/r/GalCiv
A community dedicated to the Galactic Civilizations series by Stardock Interactive.
Build a civilization that will stand the test of time in the largest space-based strategy game ever! Choose from dozens of unique races and make a name for yourself across the galaxy through diplomacy, espionage, technological advances, and more.
Welcome! This subreddit is dedicated to the Galactic Civilizations - a 4X turn-based strategy game series by Stardock Entertainment, spiritual successor to Master of Orion.
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/r/GalCiv
Short simple question. What do I build on tiles with +military bonuses? It seems like it doesn't do anything with factories or anything I've unlocked so far. What am I missing? Thanks!
Since it is available, it is hard to resist.
1- pick proliferation
2- turn one - select shipyard, create new design, select probe, add Flagship module, name ship "Flag Probe". You cannot put them into production as you have reached limit of Flaships.
3- still turn one - select your Flagship, decomission (we cannot have more of them, right? We want to have Probe flagship instead, becouse pirates ignore probes. And we play with "pirates everywhere", right?)
4- go to shipyard, since you deleted Flagship, you can now build Flag Probe.
5- rush build, end turn
6-you are prompted to assign crew for Flagship.
a- select crew, click next
b-DONT select crew, click completed
(now we have one flag probe in orbit and one at shipyard, due to proliferation you get 2 ships instead of one)
7- send probe on orbit to autosurwey
8-select probe in shipyard, decomision.
... hey .. no when we deleted flagship we can make new one, right?
9- since your survey is completely covered by probes, group all legendary ship into one taskforce and kickass, level up, get uberpower, kickassmore ..
Any level .. Easy
I've also posted this in r/4Xgaming
I've been on a 4X kick lately, revisiting and encountering all the old and new classics (I've been enjoying Alpha Centauri most recently). I was curious about Galactic Civilizations III and IV. Gal Civ III is a complete game, while Gal Civ IV is newer, while still being updated. Gal Civ IV has been out for a while now, has had some DLC, and I assume is in a different place than it was a year ago (when most of these discussions appear to have happened). For those who’ve tried both, which do you find more enjoyable? How do they compare in terms of depth, strategy, and overall fun?
Hello all, We wanted to take a moment to provide some insight into what's coming next that the team's been diligently working on for GalCiv IV.
The free major 3.0 update, coming in the near future, will feature:
The Megastructures expansion is also still slated for 4th Quarter of 2024, and will introduce a refreshing new experience for players New and Experienced.
Hey all, I want to do a one core world build. I'm aware it's not optimal, but given that parameter, what's the most optimal species setup to min max a single planet essentially? And any other advice, basically going for a technologically ascendant super world vibe
I am surprised how small the map is on medium. Does this look similar to what other people are getting on their maps? This is medium with many sectors.
I remember way back in the day of Galciv2 there were some great AARs, including a long war diaries one in pc gamer.
I always enjoy reading this sort of thing as it often showcases aspects of gameplay I haven't encountered yet, or just different strategies and approaches to the game.
Are there any AARs out there for galciv4 Supernova?
All of the ones that come up in search results are from a few years ago i.e much older versions of the game.
Hello,
I really enjoy GC4 when I'm in the mood for it. I was wondering if there is anyone who feels 20 bucks is worth the Warlods DLC, and also is there anyone who thinks it's not worth 20 bucks? Like opposing views to make a choice.
I was going to snag the expansion pass, but the warlords dlc sounds lackluster along with the species dlc, and now I'm starting to think the only DLC worth grabbing is possibly the Megastructures DLC coming up. There are only 9 reviews, which really doesn't fill me with confidence. Thanks for anyone who can give me some input on this dlc.
Maybe I was just looking into wrong place, but tooltips are not covering all spects of each trait, making some traits appear weak, while...
Building a strong economy is a foundational aspect of all 4X games, regardless of your overarching aims in that particular campaign: whether you’re racing for a technological victory by researching the most advanced technologies, or raising an unstoppable military juggernaut to crush your enemies with, “the sinews of war are infinite gold” to quote Cicero. Or, in the case of Galactic Civilization’s IV: Supernova, infinite credits.
And even that timeless wisdom doesn’t quite do things justice in a space 4X: infinite credits would be pretty helpful and though we can trade cash for various things with other players, and there are ways to rush build, buy or otherwise purchase goods and services, we can’t always instantly transform credits into advanced technologies, Cultural Starbases or a host of other tools we need if we’re to lay eyes on that victory screen.
I am having problem as I find out .. "working schema" and now it is difficult for me to test any other. What is your setting for game you play? Where you feel .. strong.
What I use:
Custom race - Carbon based - Space elves or anything with morale 60% (ruined Torians works too, but 100 morale is like cheating)
Traits:
Proliferation - 100% to ship production, rushed ships, supply ships, wonders .. aarh nothing can beat this.
Spores - Definitely superpower. Best trait to provide production and research points on demand. Just pick you science system with lot of dead planets and you have guaranteed powerhouse.
Cultural trait - Progressivism. I play with slowed science, but with this and Science from spores you maintain your pace on edge of one tech per turn.
Promethion ships - instant repair for president! Especialy in early wars, when you have just few ships, this is lifesaver.
Map setting: Godlike, Small, Singular, Not so close, Common star frequency, Common habitable planets, abundant minor races. I like nuberous minor races. They can help you to recover from poor start through:
source of additional planet
this planet produces +1 culture
this planet has +10 pop cap - is highly prebuild so you can turn it into production powerhouse easily.
you only need to replace population, usualy one you have is much better.
Usually you can capture like 2-3 before major civ get pissed. This doubles your cultural points, So more science through progress of cultural tree and more spored dead plannets. Also, repopulating those planets generate new pop and you can relocate progresive citizen to science planet. This way one system support another, and when you are jumped by enemy civ, you need only few turns to spit fleet to stop attack. generaly if you survive first declaration of war, game is won.
Generaly you can use just basic beam/shield, but you will need logistics. So make sure you have logistic sufficient before war starts. Numbers win.
Tip: My fleet is build almost exlusively from cruisers. Cruisers have beam weapons and shields set equaly and +50 weapon firerate. you research shield and beams only. Ignore rest. I use beams becouse of accurancy and every now and then, in tech tree, there is weapon which is stronger and without need of additional resources. Once you stop enemy attack, Start building crusers with transport modules, engines and equal shield/beam. Depending on how far you are on tech tree, use what you have. Fleet of 10 cruisers with troop pods capture everything in one turn. Once you get to this point, resistance is futile.
And how do you build/play your Civ?
Hi! This strategy game is one of my favorite space games. Since I didn’t get a lot of time to play, well any of the games really, I went all in and bought a steam deck. I am on the go a lot and a hendheld seems like a good option. If I get to my question now. Has anyone tried GalCiv IV on the deck? Game is said to not go with the deck well since it is unsupported and I would like to get some Info on how others are experiencing the gameplay on the Deck? If anyone tried it, I would really appreciate the answer. Thanks!
I'm a big fan of 4x games, space games, and have played Stardock games before. The reviews are mixed though. What do you all think?
How do I use this ship? Do I pair it with a survey ship and send it loose? Park it on a mining base that's mining Precursor relics?
I have enjoyed a few rounds of GalCiv 4. It's not a bad game, but I feel fans of the series deserve a better Galactic Civilizations than this.
My overwhelming thought while playing the 4th edition of one of my all time favourite 4X games was "Unfinished and lazy" and "It seems this game has stagnated while game development soared". Mostly, everything in the game functions and the gameplay is solid. But there are dozens, probably hundreds of things that have simply been overlooked. There are annoying UI bugs everywhere, the in-game UI icons seem like they were taken from an icon repository from 1998, and then there are the forgotten "Players could potentially do this, and then what" moments. The pacing is way off too - ships will keep up with technology but planets will be in the comparative dark ages because they develop painfully slow. The AI generally builds up its planets in the worst possible way (not caring about adjacency or special tile features) and it will happily attack your flees when it has 0 chance of doing any damage to them.
I started out excited to play GalCiv again, though. The excitement just didn't last for very long.
The first offender was the tech tree. It is an absolute disaster. It seems as if we haven't learned anything in 20 years of game design. 6 fields of research, some with 30 or even 50 techs in them, all lined up horizontally in anonymous looking cards with some ugly description. A barely visible indicator shows you which you have completed. To get to the last tech in the longest tree, you will have to scroll right at least 5 times. This isn't as fun as it is in Tinder.
During the next few days, a barrage of lazy implementations assailed me.
"Hey, my population isn't growing because of a precursor elevator. Weird, but I can destroy it!" It changed nothing - the growth penalty remained.
The game's timeline shows a list of the progress of all civilizations in all aspects of the game. Except that it doesn't when you have 10 AI players. Because the devs forgot that you are player 11 and allowed for only 10 civilizations in the list.
I constantly came up short during fleet movements. Where every other game with a tactical map shows you how far your units can travel when you click on them, there is no such thing in GalCiv 4.
Everything that CAN construct something is forced to do so. If you want your shipyard to sit the turn out so that it can benefit from the tech that will be available next turn, you must select something to build. Building on planets is the same.
I invade. The game tells me it takes 6 months to complete. "I can speed that up!" I think to myself. And then add more transporters to the fleet and... the invasion just stops. The planet is saved by the arrival of an enemy transport. We need to teach the Ukrainians this trick for when Russia attacks their cities.
My fleet gets defeated. The game notifies me. I click on the notification and... the battle opens but there is no way to see where the battle was. Sure, a tiny icon temporarily sits in that location, but you will have to scour the map with thousands of other objects on them.
There are 3 types of weapons. Long range, medium range and short range. And that's all there is to it. You get to upgrade them, increasing their damage or making them a bit smaller, but that's it. Where are the cool things, like an EMP, or a tractor beam, or a 2x beam damage amplifier, our shield ignoring beams, or, or or. Boring!
Advisers will routinely tell you to colonize planets deep in enemy territory. Colonies won't survive there for more than a few turns.
Why do I have a Minister of Justice for my race that can't have crime?
Our planets are under threat! My advisor screams. Except that there is this lone starbase way out of my territory that is being attacked by a space monster. How hard can it be to change the text so that the advisor tells me a starbase is under threat?
A lot of the lore is voiced, which would be great but the voice is listless. It feels like the only requirement for this person was that he spoke English.
Automated governors of civilizations that have no crime will still build crime buildings. There's no explanation for the differences between the various terraforming options. When you defeat the guardian of a relic, the relic is no longer defended. But it will still appear to be defended if you select it on the map.
The list goes on and on.
Don't get me wrong. GalCiv is still an enjoyable game, but I expect it to be a great game. GalCiv deserves better. Its fans deserve better.
As title.
I’ve been playing this game for what must be about 10 years on and off now, but generally around the normal settings on Immense size swapping races and investments every so often.
I remember back in the day there used to be good text file guides online but none of them ever established a truly dominant strategy. Has anyone ever done this / is there a consensus that isn’t so general as to be immediately dull? If anyone would be down to go into the game in more detail, I love it so much that I’d happily put a team together!
I'm playing my first game as Terrans. Beginner difficulty, large galaxy, 9 civilizations. Sol is on one edge of the map, I finally meet all the civs around turn 60. Since this is a beginner game I'm in 1st place on most civ statistics, with around 30% of the U.P. votes. The Drengin are directly opposite me - all the way across the galaxy. But they decide they hate me and around turn 70 they declare war. I tell them I won't be easy to digest, and as I was gearing up to try invading a Klepart. I route the invasion fleet towards a Drengan planet instead. About 8 turns later my fleet has made it most of the way across the galaxy and is starting to approach Drengan space (but still a few turns away) and they decide to commit seppuku, disintegrating all their colonies (even the planets vanished) and giving their homeworld to "their friends the Yor". I chased after a few of their scout ships but never caught any and kept my scouts well away from their warships so no battles occurred.
Is this sort of thing normal behavior? They declare war then surrender without any shots being fired? It's kind of annoying that one of the few sources of helios ore on the map just went poof.
I turned up the pirates and space creatures to max on my game. I'm farming combats with these creatures. I see the Exp bar filling and wrapping the bar but I am not getting Levels. This is for common ships and flag ships. Any ideas shat is going on? (edit - Gal Civ IV)
I just started with this game and have some core worlds colonized. But I saw that in my 3 new core worlds all of the governors have a loyalty penalty -10 "I have nothing to do".
Can I give them orders or something? How do I get them busy?
playing big maps, a dozen fleets with logistics of 96 each- upgrading my ships is once again giving me carpal tunnel. Is there a way to order all ships of a class to upgrade?
I bought the game a month or 2 ago and played it for a while but am just getting back into it as I've got some free time. Whenever I try and start a small binary map it is absolutely tiny, literally 3 or 4 systems. It was working fine a few weeks ago, any idea if this is a bug or if it's something I've missed in the setup?
Edit: the number of races and proximity do seem to factor in but it still seems a bit erratic.
1.I can't make sense of it. I'm trying to change my operational ablility. I click "change doctrine", change it and press "save doctrine", and then it looks changed. I go to the next screen to start designing my ship, and then it has switched back to the old operational ability, blatantly obvious whn you look at the combat stats. What is going on?
GC IV.
Edit: More questions.
2. How do I see operational ability/doctrine of combat ships already in use?
3. How do i update operational ability/doctrine on ships designs already in the list? How do i update them at all, come to think of it? The only thing I can find is "use this design to start a new design" button. But that makes a new design with the old one as a template.
It seems doctrines are for all ships of a type. i still can't change them though.
Just started the game. Looks intresting. But I can't see how far my ship can move in a single turn without moving easily. I can hold control, but the tooltip box is slow and a bit annoying. Any easier more convenient way or option? I tried turning down the tooltip delay to 0s, but that is just obtusivley annoying in other pats of the game.
Can i easily see how far a ship can move in one turn, and/or preferrably the movement path as well? Like a movement path that follows your cursor and says how many turns it will take to get there would be nice.
Edit: Gal civ IV
Trying to use space elves in my custom civilization but can't seem to associate it to my new civ. What am I do wrong?