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Galactic Civilizations IV: Supernova Edition Released!

Stardock’s award-winning turn-based strategy game series gets its biggest release ever


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Stardock announced the release of Galactic Civilizations IV: Supernova Edition (Supernova) today. Stardock is celebrating its 30-year anniversary this month with the sequel to the game that started the company back in 1993.

“This is, by far, the biggest game release we’ve ever done,” said Brad Wardell, founder and CEO of Stardock who returned to design Galactic Civilizations IV: Supernova after handing the reigns to others for Galactic Civilizations III and Galactic Civilizations IV: base game. “We’ve been so fortunate to be able work with our fans to create something that we think strategy game players are going to really appreciate. You can really tell the love and care that we’ve put into this release.”

The game takes place shortly after humanity has discovered faster-than-light travel. Earth has united and the stars await. The player takes on the role of a civilization's leader (Earth or one of the many alien civilizations) to expand their species into the universe and contend with competing civilizations who are doing the same.

Supernova introduces many firsts for PC gaming including AlienGPT, a generative AI technology trained on Stardock’s own art portfolio that allows players to describe their own custom civilization, and generates not just what the civilization looks like, but its background, lore, galactic events and interactions with other civilizations.

Other new features include Terror Stars, a new end game technology that causes enemy stars to go Supernova, a new mission system, an interactive tutorial, new victory paths, a new core neutral AI opponent system, a host of new alien civilizations with their own tech trees to play as or against, an artifact Vault and hundreds of other additions and enhancements.

“Having done a lot of games in early access over the years, we’ve never had a game receive the kind of positive, enthusiastic response this has,” said Wardell. “With the community, we’ve taken a top to bottom look at how strategy games in 2023 should play and made dramatic improvements as a result. In the past couple of years, the ability to collaborate online has really changed, which has fundamentally altered the way we make games, and the end results are clearly on display in Supernova.”

Stardock has also enhanced the modding and multiplayer functionality in Supernova. Cooperative multiplayer has been added and a new integrated modding system lets players upload their own factions, starship designs and more.

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




















Video Dev Blog #8 - Playing Tall vs. Wide

In the vast and intricate realm of 4X gaming, empire management takes center stage. Traditionally in this genre, the cardinal rule was simple: the bigger the empire, the better your chances of victory. Resources were tightly intertwined with territory, making rapid expansion a key strategy for acquiring as much land and resource production as possible.

But recent times have ushered in a shift, with 4X games offering players the possibility of success with smaller, more focused empires. Galactic Civilizations IV: Supernova is no exception to this evolution.

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[h2]Tall vs. Wide: A 4X Dilemma[/h2]
Resource acquisition stands as one of the fundamental objectives in any 4X game. Traditionally, it revolved around seizing and maintaining physical territory. Most resources were generated and consumed within population centers, and victory conditions were often intricately linked to those settlements.

The 'Wide' approach was the go-to strategy. Players would aggressively expand their territory, pushing boundaries until they encountered rival factions. At this point, the game shifted to resource exploitation, diplomacy, and warfare. The objective was to create as many settlements as possible, keeping infrastructure minimal, just enough to sustain rapid expansion. It's a race for territory and resources until no more land or settlements can be easily acquired.

'Playing Tall' meant deliberately restricting the size of your empire to just a few, highly developed Core Worlds, often centered around a single colony or city serving as the production hub. Classic 4X games rarely encouraged Tall playstyles, often reserved for casual play or expert players looking for a challenging experience.


[h2]The Tall Playstyle in Galactic Civilizations IV: Supernova [/h2]
Playing Tall presents an attractive option for gamers seeking reduced colony management. Galactic Civilizations IV: Supernova introduces an innovative twist on the classic space 4X formula to cater to this playstyle.

In the Tall strategy, you focus on cultivating a select few high-quality Core Worlds. Core World resource production can be bolstered by surrounding Colonies, amplifying Planetary Input. Strategic placement of Districts and Improvements yields substantial bonuses to Planetary Output as resources are processed by the Core World's industrial machinery.

Higher-class Core Worlds can accommodate more Citizens, each providing significant boosts to Planetary Output. Citizens can be trained to specialize further, enhancing the empire's productivity.

To turbocharge resource production, advanced module equipped Starbases can be constructed around Core Worlds, leading to substantial output gains. The beauty of this approach is that these bonuses stack, with multiple overlapping Economic Starbases making the production of resources immensely efficient.

However, Tall empires might suffer from a limited number of shipyards, potentially resulting in a smaller defense fleet. Nevertheless, well-placed Military Starbases can effectively guard the compact Tall territories, maximizing fleet efficiency.

With attached Colonies enhancing Core World's Planetary Input and various modifiers, a single Core World can evolve into a powerhouse in your Tall empire.



[h2]Wide and Tall Playstyle with the Arceans [/h2]
Armed with a Tall strategy, you initiate your journey by sending out probes to map the sector, scouting potential Core Worlds and Colonies. Your civilization gears up for rapid Citizen growth and colony ship production while keeping a vigilant eye on competitors.

For a Wide playstyle, you must expand as quickly as possible, without allowing rival civilizations to lay claim to the resources or Colonies within your proposed borders.

As you conquer each Core World, you establish infrastructure to support a shipyard and maximize Citizen growth. Early access to technologies like Xeno Biology and its Colonial Clinic greatly enhances Growth rates.

When playing Wide, you quickly secure multiple Core Worlds and Colonies, focusing on quantity over quality. However, this approach may leave you vulnerable to invasion, making it essential to assess your neighbors and their potential threat levels.


[h2]Tall Playstyle Focus: The Mimot [/h2]
The Mimot civilization thrives with their Wide playstyle. Their Civilization Abilities are instrumental in facilitating rapid expansion. The 'Fertile' ability grants a 25% bonus to Growth, while 'Proliferation' doubles ship production but at the cost of reduced hit points. This proficiency extends to military and civilian ships, giving the Mimot a remarkable edge in scouting, colonization, and starbase construction.

Compared to the Arceans, the Mimot empire at turn 41 boasts five Core Worlds, seventeen Colonies, seventy Citizens, and a robust strategic resource economy. It's a testament to the effectiveness of the Wide playstyle.

Ten turns later, the Mimot empire has expanded further, boasting eight Core Worlds, twenty-six Colonies, eighty-nine Citizens, and a fully developed economy with twenty Starbases. However, remember that the Mimot's success is contingent on space to expand and a steady source of food.


[h2]Tall Playstyle Focus: The Drath [/h2]
Playing Tall is the Drath's forte, as their Citizens exhibit slower Growth rates. While they possess five Core Worlds, nearly all their economic prowess is funneled into two Core Worlds, Dratha and Nigel 1. Their diplomatic finesse enables them to maintain peaceful relations with their neighboring Altarians, while the Drath's ability to profit from war-driven trade routes adds a lucrative dimension to their gameplay.

The Drath may seem vulnerable, but their shrewd strategy involves leveraging alliances to manipulate their rivals. The Altarians were convinced to wage war on the powerful Korath Clan, increasing trade route profits thanks to the Drath's War Profiteers Civilization Ability.

This cunning approach enables the Drath to bide their time, accumulating resources, and preparing for the opportune moment to expand and seize territory from weakened rivals.


In Galactic Civilizations IV: Supernova, the separation of Core Worlds and Colonies, combined with each civilization's unique abilities, fosters diverse playstyles. Each civilization offers various strategies, ensuring that every campaign is a fresh and exhilarating experience. Whether you choose to play Tall, Wide, or a mix of both, the galaxy is your canvas, and the possibilities are limitless.

GalCiv IV Dev Journal - What's new in Supernova

[h2]There is more new and changed in GalCiv IV: Supernova than all the changes coming from GalCiv II through GalCiv IV (base game) combined.[/h2]

The chart below doesn’t really do justice to the magnitude of the changes. This journal entry will talk about it.




First, let me introduce myself. I’m Brad Wardell. I designed the original Galactic Civilizations for OS/2 back in 1992 which went into beta in (wait for it) October 1993 which is when I incorporated Stardock from my dorm room in college. Back then, I designed, programmed and did most of the art (poorly).

When our company moved to Microsoft Windows, I designed the Windows versions of Galactic Civilizations I and II.

Then I took a break from GalCiv to go co-found Oxide Games and Mohawk Games with my friends and with the money we had earned selling Impulse to GameStop.

After GalCiv IV was released in April 2022, I began to take a long look at the game. It had been a long time since I’d really looked at GalCiv. During GalCiv III, I designed the Crusade expansion but just didn’t have the opportunity to work on GalCiv much until recently.

I saw what they were going for with GalCiv IV but I really wanted to take the game in a different direction. And the Steam release was the opportunity to do that. So for the past several months, my life has been all GalCiv. If you’re on Discord or the forums you probably see me as Frogboy or Draginol (a character that came from the original GalCiv lore I wrote back in the 1990s). It would not be an exaggeration to say that this game has been my life for the past few months.

If you liked GalCiv II, you will probably like GalCiv IV. If you liked GalCiv III, you…hopefully will like GalCiv IV.

And this isn’t the end. Not by any means. I feel like we’ve just scratched the surface with what this game can do. And with your help, we’re going to do things that no space strategy game has ever done.

Release Day Livestream for Galactic Civilizations IV: Supernova

Galactic Civilizations IV: Supernova releases on October 19th, 2023 at 1PM Est. Join us for a release day livestream event where we will play the game; talk about what's new, create a new civilization with AlienGPT, provide tips on managing Core Worlds, navigate the tech tree, create a custom ship and tap into some additional midgame content.

See you on October 19th!

Replacing the Tech Victory in 4X - GalCiv IV: Supernova Dev Journal

Since the first Galactic Civilizations game, we’ve always had the technology victory condition. When the player researched this very expensive technology, they won the game. Simple enough right?

Unfortunately, while it was straightforward to win that way, it was very unsatisfying to lose that way. In Galactic Civilizations II, we tried a host of different options including having a warning letting the player know that “Player X is nearing a technological victory.” That doesn’t really work though because what if that player is on the other side of the map? You’re helpless to prevent their victory.

For Galactic Civilizations III, we kept the technology victory in but prevented the AI from researching the necessary tech to win. This prevented the sudden human player loss but was pretty unsatisfying as a strategy game experience.

So what about Galactic Civilizations IV: Supernova Edition? We created something new: Stat Mutations.

[h2]Stat Mutations[/h2]
A stat mutation is where we can say a given stat, like your economy or your influence changes M every N turns.




To make use of this, we made it so that the end culture trait unlocks a technology that can be researched. For example, the end of the Individualism culture progression tree is Sovereign Identity. Getting this unlocks a tech called Individual Divinity. This tech is extremely expensive but when researched, your citizens start gaining 0.1 to all their stats every turn. Which means, eventually…gradually your people will become god-like in their production abilities in every category.

An expensive tech that results in a per turn buff allows the AI to participate in the end game.




For example, the Dream of Utopia technology results in your capital world increasing its influence generation by 1 per turn every turn. Left alone long enough and they will overwhelm the universe with their influence. But that’s just the thing – left along long enough. There’s a way to respond to it. And in this case, it lets the player play tall since it’s just the capital world.

[h2]A Satisfying Victory[/h2]
For players, this means they can see a way to win the game that doesn’t feel cheap. That goes doubly for players who don’t want their game to suddenly end due to the AI just researching a tech.

Now, as a practical matter, because these Mutating stat techs are incredibly expensive and are only available as a result of getting to the end of the culture tree, it means that those getting these techs have probably “won” the game anyway. But this feels a lot more organic and natural than a simple “You win” message because you got a tech.