3 Maintenance.


Next, the Neural Link allows the Citizens on the planet to share their thoughts with one another, increasing their individual Intelligence by +3 each, with this number gradually increases as time goes by.

Now the Arceans have a choice: do they kickstart their industry with the huge Manufacturing bonus of the World Engine, which continually scales up in effect along with the growing industrial density on the world it is is located on and suffering the large Growth and Approval penalties that come with part and parcel with such a big rise in Pollution? Alternatively, they could rely on more limited industry, instead focusing on rapid Citizen growth and unleash the huge benefits to Research that they’ll get from populating Arcea, and then the rest of their Core Worlds, with high IQ Citizens?

There’s nothing to stop you building both of these on Arcea at the start of the game, of course, but we feel that these kind of early game choices allow you to play each civilization in different ways, with different playstyles informed by the bonuses you’re picking at the start.


To further shape your playthrough if you own the Tales of Centauron DLC, an early Event gives you a choice between three homeworld improvements for Arcea.

The Expansion Celebration grants a large Approval bonus to the colony and generously supports attached Wealth assets too. Perhaps with some creative use of the Arcean Republic’s Civilization Policies, this might help offset the worst of the effects of the Pollution you’re getting from the World Engine?

Alternatively, you could cut to the chase and choose the Colonization Program, which improves Growth +33% and increases Arcea’s Population Cap by +3 too, with another nice Income boost to surrounding districts and nicely support the flooding of your empire with egghead Arceans.


Finally, here’s the Resistance Center, allowing your 12 foot space-samurai a better than fair chance of surviving an invasion, if do they happen to start close to one of the less neighborly species in the sector, and gives you some early-game Military adjacency boost too.

Right from the very first Galactic Civilizations game on OS/2, the GalCiv series has always been about playing the game your way, and we hope to demonstrate that by combining these early Improvements, along with are enough to inspire a whole new way of approaching a Civilization’s playstyle, game by game.

Hope you enjoy the Arcean’s new toys, and look forward to more Civilization spotlights in the future!

Cheers!