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Galactic Civilizations IV News

Dev Journal #41 - Managing a Large Game

A common complaint found in the 4X genre among its player-base, old and new, is that eventually their large and expansive empire becomes a chore to manage, with many military units to individually control and too many colonies or cities to build, leading to the player losing their connection with the game as it begins to feel more like work than play.

We still see some complaints about this in our games too, and while we’re not claiming to have solved the issue forever in the GalCiv series, we’ve made some bold strides towards that goal, and I thought I’d point some of these features and tools in the hopes that players make use of them a little more.

Galactic Civilizations IV and its Supernova update made some fairly dramatic changes in an attempt to address this old 4X problem, both in terms of giving the player options to more carefully structure their game, and some nifty tools to help automate some of the more laborious aspects of the game.



In a first for the series, Stardock added the new Sectors as a feature in Galactic Civilization’s IV as a way to break up larger maps into smaller portions: this doesn’t necessarily mean your game is smaller, as adding more sectors can make the game very large, and very long. Instead, it offers a way for the player to compartmentalise and portion off various parts of the game map into more manageable chunks, and good organisation is the key to successful managements. Of course, if you prefer, you can play the game on a single sector map as featured in previous GalCiv games!



Secondly we’ve reduced the overall number of player-managed worlds by separating settled planets into Core Worlds and Colonies. The player is now free to decide whether they want to control more or less of the higher class planets they settle, and the way Colonies attach to Core Worlds to add their Planetary Input values has added a new dimension to the game’s economic simulation in the process.



Leaders can be added to Factions, adding their Statistics to directly boost your economy in various aspects in accordance with the theme of the Faction they’re a member of. This feature was added as a more fun and thematic replacement for the old “economy sliders” that featured in the original Galactic Civilization game. While these did allow the player to directly fine tune where their economic spending was going each turn, it was a little unnecessarily complex and had the potential to encourage micromanagement on a turn-by-turn level. Anybody who played the original Master of Orion game on Impossible difficulty might remember having to resort to this tactic to stand a chance of keeping up with the AI super-boosted economy, and while that was probably ok back in 1994, 4X players expect better these days!

Finally, we’ve added some optional automation tools to the user interface to reduce the need for the player having to manually move or build units each turn. I think it is these tools specifically that players tend to miss when playing the game, so let’s take a look at some of them.

Firstly, Probes and Flagships can be automated to explore on their own. Not exactly a ground-breaking feature in 2023, but it was back in GalCiv1!



Slightly more impressive is the Rally Point system: Rally Points can be created anywhere in space, or attached to Colonies and Starbases. Once created, they can be easily renamed or moved to a new location too. Shipyards can be set to send all constructed vessels to a specific Rally Point, while individual ships and Fleets also have a button on their UI allowing them to auto-navigate to a waypoint too.

These Rally Points are intended to drastically reduce the amount of player clicks and map scrolling required to manually move many ships around each turn, and with some thought, networks of Rally Points can be created to automate the production and movement of ships from the inner sphere of your empire out to reinforce key locations on its frontiers, and can be of particular use during wartime.



And that’s not all: the Automate window in the Civilization screen allows empire-wide quick allocation and reallocation of production targets for Shipyards and Rally Points for Fleets. Shipyards can be filtered by the type of ship they’re building, and then that selection can either be set to build something, or send those newly constructed ships to a different Rally Point instead. Ships can be filtered by type or their destination, and have all their waypoints changed simultaneously. Fleets can be reallocated to a new Rally Point here too.



When utilized, the Rally Point and Automate tools can take help take the pain out of managing a very large 4X empire. They do tend to come into play a bit later in the game, but for those of you that love the idea of ruling over the very largest maps, but don’t love the excessive management that comes with it, they might be what you’re looking for.

Hope you find this helpful!

Dev Journal #40 - Return of the Korath

I hope by now that you’ve all had a chance to check out both the free v2.2 Ethnology update, which brought in a host of new features (including a greatly improved and better looking user-interface) and the first paid content DLC for Galactic Civilizations IV: Supernova: Tales of Centauron.

Frogboy and I have detailed the highlights of the v2.2 update in the past three developer journals, so today we’re going to take a quick look at the Return of the Korath mission included with Tales of Centauron. This DLC added dozens of new Events, new ship components, Executive Orders and Improvements for Core Worlds, and to cap it off and tie it all together the DLC comes with a new Mission featuring a heavily upgraded and even more deadly incarnation of the legendary Korath Clan.



Missions tend to utilize a static, predetermined map instead of the procedurally generated ones typical to a normal game of GalCiv. Aside from making a change to the usual proc-gen maps, these can be a nice way for a player to challenge themselves with different playstyles as they’re getting to know a specific Core Civilization, as they can test their progress through the scenario and measure their performance against previous attempts.

To prevent spoilers, I’ll refrain from posting any shots of the Mission’s map, but we can have a quick look at some of the toys that the Korath get to play with.

This new scenario pits the player, as the dreadful Korath Clan, on crusade to purge the sector around them of six rival civilizations who ain’t gonna know what hit ‘em! Purge is one word for what the Korath Clan do best, and extermination is another. That’s right, these Dread Lord-altered former Drengin don’t take no prisoners, literally.

Where the Drengin are the galaxy’s most terrifying slavers, the Korath Clan seek only to eradicate every other species from the galaxy. Hell, they don’t even see them as species, they’re verminous insects fit only for extermination. As a man named BATTLEMODE, of course, I wholeheartedly approve of this approach!



As the Mission starts, we’re treated to a treatise on the philosophy of extermination by the Korath themselves. Once these excuses are out of the way, the player is free begin the mission and approach the single victory condition of “Extermine the other civilizations” in whatever way they see fit.

The Korath play rather differently to the other Civilizations in Galactic Civilizations IV: Supernova, in that they’re not only hyper-focused on war, they’re also hell-bent on eradicating everybody around them, and have the tools to do so. v2.2 Ethnology updated many of the Core Civilization’s to include more thematic (and fun) planetary Improvements, Executive Orders and other mechanics, and the Korath Clan were no exception. Here with the DLC’s contents too, we can see a whole new breed of evil to play with!



In the screenshot above we can not only see the new Volcanic planet biomes added in v2.2, but also one of the Korath Clan’s new unique Improvements, the Battle Thrall Arena. These act like the Entertainment District but give a larger Approval bonus and enhance Military-producing Improvements adjacent to them too.



The new Death Camp improvement is a one-time build Manufacturing oriented Civilization Achievement that also instantly spawns a number of Ruined Torians. These poor wretches have had all the spunk kicked out of them, and as a consequence have no capacity to either complain or reproduce. Zero Approval is a really nice feature for a slave, and since their Growth rate is almost zero too, they’re completely unsuitable for colonizing Core Worlds. They make great slaves though, and excellent colonists for Colonies not intended for upgrading to a Core World.



Remember how I told you the Korath take no prisoners? Meet the Spore Ship, the Korath’s preferred method for taking enemy worlds. This evil weapon will capture an enemy planet in a single turn, and completely eradicate any Citizens living there, leaving only your own Soldier who was transported there as a passenger.

As you can see, the Korath Clan are a force to be reckoned with, and their very presence in a sector should be enough to put every other sentient species on high alert.

We hope you enjoy the Return of the Korath mission! As always, let us know what you think of these new features in the comments section below.

Cheers!

Dev Journal #39 - Fleet Management Tools

In last week’s dev-journal #38, Frogboy touched on an important change to the way Fleets are handled that we’ve implemented in Galactic Civilizations IV: Supernova’s v2.2 “Ethnology” update. Today we’re going to take a closer look at the new Fleet Management user-interface.



v2.2 was an update largely driven by player feedback and managing large fleets, often comprising of dozens of individual ships, wasn’t always the smoothest experience, particularly in the late game when a GalCiv game typically features a map full of units to move and fight with.

Although we do provide a set of Automation tools and Rally Points to allow much of the legwork of building and moving fleets to critical location to be automated, there was still some awkwardness in having to individually select and consolidate groups of ships that weren’t intended for an automated destination. For example, if the player broke down a Fleet into individual ships, they then had to individually select them all one by one in order to move them or reconsolidate them elsewhere into smaller groups, and was a laborious task to say the least.

Now we’ve improved the way that ships can be selected, consolidated and moved with a simple drag and select system akin to those used in modern RTS games.


Hold Shift and drag and drop the green box around the ships or fleets you want to grab, leaving them selected and ready for commands.


These ships or fleets can then be moved as a group towards a destination hex.



In the screenshot above, you’ll see the first three ships that could make it to the destination hex this turn, with the final ship, with no remaining Move points left, set to automatically arrive and join the rest next turn.



Next, we’ve added the Fleet Manager screen itself. Here you’ll be able to select a fleet and then more easily add and remove individual ships located the same hex. Essential information is displayed on the right of the screen, including Logistics allowance, the number of ships and any Abilities that member brings along to affect the fleet as a whole.

And that’s not all: the Fleet UI itself is now organised horizontally and shows more information at a glance, while existing data is better organised and easier to parse.



Firstly, the Class and number of each ships in a class is now visible on the Fleet info box as a series of nifty icons, as shown above in this rather large Drengin battlegroup. Fleet composition becomes increasingly more important as the game progresses and the various Galactic Civilizations begin to field ships with more advanced technology, often requiring a Class-based counter, and players shouldn’t have to dig for this information. So, now you don’t have to!



Next, while we’ve kept a ship and fleet’s Combat Rating score for an at-a-glance overview of how well it is likely to perform in combat, we’ve now separated out its Attack and Defense values into separate indicators, the tooltips for which show a detailed breakdown of what individual ships, components and other modifiers are contributing towards those specific values. These are handled slightly differently for ships and fleets respectively, where ships will show components and with fleets showing individual contributing ship values instead. This was a much requested feature, particular from veterans of the series, who felt these two Attack and Defense values should be available without having to dig for it within existing tooltips.

We hope these new features make conducting fleet operations a lot more fun for you all. Let us know what you think in the comments below!

v2.2 Ethnology Update Now Available

Stardock Entertainment released its much-anticipated update to its newest space strategy game, Galactic Civilizations IV today.

[previewyoutube][/previewyoutube]

Dubbed “The Ethnology Update”, this new version focuses on making different civilizations feel more distinct and unique in both cultural and biological ways.

“Galactic Civilizations has always had to walk the fine line between being an open-universe space sandbox game and a narrative driven space strategy game,” said Brad Wardell, Creative Director at Stardock. “The Ethnology update looks at the different biological and cultural traits of different civilizations and makes available unique planetary improvements, starships, events, etc. For instance, what humans would want to do with their worlds is a very different thing than say a race of sentient crystals.”

Because the Ethnology system works based on civilization traits it means that custom civilizations that have these traits will automatically inherit the unique abilities and planet upgrades making the universe more alive.

[h2]The new version also includes: [/h2]
  • Revamped UI: Intuitive and Player-Friendly. Responding to valuable player feedback, the update introduces a major UI overhaul. The new main screen UI and Fleet Manager make fleet management more intuitive, enhancing the overall user experience and strategic decision-making.
  • Custom Civilizations in Multiplayer. The update introduces the ability to use custom civilizations in multiplayer modes, adding a new layer of strategy and personalization to online gameplay.
  • New Weapon and Defense Components. Ship designers can look forward to an array of new weapon and defense components, allowing for more intricate and interesting ship designs.
  • Lore-Rich Technology Descriptions. Long descriptions for technologies now provide players with the lore behind each advancement, enriching the game's narrative depth.
  • New Planet Biomes. Players can now encounter dozens of new biomes across different planet classes, making worlds feel more unique and interesting.
  • Updated Graphics Engine. The update features an updated graphics engine with a new light source system, offering a substantial visual upgrade over previous editions.
  • Improved Localization. Localization improvements, especially for Chinese, Russian, German, and French players, ensuring players from around the world can play the version in their native language.


[h2]View full changelog here[/h2]













[h2]Also released today: Tales of Centauron, learn more.[/h2]


"Tales of Centauron" Now Available

A new story-driven DLC expanding the lore of Galactic Civilizations IV


Stardock released "Tales of Centauron", the eagerly awaited DLC for Galactic Civilizations IV today. Set in the game’s Centauron quadrant of the Milky Way galaxy this DLC introduces an array of new content:
  • Lore-Driven Gameplay: Players can delve into events tailored to the unique traits of each civilization. Engaging in these scenarios while leading a specific civilization unlocks a wealth of civilization-specific technologies, planetary upgrades, and starship components. This feature accentuates the distinctiveness of each species, offering a deeper and more personalized gaming experience.
  • New Campaign Mission - Return of the Korath: This gripping mission places players at the helm of the Korath Clan. Known for their extreme ideologies, even among the infamous Drengin Empire, the Korath represent a darker, more ruthless aspect of galactic politics and power struggles.
"In the Galactic Civilizations universe, the Drengin Empire are akin to PG-rated villains. The Korath, however, are on another level of malevolence. Their gameplay would probably get someone demonitized," explains Brad Wardell, Creative Director at Stardock. "Through the Korath, we aim to explore the darker paths a civilization might tread, paths they believe are justifiable."
  • Exclusive New Content: The DLC also brings a plethora of unique features, including new executive orders, artifacts, and ship components, enriching the overall gameplay and strategic options.


https://store.steampowered.com/app/2671130/Galactic_Civilizations_IV__Tales_of_Centauron/

https://store.steampowered.com/bundle/1159/Galactic_Civilizations_IV__Expansion_Pass/













[h2]Also released today: Free v2.2 Ethnology Update, learn more here[/h2]