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The Political Machine lets you roll the dice on Kamala Harris vs. Donald Trump

[h2]Final major update to political strategy simulation updates issues and voter enthusiasm to give most accurate model yet [/h2]

Stardock Entertainment released the final major update for its political strategy/simulation game, The Political Machine 2024 today. The new version adjusts the top political issues along with voter enthusiasm as of October 2024.

https://store.steampowered.com/app/2512090/The_Political_Machine_2024/

“We are seeing a lot of movement on voter enthusiasm,” said Brad Wardell, CEO of Stardock Entertainment. “The election is solidifying around a handful of key issues such as inflation, abortion and the border.”

For the enthusiasm update, Stardock has attempted to simulate the effect early voting is having on turn-out and how it might affect the election.

“It’s been challenging to have the game’s underlying model factor in voting that occurs over multiple days,” said Wardell. “But I think we are getting there. We will see how close we are soon enough.”

As for the game’s much-celebrated deep-election simulation features, where AI Donald Trump runs against AI Kamala Harris in pure sim mode, the outcome remains too close to call but with a slight edge for Trump.

“The model continues to call out North Carolina as a state we should be keeping an eye on. We are still investigating why it thinks North Carolina and not Pennsylvania is the linchpin state,” said Wardell.












Dev Journal #79 - Custom Civs

Hello everyone! Welcome to this week's dev journal, where we're diving into the exciting process of creating a Custom Civilization in GalCiv IV.

Crafting a custom civilization is a fantastic way to explore diverse playstyles and unique Ability combinations. Whether you're blending elements from your two favorite civilizations, bringing a beloved sci-fi faction to life, or inventing something entirely original, custom civilizations offer endless possibilities.

To get started, select "New Game" from the main menu and choose "Custom Civilization" from the list of available options. This will take you to the civilization creation screen, where the real fun begins.





The journey starts in the Biology tab, where you can infuse your custom civilization with personality and flair. Here, you can name your civilization, select a portrait for its leader, determine the Species of its Citizens, and more. Each of these elements is customizable, and you can even add new images by placing them in the appropriate folder.



To streamline this process, GalCiv IV features AlienGPT, a handy tool that automatically fills in entries based on a brief description. Any text or settings generated by AlienGPT can be easily adjusted to suit your vision.







[h3]The Biology tab also offers options with significant gameplay impact:[/h3]
  • Cultural Focus: Raises cultural awareness of the chosen ideology, offering discounts for cultural Traits within that ideology's tree. (Refer to Dev Journal #70)
  • Species: Each Species boasts unique strengths and weaknesses that can dramatically influence your civilization's playstyle. (Refer to Dev Journal #64)
  • Personality: Dictates the behavior of your civilization when controlled by AI.


With the Biology tab complete, it's time to move to the Abilities tab, where you have the most control over your civilization's strengths and weaknesses.



Every civilization has a "budget" of three Trait Points to allocate to civilization Traits. These Traits can have positive or negative effects, depending on how you distribute the points. Positive Traits cost Trait Points, while negative Traits provide additional points to spend. Bonuses provided by traits will generally be modifiers to various global stats like Income, Research, or Control.



Next up are Civilization Abilities, which are akin to Traits but with broader, more powerful effects. Unlike Traits, civilizations are limited to two abilities. Selecting the right combination of Traits and abilities is crucial for crafting a civilization that aligns with your playstyle.



For inspiration, consider existing civilizations like the Corporate Sector. Focused on economics and trade, they maximize the Rich Trait and possess the Traders and Wealthy Abilities, granting bonus trade routes, a wealth of credits, and boosts to gross income and ship range.



Additionally, you can customize the map, interface, and music themes from this tab, allowing you to tailor your civilization's aesthetic.



Commander Ships are formidable vessels with unique special abilities that can be game-changers at any stage. Choose a fleet that complements your playstyle or compensates for your weaknesses. Combat-oriented commander ships, for instance, can bolster defenses for pacifist civilizations that might otherwise be vulnerable targets.



The final settings in the Abilities Tab concern your civilization's Homeworld. When selecting your Homeworld, consider the Species of your Citizens, as different Species thrive on different planets. Aquatic or Mer Species, for example, benefit from an Oceanic Homeworld.



With that, we proceed to the final step of civilization creation in the Fleets tab!

On the left side of the Fleets tab, you can customize the style, colors, textures, and materials of your civilization's fleets. For a comprehensive list of each default civilization's color-texture-material settings, check out my Journal on the Ship Designer, Dev Journal #71.



On the right side of the Fleets tab, you can assign different ship templates to each ship class. The same customization applies to your civilization's Starbases, allowing you to mix and match ship and Starbase templates to your heart's content.



Once everything is set, hit save and embark on your new adventure!





Before diving into gameplay, consider sharing your creation with the community by uploading your civilization to the Steam Workshop. Our community is full of talented civilization and ship designers whose creations may offer the perfect additions to your next game.







With each new civilization crafted, the roster of potential avatars and adversaries expands. Soon, your games will be populated with a diverse array of unfamiliar faces, each bringing fresh challenges and opportunities.

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!