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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]

Dev Journal #106: Organic Difficulty in GalCiv IV

Galactic Civilizations IV’s depth is its greatest strength, but it can often be the biggest barrier to entry for new players too. I don’t think any long-time fan of the series will disagree that to get the best out of GalCiv, you kind of need to have played GalCiv a fair bit first.


GalCiv IV is no exception here, and after talking to people who struggle with the game, and reading comments online I see a lot of misunderstanding about how the game is put together in terms of it’s design decisions. I think with a game as deep and complex as GalCiv, that also offers such a variety of gameplay lying anywhere between “intense challenge” and laid-back, chilled out “city-builder” style play, showcasing that depth off to newer players in an effective way is a difficult task indeed.

For a start, everybody plays these games for a different reason and expects a different experience from them. Because of this, if the gameplay presented is rather wide and expansive, it’s not that easy to put a best foot forwards to each player when the kind of shoe they prefer differs so radically between them. The established 4X community with all their decades of legacy skill and taste is particularly difficult in this respect, and newer gamers with more varied preferences are entering the genre all the time.

While discussing Stardock's games in various places over the years, in videos I’ve made for Stardock Games’ Youtube channel, on social media or directly here in developer blogs, I’ve often touched on the topic of organic difficulty as it intersects with various other game elements and mechanics in our games.

Today I want to address this topic directly, as I think understanding this one point really unlocks the full potential of the GalCiv games and helps newer players fathom its depth before having to play it for hours to begin that journey of discovery for themselves.


Firstly, I’ll give an example of a game you’ll all likely know outside of strategy gaming that clearly illustrates this principle and cement this idea in your mind properly, before I go on to describe how this particular design paradigm has been applied in Galactic Civilizations IV.

FromSoftware’s Dark Souls, a dark fantasy action role-playing game with a reputation for brutal difficulty, has no classic difficulty settings. Instead it provides the player with a CRPG-style progression system to build their character to play however they want to play, along with an extensive selection of weapons and equipment to further diversify playstyle.

Gameplay and challenge both change dramatically depending on player choice of build, combat style, weapon and armour sets, and general playstyle in any given situation. Coupled with this extensive in-game character customisation, Dark Souls has a semi-open world layout that allows players to pick a route through the game depending on their skill level and desired challenge.

The important take-away here is that GalCiv is designed in much the same way, where the player picks the challenge they want from a near-infinite combination of in-game mechanics, builds, path routing and environmental choices, creating almost limitless gameplay regardless of player skill level.

Galactic Civilizations IV also adds classic difficulty settings into the mix, to further adjust for skill level depending on game options and the scenario chosen by the player.

Where GalCiv differs from Dark Souls is that in addition to in-game routing, where the player has a wealth of choices as to how to approach each situation as it arises, there is also a very extensive set of choices to make in game setup, that will dramatically change how the game plays before you start playing it.

Players coming from other 4X games, which don’t have such wild variations in gameplay depending on setup options and instead push players towards one fixed, developer intended playstyle, might be a little blindsided by this design principle.

Game setup is very important in GalCiv IV.


The choice of Civilization, whether one of our pre-made Core Civilizations, a completely new AlienGPT generated custom Civ, or even a player customised Core Civ, is the first choice you’ll make. Each Civ’s various Traits and Abilities, along with Citizen type, preference of Ideology and so on, make them all play very differently.

The Yor have to produce their own Citizens from Durantium but have a high Manufacturing Output and tend not to have too many friends: picking them means you’re more likely to be playing a war-focused game where expanding out to find more Durantium will be of prime concern.

Meanwhile, playing the more peaceful Altarians will be quite different: the Altarians are better liked, and while they can aggressively push their Cultural borders out and take enemy planets that way, they can also play a more diplomatic game, making friends to trade with and allies to protect them from bullies (like the Yor).

Note that these playstyles are not fixed: you can play the Yor peacefully and diplomatically, and the Altarians very aggressively, but these are not necessarily their most efficient way to play. Immediately we see here an opportunity for the player to pick a playstyle to select their own challenge: “pacifist Korath Clan” is not the easiest way to play.


Map generation further tailors the starting game state, and potential challenge for the player. Larger maps with more colonisable planets generally take longer to play and require more management from the player, while smaller ones with less habitable worlds play faster but bring their own challenge as resources tend towards scarcity, and resource scarcity is the prime motivator for the declaration of war in GalCiv.

Sectors and the relative clustering of stars determines Civ starting locations, and if you’re playing a less war-focused Civ such as the Mimot, and you’re sharing a small cluster of stars with the Korath Clan, Cosmic Contaminent or the Yor, you’re likely going to have to switch to a war-focused style of play very quickly.

The Mimot will have a hard time playing in a small sector with few worlds to colonise, as their high reproduction rate will force them into a very focused playstyle as they try to contain their population growth, but if you set the game to be very large and with few Civs populating it, oh boy! can the Mimot explode in power. That game may be light on pressure and feel fairly easy, but be incredibly fun in terms of optimising your management of Core Worlds, Colonies and economic development, if that’s your thing.


In the above example, you’ll see that the challenge may be set so that pressure comes not from AI Civs, but from working out an efficient and controlled Mimot territorial and Citizien Growth explosion. There’s little initial pressure from opposing Civs and so you’re free to play in a chilled fashion, taking the game at your own pace.

From questioning the 4X community over the years, I’ve found there are loads of players who enjoy this kind of colonisation-based, economic/industrial gameplay while not enjoying tonnes of warfare and fleet combat, and this is one example of how you can dramatically change GalCiv to suit your own tastes that way. Much like overcoming a difficult challenge in Dark Souls by grinding for levels first, and then enjoying a much more chilled experience in traversing a level or boss, GalCiv facilitates this kind of choice in the same way. In GalCiv with a large map and few opponents, you can “grind” for resources and build an exciting playstyle around that.

On the contrary, if you want a real challenge, set yourself as the Terran Alliance on a small map and then populate it with a larger number of aggressive, ugly Civs like the Drengin, Yor, Korath Clan and so on. You’ll have barely any room to expand and diplomacy is only going to be a temporary fix to the threat of impending invasion. Every decision made over every turn will be critical because in this kind of tight, constrained and high pressure environment, one wrong move could spell disaster for your game.


This is a very high pressure counter-example to the rather low pressure, more sandbox or Grand Strategy style of gameplay you’d get playing the Mimot on a large map with loads of room and habitable worlds to expand into.

Classic difficulty is easy to understand, and in terms of how it affects a game of GalCiv, it simply provides various modifiers to game elements, such as the rate of resource acquisition, the movement speed of Ships and Fleets, and so forth. This is the final way to tweak the game’s difficulty up or down, once you’ve tailored the other game settings ready to start playing, but before you make those in-game decisions as each individual challenge arises. If you want to play that Mimot Growth curve optimisation campaign, but want the AI to be a real threat too, ramp the difficulty up really high. If you want to try that Terran Alliance knife-fight survival game, but the difficulty was a bit too fierce, drop it down here and see if that makes the game more fun.

Finally, we have the Dark Souls-style organic difficulty that comes from in-game player choices: this is well covered in GalCiv, and the cause of much confusion from players coming from less sandbox-like 4X series. “Routing” through a game of GalCiv is much like Dark Souls, and once you know the mechanics better, you’ll come to understand whether attacking that neighbouring Civilization on turn 50 is a good idea or not, and whether or not it’ll turn the rest of the game into an easy win, or a difficult slog.

This is a huge topic, worthy of a dev-journal alone, but I have to cover it briefly so I’ll stick to just a handful of examples.


GalCiv presents the player with several ways to approach economic development on planets. Manufacturing is required to build anything, but building Manufacturing Districts causes Pollution, which in turn slows Citizen Growth. Citizens also contribute towards Manufacturing (and the generation of other resources), and the player has a choice to focus mostly on Citizen Growth and use them for a cottage industry style planetary Manufacturing, or to go heavy into on-world Manufacturing District industry, find a way to deal with the Pollution or just accept you’re going to be bringing people from off-world instead.

Those off-world Citizen Growth planets need less Pollution of course, so you can send Supply Ships built at your heavily polluted manufacturing worlds over to build up infrastructure there, exchanging them for the Citizens that cannot be easily raised on those factory planets.

You see here that GalCiv’s mechanics are designed to give you a choice: Citizen industry, or Manufacturing District industry? Neither are always the obvious optimal choice, and some Civilizations prefer one over the other, but no Civ is hard-locked out of either option. And that choice is yours, whether for optimisation purposes, because you think having a cottage industry of powerful Civ Ability enhanced Citizens is fun, or because it’ll make the game more or less challenging in some way.

There’s also the option of managing more Core Worlds or less, perhaps instead supplying fewer player-managed planets with more resources from feeder Colonies you don’t want to manage yourself. Not only does this provide an interesting optimisation puzzle for those who enjoy that, but it allows players who don’t like manually handling lots of worlds themselves to manage less, while still remaining competitive in the game. This is an option that most other 4X games that singularly reward optimal play generally do not offer.


Again, taking one option or another may or may not be the best course of action, and strong players may deliberately pick a sub-optimal choice. Playing tall (managing just one or two player controlled Core Worlds instead of many) is rarely optimal, and is a very fun challenge game for strong players, without having to raise the difficulty settings too high. And sometimes, you may be forced to play tall, which is what happened to me when I tried that “Terran Alliance squished into a small map with lots of evil Civs” scenario, where I had just two Core Worlds and had to find a way to victory with almost nothing to work with, and turned out to be one of the best games of GalCiv I ever played.

In terms of dealing with neighbours, you can decide to build a military and go to war with them, knowing it damages your relations with certain other Civilizations in play. Or play Altarian-style, by broadcasting your species' equivalent to obnoxiously loud techno music, brain-rot TV or cult of personality propaganda out to the people on-world, causing them to rebel from their original owners. This will have diplomatic consequences too, and you best be prepared to go to war to defend your gains. Or, you could try to keep everybody friends by keeping trade relations strong, as many Civs will be less likely to start wars with you if it means losing valuable trade route income.

Finally, games of GalCiv can be won in various ways: the Prestige system is there to end the game roughly when the game should be ending, once one player has a large and overwhelming monopoly on some system or another, or is at that point where they’re going to snowball out of control and run away with the game. This can be deactivated or ignored if you want to pursue a specific goal, but it does serve to help bring the game to a close and stop that situation where you feel forced to mop up just to see a victory screen.


Alternatively, you can choose to conquer the entire map, or to try to force the rest of the Civs in play to ally with you for a diplomatic victory instead, something that is not as easy as it sounds unless you picked a game full of very passive, friendly opponents.

It is a sad fact that most sandbox-like strategy games struggle because they lack any real direction towards the endgame. If the player is not very disciplined in making their own goals (as you have to be with Paradox style grand strategy games), they eventually lose their focus and drop the game completely. In Galactic Civilizations IV, we’ve given you all the tools you need to set up very specific, focused situations that provide immense challenge if you so want, or dial that difficulty back so you can play a more chilled out, sandbox style game instead.

As you can see, the game mechanics of GalCiv are carefully designed to allow players to set up their own perfect gameplay experience, the right challenge to go with those settings, and detailed mechanics to engage with that game in meaningful ways. By utilising a mix of pre-game setup options, tweaking of rules and Civ Traits and Abilities, and then the choices you make once the game is underway, you can create limitless game experiences.

And no, GalCiv is not “the Dark Souls of 4X”…

v3.01 Update Now Available

[h2]The v3.01 update for Galactic Civilizations IV brings adjustments for enhancing gameplay.[/h2]

The map generation settings for "Sector Layout" and "Hyperlane Frequency" have been tweaked to increase the likelihood of clustered hyperlanes, improving navigation and strategy. Multiplayer functionality has been addressed, fixing a bug that prevented players from loading into games larger than 32MB, as well as resolving an issue that restricted players from joining ongoing multiplayer sessions they were not originally part of. 

[h3]v3.01 Changelog [/h3]

Map Generation 
  • Normal settings for “Sector Layout” and “Hyperlane Frequency” are more likely to cluster and produce Hyperlanes. 


Multiplayer
  • Fixed a bug where players are unable to load into a multiplayer game larger than 32mb.
  • Fixed an issue where players are unable to join a multiplayer game they were not originally apart of. 


Dev Journal #105: v3.0 Update - Drengin Human Wars XXVII Pt. 3

[h2]The Battle of Ivan’s Star[/h2]
Task Force Kenga included an Ann Arbor class Destroyer as well as the original TAS Gibraltar.


It was evenly matched with the Drengin fleet.


But the Drengin had something that the humans did not: Long-ranged missiles


These instantly took out the Frigates. The Drengin Doom Giver class had twice the armor as the Terrans who relied heavily on shields. Shields are indeed very useful but having the shields annihilated before they reached weapon range is a problem:


The Ann Arbor class ships could go toe to toe but there was only one of them in the fight.

Eventually only the Ipsi (the Ann Arbor class) remained:


It was time for a new ship class.

[h3]From Kalamazoo[/h3]


Equipped with the new Plamsa pod plans sent from Earth, protected by Thulium alloy and an array of shield generators, the Kalamazoo class was hoped to turn the tide.

The question was would it come soon enough?


While the Kalamazoo classes were rushed into service, the Drengin were methodically taking out our mining bases.

[h3]Rematch[/h3]
Task Force Gilda was led by one of the first of the Kalamazoo class ships, the TAS Rapids and escorted by a host of B-5 Pursuers.

Gilda also had a couple of Kalamazoo class Destroyers in the group.


Looking at a Kalamazoo vs. an Ann Arbor class ship really showed a big difference in capability:


The Kalamzoo class had slightly better weapons but was heavily armored. The Drengin Doom Givers remained mostly the same. Their defenses were not remotely in the same league as the Kalamazoo but their weaponry was much better. The Doom Givers continued to rely on their kinetic based weapons.

The B-5s weren’t able to do any damage before going down. Their particle beam weapons just could not penetrate the armor of the Drengin cruisers.


The Rapids, the new Kalamazoo class ship, was absolutely devastating the enemy with two different kills. Two Drengin Guardians.

The Gigamass plating on the Doom Givers were still mitigating the green plasma beams.


And now, the Drengin had closed the distance and a hail of Neutronium balls began wearing down the armor and shields of the Rapids.


Finally, a DoomGiver goes down. The first kill of the war.


At this stage, the Rapid’s armor was absolutely gone.


Shields down. Armor gone. It was just hull vs hull. Now it was just hull to hull.


Unfortunately, the Drengin had slightly more hull to spare.

Now it was down to the last two ships in each fleet. The TAS Canton and a Drengin Sadist. Drengin power vs. Terran defense.


Unfortunately, their punch was stronger their the Terran ability to take it.


In the end, the Drengin fleet came out on top.

However, Commander Voss was not too concerned. The TAS Rapids had done well and a whole fleet of Kalamazoo class ships would soon be in the war.

It wasn’t over yet.



Dev Journal #104: v3.0 Update - Drengin Human Wars XXVII Pt. 2

[h2]Two years later[/h2]
The Atherish Sector continued to develop. The Terran Alliance in this sector was pondering whether it was worthwhile to trade with the Drengin in this sector.


After all, the two civilizations were not actually at war. There was actually no specific treaty stipulation that said that the Drengin were to be confined to their homeworld after the war.

It’s just that no one foresaw the development of slipstreams opening up far flung parts of the Milky Way Galaxy. Instead, for a hundred years, the major powers had operated in the Orion sector and all the useful planets had long been claimed. Now that other sectors were available, the Drengin were, technically, free to expand.

However, there was concern about the Drengin’s military spending which had recently jumped. What were they planning?


Moreover, it was becoming obvious that the Drengin were now far ahead in developing this sector.


The decision was made to prepare for war in this sector. We were far from Earth and we were under no illusions that we were not on our own.

To that end, the Ann Arbor class Destroyer was created:


And to go with it a Gibraltar class Frigate.


This day was inevitable


One problem both sides would have is to deal with the Pacifier Sentinels.


Long ago, for reasons unknown, the Precursors set up various automated devices that detect warships and attack them to try to “keep the peace”. The Drengin long noticed these and since, for centuries, could not overcome them, relied on their shocktroops to simply take over worlds.

Of course, today, our fleets can actually defeat these if enough effort is directed at it. But they remain a significant issue for the civilization that wants to sacrifice precious lives to deal with them first.

In each case, the Terran industrial complex is always willing to let us know what weapon equivalent they have (and will sell to the government) that is roughly equivalent to what they have.


To deal with the Sentinels Task Force Kanga, led by the TAS Gibraltar and the TAS Monroe would be sent in.

Even the T.A.S. Hobbes, handling exploratory duties was tasked with helping clear the path.


These Precursor drones used to be the terror of the galaxy. It is refreshing to see our ships able to take them out one on one.

However, the Drengin fleet approachin, led by the infamous Master Murthon, was significantly more powerful than Taskforce Kanga.


It was for that reason we sent Task Force Berlin in.


Unfortunately, the Gibraltar class ships, while heavily equipped with powerful short-range weapons, were not able to get into range to use their weapons.

The TAS Jackson, a Destroyer class ship did better.


In Phase 23 we can see the issue. The TAS Jackson scored a full hit with its powerful particle beam array only to have the Drengin’s armor absorb it.


Their secret is the Gigamass Plating which is a technology unknown to us. The Titanium plating on the Jackson is helpful but just not enough.

Eventually, it is only the Jackson left against the others.


Taskforce “Uther” was assigned to soften them up with Kanga to finish them off. But after seeing Uther wiped out, Kanga fell back to a safe distance.

In the meantime, a bomber was designed, the B-5 Pursuer with a Neutrino lancer installed to hopefully give the Gibraltars more time to close the distance.


The pursuer was only 23 meters long, fairly tiny for a ship equipped with hyperdrive. But it packed a punch.

Meanwhile, Kanga situated itself near Ivan’s Star, where a hyperlane was discovered.


But the Drenign Horde was approaching. It was time to make them go somewhere else..


And so off to some other part of the galaxy they were sent. But there was no doubt, we were losing the war.


And the Drengin knew it.

To be continued. . .