1. Galactic Civilizations IV
  2. News

Galactic Civilizations IV News

Dev Journal #78 - The Irradiated

Galactic Civilizations IV: Supernova has a plethora of weird and wonderful alien civilizations for you to lead to victory, but it’s been a while since we examined one in any great detail. I thought this week we could take a look at one of the more dangerous phenomena to be found lurking out in the galaxy: the Cosmic Contaminant!


They have a pretty unique playstyle that come with a host of challenges for the player to work though, and when you’re up against them, you need to watch them very carefully as I think they’re probably one of the most dangerous foes you could meet in the cold depths of space, owing to their aggression, incredible Manufacturing output and proclivity to spreading where others initially cannot.

The Cosmic Contaminant (or CC for short) are race of strange, rapidly mutating creatures with an unusual growth cycle that thrive in radioactive sludge and other heavily polluted environments. Their Civilization Trait Radiated allows them to immediately colonize Radioactive worlds and suffer no penalties on heavy Polluted worlds.

In fact, their Species Phenotype is Radiotrophic, granting an Approval bonus on Core Worlds with high Pollution levels. Note that the Species Traits show below, with their negative statistic modifiers, look quite weak. However, this only shows the Irradiated Amoeba stage of their life-cycle and we’ll cover the rest shortly.


It is this affinity for Pollution that gives the Irradiated their powerful Manufacturing potential, as they ignore the usual Approval penalties that accrue on heavily industrialized Core Worlds and can jam in many Industrial Districts and Improvements. Furthermore, their rapid Growth means you can quickly pack a lot of Citizens onto each world, further boosting your Manufacturing (and other Planetary Output values) to levels most other Civilizations can only dream of achieving.

That said, Irradiated Citizens aren’t particularly useful in their Amoeba stage, with low overall statistics until they evolve to the Larva and Nymph stages. This means it can take the Cosmic Contaminant a little time to get their economy going, and newly colonized worlds can be vulnerable to invasion as the Amoeba’s low Resolve contributes little to defensive efforts.


Your homeworld of Yuggoth’na is pretty well defended though, as the Radiated Planet Class Effect gives a large bonus to Planetary Defense.

With the Adaptable Civilization Ability the CC can quickly colonize worlds otherwise uninhabitable to other civilizations and this gives them more early game expansion options. Facing off against them on smaller maps can be difficult as they’ll only be competing with other Adaptable Civilizations for the more exotic Planet Classes, and although their initial industrial expansion can be a little underwhelming, their Militant (+2) Civilization Trait paired with Fast (+2) means that they can rapidly utilize their specialized Executive Orders to rapidly grow Population (Mitosis), improve fertility of a colony (Fertilize Planet) or increase Pollution levels to improve habitability for your Citizens and reduce it for your rivals (Abhorent Infection).


The Cosmic Contaminant’s ability to conquer a large amount of territory quite quickly and then rapidly develop its industry to genuinely terrifying levels is tempered partly by the initially weak statistics of the Amoeba, and the abysmal -3 Diplomacy penalty from the Unlikeable (-2) trait.

Yes, they’re one of the strongest civilizations in the game when going it alone, but they’re unlikely to have many friends in the game, and they’ll be relying on all their cunning and industrial might to fend off threats left, right and center.


A Cosmic Contaminant player with many neighbors will have to focus on trade and diplomacy technologies to have a hope of keeping the wolves from the door, unless they can grow strong enough to take everybody on at once. Depending on the difficulty level, growing too large too quickly can also cause your concerned neighbors to consider you a threat worthy of a war or two.

This too provides a natural counter for their unnatural industrial growth potential, as they’re often forced into focusing on Diplomacy boosting Techs if they want to avoid early wars, limiting the opportunity to take the industrial and military Techs they really want to be grabbing early.

But it can be fun to just accept everybody is going to hate you and lean hard into the bad-guy role, picking the weakest neighbors and conquering them and their worlds before the others have time to react.


Trade Routes and their positive effect on diplomacy can keep a few choice rivals from declaring war too soon, and boost your own coffers for your own military expansion efforts for those unfortunate Civilizations you have chosen to take on directly.

Their affinity for the Nihilism Ideology opens up their options in a big way: Realism boosts their Trade Route income, while Flexibility ensures they get more out of the Bazaar, which can compensate somewhat for their reduced ability to acquire resources through Diplomatic Trade. Moral Relativism increases access to other Ideological Traits, and is never a bad choice in longer games. Finally, the Nihilism tree greatly enhances their military options later into a campaign, with access to Terror Stars letting them end the game with a bang.

When playing against the Cosmic Contaminant, you’ll usually want them out of the game as fast as possible. The worlds they settle (or conquer) will be so full of Pollution that they can be pretty uninhabitable for most Citizens until some of the later Pollution reducing Techs come into play, and this, paired with their formidable fleet production potential, make them an unattractive target for invasion. Fighting them head on is a dreadful experience unless you have a much bigger and more technologically advanced military, and the rewards for doing so are dubious at best.


It is perhaps their love for the sludge that keeps the disgusting Cosmic Contaminant alive most of all: nobody really wants to contest their enormous military for worlds they cannot use. Conversely, defending yourself against the Cosmic Contaminant and the threat they pose to your own people is of paramount importance and when strongly placed in a game, they can become an existential threat to pretty much everybody else in the galaxy and coalitions may form to face that threat early on.

The Cosmic Contaminant might not be cuddly or fun to be around, but they more than make up for this with their ability to rapidly overwhelm and consume their neighbors with startling efficiency. They’ll need it, because they’ll rarely have many friends, but if you can keep your wits about you and fully utilize all their horrible tools correctly, the world will be swimming in mutagenic slime in no time!

Enjoy!

Megastructures Expansion: Release Date Announcement

[h2]Megastructures Expansion Set for December 10, 2024 [/h2]
[h3]Transform your empire with colossal structures that redefine galactic strategy and exploration. [/h3]

Stardock is pleased to announce that the "Megastructures" expansion for Galactic Civilizations IV will be released on December 10, 2024. Players will have the opportunity to harness the power of stars to create monumental structures like Dyson Spheres and Stellar Gateways, offering new strategic options for late-game civilizations to turn the tide and achieve victory.

“Megastructures offers players the chance to think on a grand scale, allowing them to reshape their empires in innovative ways,” said Brad Wardell, CEO at Stardock. “We’re excited to see how players will utilize these new features to enhance their gameplay experience.”

Each Megastructure presents unique benefits and challenges, encouraging players to engage in careful planning and resource management. As empires expand, players will encounter new diplomatic opportunities and potential conflicts with rival civilizations.

[h3]Key features of the Megastructures expansion include:[/h3]
  • Dyson Spheres: Harness stellar energy to power your empire and support advanced structures.
  • Ringworlds: Construct massive habitable rings that provide essential living space and resources for your population.
  • Stellar Nexus: A versatile Megastructure that functions as a command center, research hub, or trading post.
  • Stellar Gateways: Establish a transportation network for instantaneous travel across the galaxy.


[h3]For more information or to pre-order the Megastructures Expansion, check out the webpage here:[/h3]

https://store.steampowered.com/app/2671160/Galactic_Civilizations_IV__Megastructures/








Dev Journal #77 - Executive Orders and Artifacts

Hello Everyone! For this week’s journal, I want to take a quick look at Executive Orders and Artifacts.

[h2]Let's start with Executive Orders:[/h2]

Executive Orders are your Civilization’s secret weapon: allowing you to issue commands to your civilization for immediate benefits and instant change. You can access your arsenal of Executive Orders by clicking the icon fourth from the left on the main-screen hot bar.


Most Civilizations start turn one with a suite of Executive Orders including: “Draft Colonists,” “Telescope Takeover,” “Print Money,” and “Emergency Speed”.

These Executive Orders can fast-track the growth of your empire in the early game. “Draft Colonists” and “Telescope Takeover” are particularly helpful in early exploration and colony establishment.


Executive Orders can be utilized by selecting one from the list available. Some Executive Orders will activate immediately while others will require you to choose a target. For instance, the order “Draft Colonists” will instantly spawn a Colony ship while the order “Emergency Speed” needs a target fleet to enhance.


But remember, power doesn’t come for free, and Executive Orders require a resource called “Control.” Additionally, Executive Orders have Cooldowns, adding a layer of strategy to when and how they are used. “Draft Colonists,” for example, has a cooldown of 12 Months before it can be deployed again.


In the early game, your main source of Control will be your Capital City which generates 1 Control per month. As empires expand, the “Logistics Array” Orbital and “Coordination Beacon” Improvement can enable players to amass Control and unleash Executive Orders with more frequently.


While the benefits of Executive Orders are immediate and enticing, wield them wisely. Most come with minor drawbacks, such as an Approval debuff for your citizens. While these debuffs are usually manageable, they can become perilous when compounded with other negative effects.

In the early stages of a game, however, the advantages of using an Executive Order often eclipse the drawbacks. A mere two-percent Approval drop from “Draft Colonists” is a small price for an extra Colony Ship on turn one!



[h2]Next, let’s talk about Artifacts:[/h2]
Artifacts are powerful tools similar to Executive Orders but are free-to-use, single-use, and without drawbacks.

They are stored in your “Vault,” accessible via the icon fourth from the right on the main-screen hot bar, ready to be used when you need them most.


Unearthing new Artifacts is an adventure in and of itself, often triggered by Events initiated when Flag Ships successfully Survey Anomalies. These Events usually present the player with a difficult choice: acquire a new Artifact or trade it in for Credits or other resources.


Artifacts have an array of effects useful in an equally wide selection of situations.

These effects include completing current research, increasing a fleet’s weapon damage, raising a planet’s class, purging Pollution, and more.

And while the Events and Artifacts that players can access are random, there are ways to raise the odds of encountering and acquiring them.

The “Hyperwave Radio,” “Emissaries,” and “Interstellar Cabinet” Technologies provide Flag Ships and Commander slots. Having more Flag Ships means you can survey Anomalies and increase the chances of acquiring powerful artifacts. Similarly, the “Anomaly Detection” and “Greater Anomaly Detection” Technologies reveal more Anomalies for players to survey.


Executive Orders and Artifacts are excellent ways to instantly generate momentum in a game that usually depends on turns of buildup and preparation.

Few systems allow you to react to unexpected challenges as swiftly and decisively.

Need a boost? Don’t forget to check your Vault or issue an Executive Order to turn the tide in your favor. With these powerful tools at your disposal, you’ll be ready to tackle any challenge that comes your way!

Dev Journal #76 - Making Money

Continuing this series of short guides aimed at helping new players, we’re going to be looking at some of the base resources, and they don’t get much more basic than money. In GalCiv we use the term Credits, which sounds a little bit fancier! In this developer journal, we’ll take a quick look at how Credits are acquired, and a few of the many ways you can spend them.


Credits are rather unique in that they’re both acquired and spent in many more ways than Manufacturing, Food, Control or any of the other in-game resources you’ll come across. Credits are gained by taxation, through Trade Routes, diplomatic exchanges with other players, selling Strategic Resources at the Bazaar and as a consequence of the many varied Events that crop up during the game.

So, how exactly are Credits generated via taxation? Here follows a very brief and simplified rundown, if you want more detail, I’ll point you to the developer blog video I made covering the economy here.


Core Worlds and attached Colonies have a Planetary Input value called Wealth Input, representing the riches on and flowing into the planet. Citizens, Financial Districts and certain Improvements further modify this value, representing combined on-world commercial activities.



Your tax-rate, set at the top level with the one rate affecting your entire Civilization, is then applied to this modified Wealth Input value as a multiplier to become a Core World’s Income.

The sum of your Core World’s Income is shown on the Civilization Overview screen too, where you can see your Civilization’s GDP (summed Income) before it’s modified by tax.

You can also see that you make Credits from the Trade Routes you set up by sending a Freighter from one of your Core Worlds to one owned by your neighbors. You can see the Trade Route UI below, with all the current Trade Routes set up between yourself and your trade partners.


Going back to the Civilization Overview screenshot, you can also see some of the things Credits are spent upon: maintenance for your Ships, Colony Maintenance (stuff you’ve built on your Core Worlds), Starbases and the Credit cost of an Civilization Policies you have set.


Credits can be used for barter in diplomacy, either to acquire other goods or to sweeten a Treaty proposal. Not sure I like this deal much though, those Navigators don’t seem very willing to part with their Credits here.

This is simple stuff: sell whatever you’re willing to part with for Credits when you’re in need of them, and if you’ve got extra Credits to spare, you can buy Techs, Strategic Resources, Diplomatic Capital and other useful things from those that have them.


If you have excess Strategic Resources, you can sell them at the Bazaar in exchange for Credits, which is the preferred barter resource for the aliens who run it. Here they’re offering 83 Credits for each Aurorus Arboretum. Sadly, I don’t have any. Be aware that repeatedly selling the same resource will devalue that stock and reduce the Credits you’ll receive for each unit.


Certain Events, such as finding exotic Artifacts, modules or useful space junk, will give you the option to sell your new acquisition for Credits. This can make Survey a profitable endeavor for much of the game, so don’t neglect those Flag Ships!


With the Credits earned from selling that Armor Module, Lord Kona can rush build a warship he needs. This will cost a lot of Credits but the faster you build your military, the stronger you’ll be. This will also cost some Control, and you’ll take a hit to your Approval too as your Citizens don’t much enjoy being forced to work long overtime, even if they are being paid extra for it.

Building a large treasury of Credits can be handy, as you’ll notice that Credits are used as a shortcut to gaining certain things a lot faster than you’d be able to without that cash injection: quickly gaining Techs through diplomacy, rush building Ships, Districts or Improvements, buying Strategic Resources from the bazaar and more.

Credits are such a ubiquitous resource that I’ve likely missed some of their more subtle uses here, but I hope this has clarified just how you can make and spend them.

NOW OUT: v2.9 Starview Update

Stardock is pleased to announce the release of Galactic Civilizations IV v2.9, titled the 'Starview Update.' This update focuses on enhancing the player experience with a variety of quality-of-life improvements, visual upgrades, and gameplay refinements based on community feedback.

[previewyoutube][/previewyoutube]

In this substantial update, players can look forward to a range of key changes designed to streamline gameplay and improve immersion. "We’re committed to continuously refining Galactic Civilizations IV based on player input," said Brad Wardell, lead designer of the GalCiv series. "With the Starview Update, we’re not only addressing bugs and balance issues but also enhancing the overall experience to make it even more enjoyable for our players."

[h2]Major Updates: [/h2]
  • Revamped Yor Ship Designs: The Yor Singularity ships have received a visual upgrade, while the classic designs remain available as "Classic Yor" for nostalgic players.
  • Polished Artifacts and Game Events: Various artifact effects and game events have been refined for better balance and consistency, with deprecated technologies removed from the tech tree to streamline research.
  • UI Enhancements: The Shipyard and Starbase screens now feature dynamic backgrounds showcasing the galaxy, along with a cleaner and more intuitive interface.
  • Streamlined Civilization Policy Management: The Civilization Policy screen has been redesigned for better organization, introducing a tax slider for more precise economic control and improved access to Rally Points via dedicated hotkeys.
  • Offline Access for DLC Owners: Players who own any of the DLC for Supernova will no longer need to be online to access that content.
  • Gameplay Improvements: A significant batch of gameplay updates, including bug fixes, balance changes, and general polish, enhances the overall experience.


For a comprehensive list of all changes and improvements in the Galactic Civilizations IV v2.9 “Starview Update” update, see the full changelog here.