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Dev Journal #84 - Megastructures Preview


Megastructures is Stardock’s latest expansion for Galactic Civlizations IV: Supernova and boy is there a lot to cover! I have to keep things brief in these developer journals so today so I’ll be providing an overview of the core features that Megastructures brings to the game, with the intention to further deep dive into its various components later on.


Megastructures adds a new branch to the Engineering Tech tree, with a sequence of new Techs unlocking access to a new resource called Gigamass and all that can be made from it.


Gigamass is harvested from Dead Worlds (those with a Class of 0), by the new Planet Harvester ship.



One crucial point to note: Gigamass is a highly limited resource and once all the Dead Worlds on the map have been harvested, aside from some very small amounts generated through Events, that’s all there is. Gigamass is valuable but the AI may be willing to trade their own stocks if you have something they want in return, but generally speaking, it would be wise to carefully examine your own Gigamass stocks and the costs of each Megastructure (or other feature) when planning what you want to spend it on.

Gigamass isn’t the only new resource added: the enormous Megastructures and a whole host of new Civilization Achievements will require a constant power supply to run, which we’ve simply called Energy.


The maximum value here represents how many Energy points worth of Megastructure and Improvement can be run on a turn-by-turn basis. Exceeding this has maximum has severe consequences, so ensure you have enough Energy before you build Energy-sucking construction projects!

So how do you generate Energy? The first is with the new Solar Farm Improvement.


This requires a small amount of Gigamass to build and provides a small amount of Energy: perhaps best used for powering the other new Civilization Achievements requiring Gigamass to construct, such as this Precious Gem Synthesiser, an example of the new Civilization Achievements added with this expansion.


These might be helpful for civilizations that don’t want or need to build the Megastructures themselves, and to give players some powerful tools and fun tools to help kickstart their campaign a little earlier.

For greater power generation, you’ll need the first of our titular Megastructures: the Dyson Sphere!


First though we need a new type of construction ship to build Megastructures: the Stellar Architect.


Wrapped neatly around a star, the Dyson Sphere is a titanic construction that harnesses enough energy from its host to power your other Megastructure projects. Different star types will generate different levels of power.

Later on, the mighty Stellar Nexus become available for construction too. On their own these provide an impressive boost Civilization-wide boost to Approval, Manufacturing and Research, and this alone is worthy of the Gigamass investment.


That’s just the start though! They can be further extended with Augments, which require further Gigamass and Energy investment, and are available in three tiers, with later tiers unlocked later in the Tech tree. The type of Augments available for each Stellar Nexus is dependent upon the colour of its hosting star.


Above you can see the Cosmic Mirror Augment, which grants a huge +3 Technology to all your Core Worlds and Colonies, which will dramatically improve your overall Research.


For those more war-focused players, the Daybreak Engine provides a huge permanent boost to your Military output, speeding the creation of fleets, and providing every ship with increased Armor Rating and Shield Strength too. This makes smaller ships like Fighters, Bombers and Frigates very dangerous, and is perfect for when you need a lot of deadly ships constructed in a short space of time.


The current Augment can be upgraded for even better performance with later tier unlocks, or they can swapped out for a different Augment type completely whenever you like, although you will pay the Gigamass and Energy upkeep costs for this. Here we see the third tier Eclipse Engine and the improvement it gives to your Military, Armor Rating and Shield Strength. This is powerful stuff!

With the star classification affecting both Energy output for Dyson Spheres, and the kind of Augments available for a Stellar Nexus, and considering Dead Worlds are a source of the most precious resource in the game, there’s now more excitement in the discovery of star systems in the early phase of the game. We encourage you to carefully plan which stars to use for which Megastructures to achieve your goals of galactic domination!


Stellar Gateways are the next Megastructure type and must be constructed on the hexes surrounding a Black Hole.


When paired together, these epic-scale portals allow instantaneous travel from one to another, with the ability to link and unlink Stellar Gateways as needed, in the case that you’ve got an odd number of Gates, or you want to alter the destination of one of them.


The final Megastructure is the mighty Ringworld, the culmination of all the research you’ve put into these technological marvels. A gigantic ring is constructed to circle a star, with the inner edge made available for colonisation and the construction of many planetary Districts and Improvements.


This creates a perfect artificial Core World large enough to house many Citizens. It provides the very best tiles with space enough to construct your dream world. Fill it with factories, credit generating districts or farms, or build something even more exotic and specialised. Your imagination is the limit, and this Megastructure is perfect for Civilizations looking to peacefully expand the size of their empire in the mid and late game.


There are also some very powerful Ship Components for players to spend their precious Gigamass on too, and it may be that a war-like Civilizations such as the Korath Clan might prefer to direct this precious resource into their most favoured pastime instead of messing around with all that Megastructure stuff.


As you’d expect from a GalCiv expansion, Megastructures adds new in-game Events too.

This is just a very quick overview of the main features of Megastructures, and I hope this gives you some ideas for incorporating them into your playstyle!

Cheers!

Launch Livestream: Megastructures Expansion

[h2]Join us for a livestream event featuring the launch of the Megastructures Expansion![/h2]

[h3]Megastructures:[/h3]
  • Dyson Spheres: These ultimate energy engines drive your civilization's growth, with energy output influenced by their host stars, making energy-rich white stars particularly valuable.
  • Stellar Nexus: The customizable core of your civilization, the Stellar Nexus can be upgraded with Nexus Augments that provide powerful effects based on its host star's color.
  • Stellar Gateways: Revolutionize travel by linking distant black holes, enabling rapid military maneuvering and trade. Form alliances through the Open Gateways Treaty to enhance cooperation.
  • Ringworlds: Construct colossal Class 39 artificial planets to support vast populations and ensure your civilization's legacy. These structures provide tile bonuses influenced by their host stars.

[h3]New Quests and Events: [/h3]
Discover cosmic secrets through quests that unveil Ruined Ringworlds and ancient technologies, allowing you to create powerful Improvements and upgrade Orbital Improvements for extended reach.


[h3]📍Location: Right here on Steam![/h3]
[h3]📅 Date: Tuesday, December 10, 2024[/h3]
[h3]🕐Time: 1pm - 3pm ET[/h3]


Don't miss out on exclusive gameplay and developer insights. Set your reminders and join us for an exciting afternoon!

Dev Journal #83 - Early Game Tips

Hey everyone! For this week’s Dev Journal, I’ve compiled a collection of handy tips and tricks to help you get your civilization rolling in the early game of Galactic Civilizations IV.

Galactic Civilizations IV is a complex strategy game that demands careful planning and strategic foresight. The early game sets the foundation for your civilization's success, and understanding the nuances of the game's mechanics can provide a significant advantage. This guide compiles a few essential tips and tricks to help you navigate the early stages of your journey to galactic dominance.

[h2]1. Strategic Use of Executive Orders[/h2]


On Turn 1, leveraging Executive Orders can set a powerful precedent for your civilization's growth.

The free Colony ship provided by Draft Colonists is well worth any losses to Research or Manufacturing caused by the -2% Approval effect. An early colony within your Homeworld’s solar system will add Research, Wealth, or Manufacturing to your Homeworld’s Inputs with minimal Supply Attrition. An extra 2-3 Manufacturing or Research can slash Improvement build times and research turn lengths in the early game.


Telescope Takeover is another powerful Executive Order useful for scouting for high-class planets. Yellow stars often harbor these valuable planets, making them prime targets for early expansion.



[h2]2. Capital Placement and Leader Management[/h2]
Your Homeworld’s Capital City is a critical Improvement. One way to get ahead of the competition is by placing it on Turn 1. When the game starts, your Homeworld will have the Colonial Leadership Council in its queue which normally prevents other Improvements from being built. However, Capital Cities are unique in that they can be placed down immediately, bypassing the queue entirely.

Successfully constructing your Captial City on Turn 1 will net your civilization a host of benefits, including bonuses to Research, Manufacturing, Income, and Culture Points per Turn.



When the Colonial Leadership Council is completed on Turn 2, you gain access to the Leader screen where you can manage your civilization’s Leaders. Recruiting and assigning these Leaders to Minister positions can make a huge difference in the early game. Prioritize recruiting three Leaders: one with high Intelligence, one with high Social Skills, and one with high Diligence. These Leaders can then be assigned as Ministers for significant bonuses:
  1. The Minister of Exploration increases the Moves of all your ships by 1.
  2. The Minister of Technology unlocks an additional Random Discounted Tech slot.
  3. The Minister of Colonization provides bonus Approval that translates to increased Research and Manufacturing across your civilization.

Choosing a Minister of Technology is particularly important as having one increases the odds that powerful technologies will receive discounted Research costs.



[h2]3. Research and Cultural Advancements[/h2]
Focus your research efforts on Colonial Policies to gain early boosts with Policies like Coerced Colonization.


The +100% Growth can be invaluable and well worth the hit to Approval as the Planetary Outputs of your Core Worlds (Manufacturing, Research, Income) increase significantly with each additional Citizen.


Additionally, gaining a Cultural Trait early on can make a huge difference. Each civilization starts with a large discount for Traits in one ideology, but don’t be afraid to grab one or two Traits from other trees if the bonuses are appealing.

For Terran Players, the Individualism Trait “Independence” will be the cheapest option - granting a free Flag Ship useful for surveying more Anomalies than would normally be possible with just the starting Flag Ship “Discovery.” However, you may want to wait a few turns longer to save up for the Egalitarian Trait “Fairness” which provides three free Colony ships and can greatly accelerate early-game expansion.


Terran players may also want to prioritize colonizing Artemis as doing so triggers a colonization event that offers Culture Points as a reward.



[h2]4. Managing Core Worlds and Colonies[/h2]
Not all high-yield colonies need to become Core Worlds. Instead, use them to support your main planets. A not-too-distant colony can double a Core World’s Inputs with little to no Supply Attrition.


Setting a lower Tax Rate with the Tax Rate slider can allow you to boost Approval, thus increasing both Research and Manufacturing. Income lost by lower tax rates can be offset by Anomaly Events that can often yield substantial Credits.


Be cautious when specializing Citizens as Workers to avoid hindering early Research progress as Workers provide bonus Manufacturing but generate no Research. On the flip side, try to retain any scientists acquired, as their bonuses to Research can be substantial, and they are harder to come by.



[h2]5. Enhancing Planetary Outputs[/h2]
Orbital Improvements are a powerful tool for getting your Core Worlds online faster. The Recruiting Station, specifically, is a cheap, Credits-only Orbital that provides a huge boost to Growth as early as turn 1.

After researching Universal Translator, Durantium can be purchased from the Bazaar for additional Orbital Improvements like the Colonization Center for additional Growth or the Atmospheric Cleanser for reduced Pollution.



[h2]6. Infrastructure and Population Management[/h2]
Research Planetology and invest in Housing Districts, which provide +1 Adjacency Bonuses and increase Population Capacity. Housing Districts are extremely useful for improving a planet’s efficiency by raising the power of all surrounding Improvements and making space for more Citizens.


A highly populated Homeworld can be instrumental in kickstarting the development of other Core Worlds as Citizens of one world can be transported to another.

Additionally, one effective strategy for accelerating the development of new Core Worlds is to send Supply Ships. Supply Ships provide a resource called “Stored Goods” to any Core World they arrive at, which acts as bonus Manufacturing points that can reduce the amount of turns it takes to construct Improvements to just one.

New Core Worlds can use these Stored Goods to build Shipyards of their own, allowing them to construct more Supply Ships to further accelerate their development.


These strategies should help you establish a robust foundation for your civilization in Galactic Civilizations IV. Each decision in the early game can have far-reaching consequences, making it essential to plan carefully and adapt to the dynamic galactic landscape. By implementing these tips, you're well-equipped to lead your civilization to greatness.

I’d love to hear about other tips and techniques you employ when starting a new game! Feel free to share your strategies and experiences and I’ll see you again in my next Dev Journal.

Dev Journal #82 - The Mimot

In this week’s developer blog for Galactic Civilizations IV: Supernova it’s time to examine the endless hordes that make up the Mimot Brotherhood, without a doubt the Civilization with the most impressive ability to “go forth and multiply” in all of GalCiv.


When it comes to 4X games, eXpand is often one of the most important of the X’s in terms of winning a campaign: territory gained in the early game often translates directly into industrial output, and industrial output extending the reach of your military power projection, whether to take territory to win or defend yourself from the predations of others while you achieve some other, non-violent victory condition.

Galactic Civilizations IV: Supernova is a somewhat more complex affair because unlike most classic 4X games, the taller style of play can be viable owing to the unique Core World and Colony dynamic, which allows players to remain competitive with less managed worlds on some maps. That said, unless you’re really hemmed in by dangerous opponents from the start of the game, achieving a strong start with plenty of Core Worlds or Colonies will usually be a better idea than staying small, and there is no other Core Civilization quite like the Mimot Brotherhood for achieving this super-wide style of play.

Why? Because the Mimot have two very powerful Civilization Abilities that work in tandem to supercharge their expansion efforts.


Fertile grows Citizens at a rapid rate and provides access to a couple of extra techs that help boost Citizen production.


With Proliferation, the Mimot can send those Citizens out to settle new worlds twice as fast as any other non-prolific Civilization, as the “buy one, get one free” ship feature also affects Colony Ships, Constructors and other non-combat vessels. The Civilization Trait Fast +1 ensures their ships get where they’re going before their rivals, while Productive +1 gives the Mimot a big boost to Manufacturing to build everything faster too.

This pairing ensures the Mimot have many more options in reaching valuable colonies and strategic resources.

Given enough space to breathe, the Mimot Brotherhood can claim new worlds, strategic resources and other map features at an alarming rate. A good player who knows how to expand well will end up with a truly huge territory if not checked by another player in some way, and this makes the Mimot an incredibly fun Civilization to play as if, like me, you really enjoy the colony management aspect of the game and love watching a large empire grow.


There is a downside to all this rapid growth: the Mimot tend to run low on Food pretty quickly, and much of your Core Worlds' real-estate will be dedicated to housing and feeding your Citizens. The Mimot themselves aren’t the best Citizens and that Food consumption doesn’t get you much: your average fuzzball is kinda cute and entertaining, but he doesn’t know much about anything and rarely lifts a finger to get anything done either.


However, once you research Genetic Architecture, they’ll start pulling their weight properly and then you’ll be pretty glad you built homes for them all, as your Citizen-based industrial bonuses shoot through the roof.


The Civilization Policy Genetic Manipulation can help, and they have access to some unique Improvements that can help their stats too.


Mimot Citizens make unattractive immigrants to alien Civilizations: their incredible Growth rate coupled with low statistics feels like a bad deal, although slow growing Civilizations might benefit from their rapid reproduction rate, just to get some more hands on deck. Just know that unless you’ve also got access to Statistic boosters, those Mimot aren’t going to be too effective for building a strong economy.


Another problem the Mimot will run into is other players: their borders can expand quickly and border friction is a major cause of war declarations. Fortunately their Civilization Trait Likeable +2 gives them a huge +3 Diplomacy boost, which is the main reason they’re not constantly at war with every other nation they bump into.

Proliferation helps out if war does break out: sure, your battleships are smaller and less durable than their rivals, but you get two for every one you pay the Military points for. What the Mimot lose in individual combat strength, ship by ship, they more than make up for with the ability to literally be in two places at once, and the strategic options that this tactical agility grants them cannot be understated. And in combat, you get twice the firepower!


One time I remember invading the Mimot Brotherhood when playing as the Yor Singularity, only to be horrified to see just how many fleets began to pour over our border a few turns later. Sure, they’re not particularly strong fleets, but they just throw so many of them at you!

So, the Mimot are a strong option if you enjoy managing a wider, more populated Civilization, with lots of Citizens on lots of Core Worlds, with lots of border friction to deal with and lots of ships to throw at your enemies when they inevitably tire of your shenanigans.

Let us know if you enjoy this faction, and share your strategies!

Dev Journal #81 - Galactic Challenges

Hello everyone! For this week’s Dev Journal, we are going to take a look at the exciting and often overlooked Galactic Challenges of GalCiv IV.


Galactic Challenges are special Quests that players can start at any time once certain prerequisite conditions have been met. Each Challenge provides optional side objectives that players can attempt to complete for Prestige and other powerful rewards.

Each Challenge is unique, and the associated rewards can help accelerate players towards victory! Galactic Challenges are particularly useful for gathering Prestige - a resource that is usually difficult to acquire.


Galactic Challenges are accessed by clicking the trophy icon in the center of the main screen hotbar. Players will not have access to this screen until after the Cultural Influence technology has been researched. Once unlocked, players will be able to open the Galactic Challenges screen where they can see the current list of available Challenges.


Each Challenge has a description, a stated reward, and a series of objectives. With this information, players can choose which Challenges they want to undertake.

The Challenge “Against the Tide,” for example, describes a crisis where all other Civilizations declare war on the player. The reward for surviving a total of 88 Months/Turns is a large sum of 70 Prestige.

While preparing for this Dev Journal, I opted to skip the “Against the Tide” Challenge as my military strength was lacking. Instead, I decided to start both “The Orb of Draginol” and the “Hall of Unity” Challenges as I felt my civilization was equipped to complete their objectives.

This brings me to another point: multiple Challenges can be taken simultaneously. Just be mindful of the risks associated and choose your challenges wisely; some Challenges are more dangerous than others.


The initial selection of available Challenges will be limited. More Challenges become available as players progress through the game and unlock various technologies.

For your convenience, I’ve compiled a handy chart to help you see the prerequisites for each Challenge:



Once underway, progress for each Challenge is tracked via a Quest Display in the upper left-hand corner of the main screen beneath the current Research.


This will help you keep track of any ongoing Challenges and their various objectives.

Progress can also be tracked within the Galactic Challenges screen which will update as objectives and challenges are complete and new Challenges become available.


As mentioned earlier, Galactic Challenges are an excellent source of Prestige.

Prestige is an important resource that directly contributes to achieving a Prestige Victory.

To quote the Galactapedia, “Prestige is a measure of a civilization’s status. A civilization with a high enough Prestige will win the game through domination in several areas.”


A Prestige Victory will usually be achieved when a player’s civilization advances militarily, economically, and technologically without engaging in conquest or cultural battles.

Galactic Challenges allow players to more actively pursue this victory condition by earning large amounts of Prestige outside of standard progression.


I’ve done my best to avoid sharing specifics when discussing Galactic Challenges in this Dev Journal as there are some surprises best saved for players who’ve not yet attempted these trials.

In conclusion, Galactic Challenges are more than just side quests; they're your ticket to shaking up the game and gaining an edge over your rivals. So, be bold, play smart, and remember—whatever you do, don’t catch Penultipox!