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|title=New in Galactic Civilizations IV
|title=New in Galactic Civilizations IV
|content=
|content=
Building on the strengths of the previous entry in the series, ''Galactic Civilizations IV'' includes the biggest changes we’ve ever made to the series. These new features include:
Building on the strengths of the previous entry in the series, ''Galactic Civilizations IV'' includes the biggest changes ever made to the series. These new features include:
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{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=Leader Characters
|title=Sectors
|content=
|content=
We abstract game elements such as population, diplomats, leaders, generals, etc. with Leader characters. Each of these characters has their own set of attributes, strengths and weaknesses and relationship with the player. Leader characters give the player a lot more flexibility and agency in how they run their civilization.
Galactic Civilizations IV introduces star sectors. Each sector is akin to a map in Galactic Civilizations III. Most of these sectors are similar to tiny to large GalCiv III maps that represented a section of the overall galaxy that the player was trying to conquer. Now, there can be anywhere from one to dozens of star sectors to explore.
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{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=Star Sectors
|title=Characters
|content=
|content=
Galactic Civilizations IV introduces star sectors. Each sector is akin to a map in Galactic Civilizations III. Most of these sectors are similar to tiny to large GalCiv III maps that represented a section of the overall galaxy that the player was trying to conquer. Now, there can be anywhere from one to dozens of star sectors to explore.
Game elements such as population, diplomats, leaders, generals, etc. have been abstracted with Leader characters. Each of these characters has their own set of attributes, strengths and weaknesses and relationship with the player. Leader characters give the player a lot more flexibility and agency in how they run their civilization
}}
}}
{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=A New Combat System
|title=Policies
|content=
|content=
Previous GalCiv games resolved combat in a single turn regardless of the scale of forces. Now, once the forces get big enough, a turn of combat may not destroy all of a fleet, allowing players to alter tactics, retreat or call in reinforcements.
Policies allow a player to shift priorities as they play by choosing between different buffs and focuses.
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{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=A New Invasion System
|title=Prestige Victory
|content=
|content=
Depending on the population and defenses of the world, invasions no longer necessarily resolve in a single turn. This allows for more strategic choices for players as a player cannot simply sneak in and conquer a capital world in the middle of an enemy empire.
4X games are notorious for knowing you’re going to win long before you actually win. The Prestige counter - combined with the new Galactic Achievements feature - allows the player to move the game to the endgame quickly.
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{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=True Colonies
|title=Executive Orders
|content=
|content=
By default, planets aren’t managed at all. They simply provide resources (tech, minerals, wealth, food) to the nearest “core” world. Players can then decide if they want to manage a world by assigning a governor to it, which turns that colony into a core world. The governor doesn’t manage anything but instead provides a series of bonuses to the planet based on their character. Of course, have too many colonies feeding a core world and that governor may decide he or she doesn’t need you anymore and rebel.
GalCiv IV introduces a new resource called “Control” that allows players to perform direct actions on the game. These actions can have consequences, but allow players more direct ways to intervene.
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|h=h3
|h=h3
|title=Enhanced Multiplayer
|title=Core worlds
|content=
|content=
Unlike in Galactic Civilizations III where multiplayer was simply a single player game with other people instead of AI controlling things, GalCiv IV’s multiplayer will include a robust set of features that make it possible to play a GalCiv IV game with multiple people in mind. This includes better support for co-op, as well as scenarios where the game could be won in less than an hour.
A big issue in 4X games is the micro-management in the late game. In every GalCiv playthrough, later in the game the player might have dozens of planets to manage (just like in other 4X games where you might have dozens of cities or stars or whatever). GalCiv IV has core worlds, which are high quality worlds that matter. Those are fed by colonies, which require no management. So late game, the player might have 50 worlds in their civilization, but only 9 of them are core worlds.
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{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=Story-Driven Missions
|title=Mixed Populations
|content=
|content=
Rather than having a campaign, the sandbox game is instead getting story-driven missions. These are events and anomalies that generate a mission for the player which provides various benefits and challenges, as well as ensures that each game feels like its own epic story.
Because populations are now abstracted into leader characters (as in, instead of having a population of 5 on a planet you now have 5 citizen characters), it means that when you conquer a planet (or assimilate it, or trade for it, or simply get immigration) you can end up with alien characters on your worlds.
 
Different species have different strengths and weaknesses, as well as different levels of xenophobia (i.e. living on planets with other species) that allow players more control and flexibility and challenge for dealing with their worlds.
}}
}}
{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=Deeper Research
|title=Combat
|content=
|content=
Now, the number of technologies to choose from at a given time is limited to the top 5 (which can be upgraded to 7 later on).
Battles (and invasions) are no longer always over in a single turn. An invasion might take several turns to occur. Transports are only required for core worlds, whereas colonies can be taken by any ship with weapons. Battles can also take place across multiple tiles, allowing for ships with extreme range weapons to soften up targets from multiple tiles away.
 
During the early game, this won’t be any different than it was in previous games. But later, it requires the player to make some tough choices since every technology has an “innovation rating,” which determines how likely it will be picked as one of those 5 technologies.
 
Players can press an “inspire” button which will select a new group of 5 techs, but the cost for those techs goes up for each time the inspire button is pressed.
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{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=Mixed Populations
|title=Missions
|content=
|content=
Because populations are now abstracted into leader characters (as in, instead of having a population of 5 on a planet you now have 5 citizen characters), it means that when you conquer a planet (or assimilate it, or trade for it, or simply get immigration) you can end up with alien characters on your worlds.
We eliminated “the campaign” and instead took the content and made it so that every game can feel like a campaign with “missions,” which are story driven quests based on who you are playing as, who you are playing against, and what characters are in your civilization.
 
Different species have different strengths and weaknesses, as well as different levels of xenophobia (i.e. living on planets with other species) that allow players more control and flexibility and challenge for dealing with their worlds.
}}
}}
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|title=Ideology
|title=Ideology
|content=
|content=
Galactic Civilizations IV has a 4-axis system: Collectivist, Authoritarian, Individualist, and Libertarian. Player choices in the game will give them points in one of these 4 areas, allowing them to unlock new ideology perks that give them new features and bonuses (as well as penalties).
Gone is the old “good” vs. “neutral” vs. “evil”. Now there are 7 categories of ideology, each with two trees. The choices players face are no longer “I’m a good person vs. I’m a terrible being," but instead are things like cooperation vs. creativity, or innovation vs. tradition, or compassion vs. pragmatism.
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{{SectionTemplate
{{SectionTemplate
|h=h3
|h=h3
|title=Executive Orders
|title=New Economic System
|content=
|content=
Galactic Civilizations IV introduces the concept of “Control”. Control involves how much direct authority you have over your civilization. Control acts as another resource you can use to make direct decisions on the map.
In the new system, resources are brought in from the worlds themselves and then multiplied (as a %) by the population who are empowered (again by a %) by the improvements on the planet. The approval rating on a planet directly affects production (which makes approval matter a lot) with new elements such as crime (which affects planetary income) and pollution (which affects food production) as additional potential casualties of player decisions. Finally, approval is now extremely nuanced and explained in great detail.
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| sections_title = Trailer
| sections_title = Trailer

Revision as of 15:28, 26 April 2022

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About Galactic Civilizations

Galactic Civilizations is a space-based 4X strategy game set in the 24th century starting when humans have discovered a faster-than-light travel called Hyperdrive. Humans and aliens compete for domination of our galaxy.

The player begins with only their home planet and must research new technologies, explore the known galaxy, colonize new worlds while keeping their people at home happy. At the same time, players engage in trade, diplomacy, intrigue and war with alien civilizations.

New in Galactic Civilizations IV

Building on the strengths of the previous entry in the series, Galactic Civilizations IV includes the biggest changes ever made to the series. These new features include:

Sectors

Galactic Civilizations IV introduces star sectors. Each sector is akin to a map in Galactic Civilizations III. Most of these sectors are similar to tiny to large GalCiv III maps that represented a section of the overall galaxy that the player was trying to conquer. Now, there can be anywhere from one to dozens of star sectors to explore.

Characters

Game elements such as population, diplomats, leaders, generals, etc. have been abstracted with Leader characters. Each of these characters has their own set of attributes, strengths and weaknesses and relationship with the player. Leader characters give the player a lot more flexibility and agency in how they run their civilization

Policies

Policies allow a player to shift priorities as they play by choosing between different buffs and focuses.

Prestige Victory

4X games are notorious for knowing you’re going to win long before you actually win. The Prestige counter - combined with the new Galactic Achievements feature - allows the player to move the game to the endgame quickly.

Executive Orders

GalCiv IV introduces a new resource called “Control” that allows players to perform direct actions on the game. These actions can have consequences, but allow players more direct ways to intervene.

Core worlds

A big issue in 4X games is the micro-management in the late game. In every GalCiv playthrough, later in the game the player might have dozens of planets to manage (just like in other 4X games where you might have dozens of cities or stars or whatever). GalCiv IV has core worlds, which are high quality worlds that matter. Those are fed by colonies, which require no management. So late game, the player might have 50 worlds in their civilization, but only 9 of them are core worlds.

Mixed Populations

Because populations are now abstracted into leader characters (as in, instead of having a population of 5 on a planet you now have 5 citizen characters), it means that when you conquer a planet (or assimilate it, or trade for it, or simply get immigration) you can end up with alien characters on your worlds.

Different species have different strengths and weaknesses, as well as different levels of xenophobia (i.e. living on planets with other species) that allow players more control and flexibility and challenge for dealing with their worlds.

Combat

Battles (and invasions) are no longer always over in a single turn. An invasion might take several turns to occur. Transports are only required for core worlds, whereas colonies can be taken by any ship with weapons. Battles can also take place across multiple tiles, allowing for ships with extreme range weapons to soften up targets from multiple tiles away.

Missions

We eliminated “the campaign” and instead took the content and made it so that every game can feel like a campaign with “missions,” which are story driven quests based on who you are playing as, who you are playing against, and what characters are in your civilization.

Ideology

Gone is the old “good” vs. “neutral” vs. “evil”. Now there are 7 categories of ideology, each with two trees. The choices players face are no longer “I’m a good person vs. I’m a terrible being," but instead are things like cooperation vs. creativity, or innovation vs. tradition, or compassion vs. pragmatism.

New Economic System

In the new system, resources are brought in from the worlds themselves and then multiplied (as a %) by the population who are empowered (again by a %) by the improvements on the planet. The approval rating on a planet directly affects production (which makes approval matter a lot) with new elements such as crime (which affects planetary income) and pollution (which affects food production) as additional potential casualties of player decisions. Finally, approval is now extremely nuanced and explained in great detail.