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Dev Journal #109: Day & Night

[p]The Phalenoids Advance are a Civilization of light loving moth-like creatures adapted to a world split into many month-long day and night cycles, and today we’re going to take a close look at their game mechanics to see how they play.[/p][p][/p][p][/p][p]As always in GalCiv IV, you can play them pretty much however you like, and you can even alter their Civilization Traits and Abilities here in the “Customize your Civilization” screen to make them play more like evil Drengin, or money-grubbing Iridia if you prefer![/p][p][/p][p][/p][p]Genocidal moths? Knock yourself out! There are endless options here and you can really go to town customising your own Phalenoids to play however you you want.[/p][p]That reminder aside though, let’s look at how the Phalenoid Advance are set up as a Core Civilization, and how their unique Civilizations Abilities and their traits go toward informing their playstyle.[/p][p][/p][p][/p][p][/p][p]Played with their Core Civ rules though, the Phalenoids are a Civilization made up of fundamentally good and well-meaning creatures, characterised by their intense delight in meeting new sentient life out in the galaxy. Their Civilization Ability Hopeful represents this, and Citizens in the Phalenoid Advance’s dreams of a peaceful galaxy keep them working hard when the going gets tough around them. The diplomats of other galactic powers pick up on this optimistic outlook too, and can be persuaded into signing deals they might not normally agree to. In game terms, this means you’ll get more out of diplomatic trade with rival Civilizations and this helps support a more peaceful style of play.[/p][p][/p][p][/p][p][/p][p]However, the Phalenoids have access to a rather dramatic and unique Civilization Ability in Nocturnal. Every 15 months, the Phalenoid Advance will enter a new cycle. Each of these two Seasons grant the Phalenoid Advance a significant boost to two Planetary Output values on all their planets.[/p][p][/p][p][/p][p]During the Season of Waking, your Core Worlds improve, with more Citizen Growth and industrial projects springing up. In the Season of Dreaming, you’ll get more Research done and your borders will grow out from your Culture production assets more quickly.[/p][p]This gives the Phalenoid Advance a certain ebb and flow to their game. As if often the case with Galactic Civilizations IV, you’ll notice the effect of this more or less at various times of the game. If you’ve got neighbors with borders pushing aggressively into you, you’ll be grateful for the Season of Dreaming, but you’ll also notice the relative lack of Manufacturing and Citizen Growth, when you might want that extra economy to find other, less peaceful solutions to the problem.[/p][p][/p][p][/p][p][/p][p]I’ve found that the Phalenoid Advance really want to lean into these cycles as much as possible. The Season of Waking can be leveraged to build a Galactic Wonder before your opponents do. Set your Civ Focus to Manufacturing to get even more of industrial power out of your Civilization. And if you’re not in immediate need of construction projects or Ship building on your Core Worlds in the Season of Dreaming, set the Civ Focus to Research, and set your shipyards to construct Research Missions and beat your enemies to an expensive, advanced Tech that’ll give you an advantage.[/p][p][/p][p][/p][p]The natural inquisitive nature of the Phalenoids is well directed into their preferred Ideology, Progressivism. While the Research bonuses gained from the Season of Dreaming are only reaped through 50% of your playthrough, heading into the Progressivism tree can be very rewarding regardless of the Season you’re in. During their night cycle of course, you’ll gain even more benefits from research but efforts here will work regardless of Season. If you can grab the capstone Ideological Trait for Progressivism, Singularity, you’ll be well on your way to victory.[/p][p][/p][p][/p][p]Of course, pressure from the other Civilizations often makes greedy like this play difficult and so you’re going to need to balance things with adequate military development too. One natural benefit of playing such a strong Research faction is that you’re going to get access to some of the best Ship components in the game well before many of your rivals.[/p][p][/p][p][/p][p]The Phalenoids aren’t particularly oriented towards warfare, but they can quickly arm themselves for it very quickly during the Season of Waking particularly, while the Season of Dreaming’s Research push can help you reach those larger and stronger Ships and Components much earlier.[/p][p] [/p][p]Also, playing the Phalenoids in their trademark friendly manner will bear fruit in Diplomacy too. Positive bonuses quickly stack up as you help your neighbors during the many Events that pop up during the course of play, and the more friends you have in the game, the better you can race for one of the more peaceful victory conditions.[/p][p][/p][p][/p][p]You can keep monsters like the Korath Clan off your back for a while if you have cunning Diplomacy, but you’ll also get better deals from Diplomatic Trades if you keep your other neighbors sweet. You can dominate the game by carefully navigating the various wars and alliances that form around you.[/p][p][/p][p][/p][p]If you do end up in a situation like this, where the Manti are being squashed into a corner by our powerful Influence output and are constantly warring with us to take back their territory, you’re going to have to move towards a war footing and build ships. That will flatten your economic growth curve significantly, and so carefully chosen Trade Routes with the right neighbors will not only boost your Credit production, but strengthens diplomatic ties even further: while the Phalenoid Advance’s advanced Ships can often fight more than one enemy at once, many of the other Civilizations have Abilities that make them very dangerous in war and so you’ll generally want to keep yourself to just one conflict at a time.[/p][p][/p][p][/p][p]Building your diplomatic bonuses up through Research goes hand in hand with a strong Influence game, as you need good Diplomacy if you’re going to steal enemy territory and not have constant warfare. The Manti here are close to entering Rebellion with several Core Worlds, and since they’re incredibly difficult to kill in their own borders, defeating them culturally is a sound option. Building your Diplomacy bonuses high can delay a declaration of war until it’s too late for your victim to do much about it.[/p][p]Phalenoid Citizens are interesting too. They get even more Approval bonuses from sharing a world with Citizens of other Species. Conquering other worlds and sending your moths off to live there can quickly negate the Approval penalty you get for such aggressive behavior, and if you find some other way of gaining other Citizen Species into your Civilization, they can make up for their relative fragility without penalty.[/p][p][/p][p][/p][p][/p][p]Research and keeping your Citizens happy will not be a problem as the Phalenoid Advance but they do have one downside as a Species.[/p][p][/p][p][/p][p][/p][p]Invasions are not easy as the Phalenoids though: while not overtly pacifistic, they are not strong.[/p][p]Your Influence output may put you at war with a neighbor you’d rather not be at war with, and so you must prepare for this. You don’t have to invade to take Colonies and Core Worlds from an enemy, waiting instead to peace out and then let your borders and Culture do the job for you, but sometimes you don’t have time, or a War of Annihilation is declared on you.[/p][p]Then, your Phalenoid Soldiers are going to have to get their hands dirty, and because their Resolve is generally low you’ll be aiming for Techs like Stellar Marines and Killbots to help their rather weedy abilities at planetary assault.[/p][p]The Phalenoid Advance are a fun Civilization to play if you want to lean towards a more peaceful style of play but you like to have a mailed fist hidden inside that velvet glove, and depending on how you have set your game up, you’re going to get a lot of fun out of them as you decide who is on the receiving end of your friendship and who gets the nasty end of some of the most high tech weaponry the galaxy has ever seen![/p][p]If you’ve played these guys and have any hints or tips on how to get the most out of them, leave a comment below![/p][p]Cheers![/p]

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Dev Journal #108 - The Great Flowering

[p]Every Core Civilization in Galactic Civilizations IV plays quite differently and has Civilization Abilities, Traits and many more mechanics that are tuned towards a specific playstyle.[/p][p][/p][p][/p][p]What’s great about this system is that you’re not generally hard-locked into that playstyle, which suits GalCiv as a sandbox style 4X and allows you to experiment with different ways to play with that one Civ. There aren’t very many Civilizations that outright lock you out of certain mechanics for this reasons, although the Navigators unable to form diplomatic treaties being one notable exception that provides a very specific game experience for players who want to go it alone in the Galaxy.[/p][p]Despite this, some of the Core Civilizations do have a very noticeable and strong core theme, such as the Mimot’s huge reproduction rate and ability to build twice as many ships with each production run as anybody else, and the Baratak Grove, examined in this dev journal, can be included in that set.[/p][p][/p][p][/p][p]The Baratak are sentient plant or tree-like creatures who exemplify an arboreal and agricultural lifestyle and have Abilities and Traits to perfectly suit this.[/p][p]Fundamental to their playstyle are the Baratak Citizens themselves. Let’s take a quick look at them, to see how they shape the way the Baratak Grove play.[/p][p][/p][p][/p][p]The Baratak have a high productivity with +3 Diligence and slightly lower research and approval and influence task weight too. They need this high productivity because they cannot abide Pollution, suffering three times the penalties for it as a Human would, and so heavy industry is usually a bad idea for them.[/p][p][/p][p][/p][p]You’ll see above, even with just 10% Pollution the Baratak get a 10% penalty to Approval, which unless offset in other ways, inflicting crippling damage to your Planetary Output and stunting your economy overall.[/p][p]The Baratak generally rely on a Citizen based industry instead of Manufacturing Districts, and if you’re not used to it, this is quite a shift from the way the other Civilizations tend to play.[/p][p]Let’s move on to their Civilization Abilities.[/p][p][/p][p][/p][p][/p][p]Intuitive ensure that the Baratak get a head start down the Ideology branch of your choice and grants them some useful Diplomatic options, with +5 Deception being useful in Events and access to the Xeno Anthropology Center to rapidly expand Influence borders and a whole host of useful Adjacency Level Bonuses too.[/p][p][/p][p] [/p][p][/p][p]Baratak are one Civilization that will greatly benefit from rapid border expansion because their second Civilization Ability Spores rewards rapid exploration. Fortunately, they also get the Traits Explorers (+1) and Productive (+1), throwing Probes and Colony Ships out into the galaxy faster and father, while revealing more of the map as they go than their rivals.[/p][p][/p][p][/p][p][/p][p][/p][p]They defend their world’s very well too. Once they’ve grown that beautiful garden world, they’ll fight to the death over it![/p][p][/p][p][/p][p][/p][p]And let’s take a look at Spores too:[/p][p][/p][p][/p][p][/p][p]We’ll mostly ignore the “Blocks…” stuff for now beyond stating that it’s common for certain Civilizations to get exclusive access to various Techs and Improvements, and to be denied access to others in a thematic way, as fits their lore and playstyle. The Baratak are agrarian and fundamentally opposed to Pollution, both in real physical terms, and on a philosophical level too, and this means that the worst Pollution causing Improvements tend to be locked off.[/p][p][/p][p][/p][p][/p][p]As you see, the Baratak can seed Dead Worlds and create a useful Colony from them. If you’re using this properly by maximising your Cultural Progression, the Baratak’s Core Worlds will usually have access to more feeder Colonies than usual. The extra resources these bring in help offset the huge penalties their Citizens suffer from even quite small levels of Pollution, which limits the number of Industrial Districts and other such Improvements you can lay down.[/p][p][/p][p][/p][p][/p][p]The Baratak themselves gain a decent Approval bonus if they’re assigned as Farmers, and this means they’ll naturally support a large and thriving Citizen economy. In most games, unless you’re rather starved of good Agricultural worlds, you’ll usually have enough Food to sustain many Citizens and their high Diligence means you’ll not need quite so many polluting Manufacturing Districts as other Civilizations tend to need.[/p][p]If you do build Manufacturing Districts to get your economy going early, any Pollution reducing Techs and Improvements will be very valuable to you, and should be chased early. The Baratak can live with some Pollution, but you’ll have to find a way around the large Approval penalties it causes until you can reduce it directly.[/p][p][/p][p][/p][p]One strategy that I’ve discussed here before when discussing Pollution is to limit the number of heavily industrialized Core Worlds to just a few and fill them with Entertainment Districts to help offset the penalties from Pollution. The Growth on those worlds will be through the floor but you’ll have some nice Citizen hothousing planets instead.[/p][p][/p][p][/p][p] [/p][p]By rapidly growing Citizens on these high Growth planets, you can make use of the game’s Citizen Transport system to transfer them over to the Industrial worlds. In turn, those heavily polluted worlds can send the ever useful Supply Ship back over to the Citizen growing worlds to help create more infrastructure. This trick can work for any Civilization, and can be especially useful if you’ve got a heavily polluted world that is otherwise useful, but struggles with Growth for generating its own Citizens.[/p][p]The Baratak tend towards a larger territory, as they expand very well. However, with Spores, they can get more Colonies from their territory than usual and so if they are cornered or surrounded by faster growing neighbours and limited to a smaller portion of the map than they’d like, they’ve got a better than average chance of surviving and becoming an economic powerhouse nonetheless.[/p][p]To further help their Manufacturing efforts, the Baratak Grove have access to the Father Tree and the roots that it subsequently grows across the world it grows on.[/p][p][/p][p][/p][p]This unusual structure is actually a Manufacturing Improvement and works a little like a factory, with a nice adjacency bonus that’ll boost surrounding Manufacturing assets. It also dramatically increases your Population cap and increases Culture point production, which helps them shoot through the Ideological Trait system and gain more charges for Spores of Yggdrasil.[/p][p][/p][p][/p][p]The Father Tree also spawns a number of Father Root Improvements, which work much like free Research Districts with the small downside of not getting to choose where they are placed.[/p][p]The Father Tree and its Roots are crucial tools in the industrial development of Baratak worlds, and more than offset the downsides they have to live with when dealing with Pollution in the early game. The Core Worlds of the Baratak, if carefully planned, will become Industrial powerhouses filled with hard working Citizens, with the Father Roots somewhat offsetting their natural disinclination towards scientific pursuits too.[/p][p]If you work towards the terraforming Techs, the Baratak can build very large Core Worlds with huge Citizen populations. The Baratak are predisposed towards Collectivism as their preferred Ideological choice and this synergises nicely with large Citizen populations.[/p][p][/p][p][/p][p]It brings many useful benefits such as boosting the output of Minor Worlds, reducing Expectations and boosting Approval, extending the capacity of Housing Improvements and more. Aiming for the powerful capstone Ideological Trait Hive Mind can work very well with the large number of Citizens they can handle, and a large Baratak Grove Civilization will become incredibly powerful once this capstone is unlocked, with each Citizen becoming much more productive overall, especially with Post Sentience gradually improving Diligence over time, helping you bring your game to an end with a massive Manufacturing boost.[/p][p][/p][p][/p][p][/p][p]Citizens not only generate you a powerful economy, particularly Manufacturing with their large Diligence output, but do not mistake these farm-loving flowers to be peaceful hippies, as they have the potential to play very aggressively too.[/p][p]With a lot of Citizens at your disposal, often eventually causing you housing issues, they can also be sent off to fight and conquer foreign worlds too, in potentially huge numbers and to great effect. That Manufacturing bonus translates to rapid warship construction, with many Transports full of leafy Soldiers.[/p][p][/p][p][/p][p]Once the Baratak are ready, if they do turn their mind towards conquest, like the Mimot their enemies can find themselves swarmed by more Transports and Soldiers than they can handle, but unlike the Mimot the Baratak make decent Soldiers and can potentially take a lot of territory very quickly.[/p][p]It goes without saying that the Cosmic Contaminant are mortal foes of the Baratak Grove and must be taken out of the game as fast as possible, lest they turn the Baratak’s beautiful gardens into radioactive cess pools. Their worlds are usually useless to the Baratak once conquered as they’re so heavily Polluted, but with some tender loving care, maybe a few of them could be regenerated into something worth living on once more.[/p][p]As you can see, the Baratak have some unique challenges but also the potential to be very powerful, and they do it in their own unique way. Getting the most out of Spores does require some significant investment into Cultural Progression and that in of itself is quite a challenge, but perhaps that’s a topic for a future developer journal.[/p][p]Let us know what you think in the comments below.[/p][p]Cheers![/p]

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Dev Journal #107: Culture & Influence

[p]In Galactic Civilizations IV, Influence is a measure of your Empire’s overall cultural and logistical reach, and affects many other gameplay elements. Today I’m going to explain how to generate Culture, how that then spreads your Influence across the map, and why all this is important in your race to win the game.[/p][p]First let’s take a look at the bare basics of how Influence is generated.[/p][p]Each planet has a baseline statistic called Cultural Significance, representing it’s potential for the generation of Culture. You can see it just under the Planet’s Name, at the very right end of the the Planetary Inputs section, next to Food. Here at Sharma I, you can see it has 1 Cultural Significance.[/p][p][/p][p][/p][p][/p][p]When colonised as a Core World this Cultural Significance value becomes the Planetary Input value called Cultural Input.[/p][p][/p][p][/p][p][/p][p]Cultural Input is the combination of a baseline Core World’s Cultural Significance with that of any attached feeder Colonies.[/p][p]As with all Planetary Inputs, Cultural Input is then further modified by any Cultural Districts and Improvements you build on the Core World, by your Governor’s Social Skills statistic, by the Social Skills of any Citizens and Entertainers located on-world, by Culture Starbases, the effects of Civilization Policies, Abilities and Traits, ongoing Events and more.[/p][p]Some of these provide a multiplicative modifier, as we see with the Cultural Districts built here.[/p][p][/p][p][/p][p]Others add Influence points directly, like the +5 Influence gained from the Ideological Trait Tolerance here, which also grants a one time bonus to all newly settled Core Worlds too.[/p][p][/p][p][/p][p][/p][p]Cultural Input is therefore added to and modified by many other things the player builds or chooses during gameplay, to create Influence Growth Per Month. Each turn, this value is added to the current Influence total value, and it is this final Influence value that determines the size of the Influence border radiating out from that Core World.[/p][p][/p][p][/p][p][/p][p]Note that Starbases and their various Modules will also generate more Culture.[/p][p][/p][p][/p][p]Each Core World and Starbase will push its Influence into each hex on the map, and once a Civilization’s Influence reaches a hex, control of that hex will be flipped over to that player.[/p][p][/p][p][/p][p]If two or more player’s Influence are present in a hex, then the player with the largest Influence value will gain control of that hex. The hex indicated by the white cross below is owned by the Torians because they have the larger Influence value.[/p][p][/p][p][/p][p]Note that since the Influence Growth Per Month value for each player is dynamic and changes turn-by-turn, territory can change hands in a similarly dynamic way, particularly if players make an active effort to increase Culture production in nearby Culture producing Core Worlds and Starbases.[/p][p]The actual algorithm that determines Influence growth is beyond the scope of this journal, but now we know the basics.[/p][p]Let’s recap: the natural Cultural Input of a Core World and attached Colonies is modified by the effects of various Improvements, Events and various other game systems into Influence Growth Per Month. Each month this value is added to the previous total to create the Planetary Output value called Influence. This Influence then radiates outwards from those Culture producing centres to nearby hexes, and the player with the largest Influence value on that hex controls it.[/p][p][/p][p][/p][p]So now we know how to generate Culture, and push out Influence into the galaxy, what does it all actually do?[/p][p][/p][p][/p][p]Influence is a border that delineates your area of control over the map. Entering another Civilization’s borders of Influence will trigger a diplomatic penalty unless an Open Borders treaty exists between the two entities, and can help keep the more reasonable, law-abiding Civilizations out of your territory if you so wish, and this can be exploited to by careful construction of Culture producing assets.[/p][p]Next, Influence can be used aggressively to peacefully capture enemy worlds. As your Influence envelops an enemy world, it will trigger a rebellion, which will eventually flip ownership over to the player generating the dominating Influence.[/p][p]Below we can see the Yor world of Fang III in rebellion as they fall under the Influence of the nearby Krynn Syndicate.[/p][p][/p][p][/p][p]A planet will attempt to stop this Rebellion and their Resistance score reduces the effectiveness of the conversion process due to Foreign Influence. Resistance can be raised by garrisoning Fleets there, by giving Citizens the Soldier job, with various Improvements and Civilization Policies, and so on.[/p][p]A rapid Cultural development program will result in an aggressive Influence border expansion. This can be a powerful tool of conquest but it has its downsides too. I discussed this in detail in my recent developer journal on the Krynn Syndicate, who have a particularly powerful Influence border growth feature that can be rather difficult to tame. The Altarians are also a sneaky lot, while promoting peace and tolerance on the one hand, if their enormous Culture output is left unchecked, they can become a real threat to the game.[/p][p][/p][p][/p][p][/p][p]As you can see then, Influence can be used either in place of, or in addition to, military conquest to win a Conquest victory.[/p][p]Influence itself is one of the game’s optional victory conditions, set in Advanced Settings. Simply control 76% of the galaxy’s hexes with your own Influence, keep that up for 10 turns and you’ll win the game![/p][p]Influence can help you win the game in another way too. Prestige is a victory condition that aggregates scores across various metrics and once you hit 100%, you win the game. Sector Ownership is one of those scores, and it is calculated by how much Influence you have in each Sector. Spreading your Influence therefore contributes to Prestige, and as part of a balanced diet can form the basis of Prestige Victory.[/p][p]One other major system that intersects with Influence is Tourism, which is a type of Credit income that is determined in part by the number of hexes covered by your cultural borders. You can build Tourism Improvements to increase this, but at the root of it, you’ll want more territory within your Influence. And once again, this can add to your overall Prestige by increasing your Economic Power score too.[/p][p]This should cover the basics of Culture and Influence. There’s more to be said on the topic but I’ll leave it to you minmaxers to show off all your cool tricks in the comments below.[/p][p]Cheers![/p]