Thanks to everybody who report me the bugs in the game and give the ideas about new functions and improvements! I have made by your requests:
Improvements: + For everybody who do not want to pass the quest and look for the objects to open each door, in the settings menu has been added a button to open all doors. So, with one click you open all doors and enjoy the game!
A full list of changes from the previous default will be released soon. If you have any issues either email me phileday@yahoo.co.uk or post on the Steam forum.
I hope you enjoy the update and look forward to your feedback.
4X Strategy Games: A Deep Dive into Galactic Civilizations IV: Supernova for Beginners
I've seen my fair share of strategy games, but few genres offer the depth and complexity of a good 4X title. These games, known for their emphasis on eXploration, eXpansion, eXploitation, and eXtermination, demand a strategic mind and a willingness to immerse oneself in the intricacies of empire-building. However, this complexity can be daunting for newcomers, and even seasoned 4X aficionados may need time to familiarize themselves with a new game's systems.
That's why I'm here to provide a beginner's guide to Galactic Civilizations IV: Supernova, breaking down the early game mechanics to help you start your interstellar conquest.
Your Starting System
When you first launch Galactic Civilizations IV: Supernova, you'll be prompted to select a civilization. For beginners, the Terran Alliance is a solid choice. They're a versatile faction that requires Food and can adapt to various playstyles. Once you've set up your game, you'll find your civilization's homeworld and initial fleet. The galaxy beyond is shrouded in the fog of war, with only the stars visible.
One of the first actions you can take is to use the "Telescope Takeover" Executive Order to reveal parts of the map, potentially uncovering planets ready for colonization. The Terran Alliance starts with three ships: a Probe for scouting, a Flagship for surveying anomalies, and a Colony Ship to establish your first off-world colony, such as Mars, which will contribute resources to your homeworld, Earth.
Core Worlds
Core Worlds are the heart of your empire, each managed by a Governor. You'll directly oversee their development, placing Districts and Improvements to enhance their output. These constructions benefit from adjacency bonuses and terrain types, so strategic placement is key. For example, placing the Capital City on Grassland can boost your population growth.
The Build Queue is where you'll manage your planet's construction projects. Prioritize the Colonial Leadership Council to enable leader recruitment. Then, consider building an Industrial Centre to accelerate manufacturing. Remember, while planning your optimal layout is rewarding, don't get bogged down by perfectionism as you're learning the ropes.
Citizens populate your Core Worlds, and their happiness, measured by Approval, is crucial. Approval affects resource production, so keeping your citizens content is vital for a thriving economy. These resources include Manufacturing, Research, Income, Food, and Influence, all essential for expanding and strengthening your empire.
Ending the First Turn
Before concluding your first turn, set your scientists to work on a new technology. Prioritize Colonial Policies for its benefits to tax and policy setting. The Tech Navigator tool can help you plan your research path across various fields like Engineering and Warfare.
Your shipyard, sponsored by your Core World, can build various ships to expand your reach. Consider constructing additional Probes to scout the galaxy and identify strategic locations and potential rivals.
Research, Leaders, Events, and Executive Orders
With the completion of Colonial Policies, you can now set tax rates and Civilization Policies, balancing bonuses and penalties to shape your empire's development. For instance, Coerced Colonization boosts population growth at the cost of Approval.
Leaders play a crucial role in your government. Assigning the right person to the Minister of Exploration or Minister of Technology can significantly enhance your capabilities. Leaders like Ken Meurt, with high Diligence, are ideal for exploration, while those with high Intelligence, like Marcie Lykkurt, are better suited for technological advancement.
Events present choices that can affect your empire's future, and Executive Orders, such as "Draft Colonists," can provide immediate benefits at a cost. These decisions will shape the narrative of your game and your civilization's trajectory.
The End of the Beginning
As you expand, you'll encounter new planets and civilizations. Researching technologies like the Universal Translator is essential for communication and diplomacy. Your cultural development, guided by Ideological Traits, will unlock bonuses that align with your civilization's values.
Upon colonizing a new planet, assigning a capable Governor can maximize its resource output. Leaders with attributes matching the planet's strengths will ensure efficient development.
In conclusion, Galactic Civilizations IV: Supernova offers a rich and complex 4X experience. This guide covers just the beginning of what the game has to offer. For those eager to delve deeper into shipbuilding, warfare, diplomacy, and strategic planning, stay tuned for more detailed explorations of the game's mechanics.
Happy gaming, and may your empire reach the stars!
Wait, a new VVVVVV update??? It's true! Two years after our last major update, and 14 years since the game's original release, we're back again with version 2.4!
(Art by Cheep, thanks again!)
Today's update is focused on localisation. VVVVVV has been professionally translated into 21 new languages for the first time! The full list of new languages is:
- Catalan - Arabic - Welsh - German - Esperanto - Spanish - French - Irish - Italian - Japanese - Korean - Dutch - Polish - Brazilian Portuguese - European Portuguese - Russian - Silesian - Turkish - Ukrainian - Chinese (Simplified) - Chinese (Traditional)
This update also brings the game up to Steam Deck verified status, as well as featuring a host of bug fixes and performance improvements. You can read the full changelog on the vsix wiki here.
None of this would be possible without the many contributors to the game's source code on github; in particular I want to give a big thanks to Dav999, who led the localisation project for this update. I also want to thank Misa Kai, Reese, Ally, Moth, and everyone else who contributes to keeping VVVVVV alive in ways big and small - I love this game, and I couldn't do this without you <3 - Terry
Hello folk, We're working hard on the next update which is expected to be done next month. Currently, 200 renders and 10 animations have been completed and yet half of the work done. Thanks for your patience.
The Kitten Cup Team is back in the office, and we've got our paws working diligently to bring you more Pekoe! This includes a few bugs that arrived with our most recent major update, as detailed below. We hope you're all enjoying the Seasons update and can't wait to share more with you soon!
As a reminder, if you are experiencing a bug, you can report it in-game by either pressing the F2 key or the drop-down button in the top right corner of the screen. Our Discord also has a bug channel for more in-depth one-on-one support! In particular, if there is a bug that you’ve already reported a while back but is still happening, there is a chance that this is a bug that we’ve had difficulty reproducing. If you’re able to hop into our Discord to help us track down and squash these pesky recurring bugs, we’d love to have you!
🐞Bugs
Fixing camera clipping error when talking to residents at Min’s teahouse, especially group conversation with Michi and Bong-Cha
Fixing package delivery task not completing
Adding missing description click effect to Sae’s bed
Fixing broken arrow button in Inventory menu
Please make sure to restart Steam to receive the update. You can see your current version number on the title screen to make sure you have the most recent update!
The Options menu in the Main Menu has been redesigned! Now it uses more of the available space and removes the need to scroll to view all options.
The Main Menu soundtrack file has been converted to .ogg from .wav, saving approximately 8MB in size!
Balance Changes
Decks
Nuketown [Celestial Dawn]
Coin of Destiny (the deck's unique trinket):
Now it can't convert tiles that have towers placed on them to Nuke tiles. No more unpreventable detonations!
Now it allows each tower that you began the round with to be moved once while the enemy wave is active. Enemies are slipping through your defenses? Reposition towers to new positions to hit them, and/or place some towers into Nuke tiles and make them explode! The lightning icon on the towers indicates their ability to be repositioned during the active wave, just like the Sledgehammer tower!
Nuke tile damage multiplier: -80% >>> -50%
Starting deck
Now starts with 3 Spike Throwers instead of 4 Little Ghosts.
Towers
Double Trouble [Celestial Dawn]
Damage with each projectile: (14, 21, 63) >>> (16, 24, 72)
Sledgehammer
When placed from your hand during an active wave, it spawns the damaging shockwave and then it can be used again during the same wave!
Survival Mode [Celestial Dawn]
Extreme difficulty has been made a bit easier, and the rest of the difficulties a small bit harder.
* Several UI changes and fixes * From steam review suggestion: now when opening workspaces that have layouts on multiple screens, it will automatically minimize the 2nd or 3rd one on that monitor * Changed some icons * Changed some tooltips * Instance is now called "Layout"