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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!

v2.91 Enhanced Experience Update Now Out

[h2]Galactic Civilizations IV Update Now Live[/h2]
View Full Changelog

We’re excited to announce the release of Galactic Civilizations IV v2.91 which brings a host of improvements and refinements that will make your journey through the cosmos even more enjoyable.

[h3]Key Highlights:[/h3]
Gameplay Improvements: Enjoy smoother gameplay with fixes to various quests, including the “Cosmic Containment” evolution and the frequency of the “Orb of Draginol” and “Retribution” quests. We’ve also made adjustments to ensure that the effects of the “Precursor Heir” are felt globally.

Visual Enhancements: We’ve updated all remaining icons to align with the Galactic Civilizations IV aesthetic, ensuring a cohesive and polished look throughout the game.

Text and UI Refinements: We’ve polished descriptions and tooltips for better clarity, corrected minor text errors, and improved the user interface for a more intuitive experience. Expect smoother camera transitions and enhanced visibility of important stats on the Shipyard Screen.









Dev Journal #80 - The Crystalline

In my previous developer blog #78, I gave a quick overview of the dreaded Cosmic Contaminant and their aggressive “all against the galaxy” playstyle. This week we’re going to examine a Core Civilization with a contrasting playstyle that can favor a defensive posture with the occasional military excursion to secure a needed Strategic Resource.


Ladies and gentlemen, I’m pleased to introduce you to the Luxar Dominion!

The Luxar are a civilization made up of Citizens with the Crystalline Phenotype, who need no Food but will reproduce very slowly until significant amounts of Promethium are stockpiled. To make up for this, they have fairly high Statistics compared to your average humanoid, with high Diligence, Intelligence and Resolve ensuring you get more out of your Citizens than most other Civilizations.


These high performance Citizens, along with the Phenotype description above, implies one particular playstyle for the Luxar Dominion: accumulate as much Promethion as possible, avoiding spending it as much as possible to build your Growth rate, and then maximizing Housing and Approval boosting assets onto your planets. Your Citizens will become a powerful economy in their own right towards the end of the game, ensuring your smaller empire remains competitive towards the end of the game: your low Growth rate means less colonization, and you are likely to be quite small compared to your neighbors for a while.

One of the downsides to being the small fish in a pond full of sharks like the Drengin Empire, Korath Clan, Cosmic Contaminant and Yor Singularity, is that you’ll attract early wars, and you’ll be playing either very diplomatically, or very defensively as a consequence of that. This is where the Luxar’s Civilization Abilities can help.


The large combat bonuses granted by Paranoid only apply to fleet battles within the borders of your own Influence but when stacked with a well upgraded Military Starbase and a (hopefully) technologically advanced fleet of warships, the Luxar become extremely difficult to beat when defending their own territory.


The Luxar Dominion’s Civilization Traits further emphasize this defensive nature, with Courageous granting a large Planetary Defense bonus, with Gentle actually reducing their ability to counter-invade the worlds of other Civilizations.


This is their one trade-off, as they also get some pretty nice economic boosters with Rich, Clever and Militant boosting Credit production, Research and starting Control respectively.

Furthermore, to bolster their offensive and defensive strategic capabilities, the Telepathy ability grants access to two active use Executive Orders, both of which are really fun because they give you options in the form of an Event.


Pandemonium is a multi-purpose offensive play with several options when targeting an enemy planet: reducing Planetary Defense mean Invasions will resolve faster, perhaps supporting a lightning fast offensive to take a planet before enemy fleets can arrive to defend.

Reducing Influence and Approval suppresses the Citizens on the planet and slows the growth of cultural borders, Manufacturing, Military and Research. Playing this on an important Core World, such as Earth as shown in the screenshot below, could have a dramatic effect on the enemy’s economic and cultural output.


The third option applies a more direct penalty to Manufacturing and Research: this may or may not end up being a more severe penalty than the Approval reduction, depending on who you’re targeting and their relative Planetary Outputs and Approval rate.

Serenity targets one of your own worlds, with the options to dramatically improve Growth, Approval or Influence and Tourism, depending on your needs at that time. This flexibility can cover a lot of potential issues you’ll come up with in the early game, with the last option to boost Influence generation and Tourism being particularly effective in the late game once you’re territory is a lot larger.


The Luxar’s unique Growth mechanic of requiring Promethium stockpiles is an interesting challenge to overcome. Promethium may or may not be in abundance on your game map, and if not, it’s likely to be one of the prime factors driving you to territorial expansion and war. Of course, you can trade for it, but this is expensive, and securing your own Promethium mining operations is going to be very important.


This isn’t to say that the Luxar cannot play a taller game, with less Core Worlds and Citizens, as they do get better performance out of the population (see screenshot above for a better than average Citizen) they do have working the assets on their Core Worlds.

However, increasing that Growth rate will usually be of prime interest to a Luxar Dominion player as the Statistic boost they get is not overwhelmingly strong. While your Citizens will be better than average, they’re not superhuman… or supercrystal, whatever.

The Luxar Dominion’s preferred Ideology is Collectivism, which grants access to some very useful supporting Ideological Traits.


Unification grants a decent Influence boost in the early game, helping expand their borders out a bit faster to counter their slower colonization efforts. It can be tempting to grab both Shared Belief and Consensus to fully leverage the power of Citizens with the Collectivism Ideology and dramatically improve planetary outputs (through increased Approval) as a result. Unified Coordination and Mass Mobilization are war focused Traits and increase both wartime Manufacturing rates and the maximum size of your fleets.

Whatever Core Worlds attached to Colonies will be more productive with either Interdependence or Solidarity, while the capstone Trait Hive Mind will further improve your Citizens, and grant access to a powerful endgame Tech to help close the game with too.


So the Luxar’s game, if you decide to play to their strengths, is one of careful expansion to take the Promethium and other Strategic Resources they need, without over-extending, safe in the knowledge that what you do hold is very defensible and reasonably productive.

They’re not the Mimot or Torians, and cannot usually take huge amounts of territory in the early game, which means you’re naturally playing a somewhat “taller” game than many of your rivals, at least until a good quantity of Promethium is sat safely in your stockpiles.

But overall, this is a strong, stable civilization that can make a lot of space for themselves in the midgame by concentrating their forces onto prone neighbors weakened with their psychic abilities, and then maneuver themselves into a winning position as the game draws to a close through the power of their collective Citizen economy.

So, take the psychic crystal guys for a ride and see if you can win a race for galactic supremacy with them!