Each civilization in Galactic Civilization’s IV: Supernova is constructed from a set of building blocks, either predefined and later edited by a player, as with our Core Civilizations, or selected by the player when making a custom civ. Biology, Citizen species, Cultural Focus, their starting Planet Type, Commander Ships and more are all selected to craft a specific playstyle for the civilization.
The two cornerstone mechanical building blocks of this system, which most strongly inform the way a civilization will play, are the Civilization Traits and Civilization Abilities. Today we’re going to take a look at Civilization Abilities, with a little help from Traits too, to show how a Civilization’s main playstyle is crafted.
Each game in the GalCiv series was carefully designed to ensure playable civilizations can be played in many different ways. Civilization Abilities and Traits grant you access to unique game features and allow the player to minmax your empire’s development while adhering to their lore and thematic nature, but unlike certain other space 4X games they don’t tend to lock you into a set playstyle each time if you don’t want it.
Let’s take a look at a Core Civilization with interesting Abilities and see if we can figure out an intended playstyle for them.
The Intueri Aggregate are an example of a civilization with a unique Ability that ensures they play quite differently to other civilizations, without hard-locking them into one playstyle or another as you so often see in other 4X games.
Note our expanded tooltips now accurately show everything an Ability is doing in your game, including access to various Techs, Executive Orders and anything it blocks too. Here we see that the Ability Watcher grants the Intueri a special Executive Order called Cosmic Eye which they can use to steal Techs from other Civilizations without their knowledge. It also increases their general Sensor Range for wider visions, and grants them a flavourful bonus to Deception too.
This would be a bit too powerful on its own so I’ll show you how we use Traits to both to balance out strong Abilities like that, and to add some flavor and focus to a civilization’s playstyle.
Watcher works in tandem with the Civilization Trait Foolish (-2) and the naturally low Intelligence of their Citizens to ensure that Intueri live up to their reputation as a race of uncreative copycats who struggle with original thought and learn through observation. The -30% Research penalty for Foolish (-2) means that the Intueri really need to utilize Watcher on a regular basis to overcome their naturally slow technological progression. Of course, you could hyper-focus on Research Districts and Improvements to try to counter-balance this low overall research rate, but that will come at the expense of industrial, economic or military development.
If this still all sounds a bit dire for the Intueri, we now come to their second supporting Ability, Ancient. The ability to gain Research from Precursor Artifacts and Anomalies gives the Intueri further opportunity to bolster their technological development. On maps with lots of Precursor elements in play, the Intueri can become quite the research powerhouse without the need to build excessive Districts and Improvements on their Core Worlds. Ancient also grants the Intueri access to some very powerful Precursor Techs and Improvements, one of which doubles the Intelligence of your Citizens on a world.
Still worried about the Intueri compared to the other mighty galactic civilizations in your game? Just hang on a moment, we’re not done yet! We now throw the other Civilization Traits into the pot.
Explorers (+2) and Fast (+2) means means rapid and far reaching expansion in the early game, while Productive (+1) grants an accelerated industrial development. The Intueri will likely beat their rivals to the best worlds, strategic resources and the Precursor relics.
A typical Intueri game will be characterised by rapid and far-flung expansion as their fast and highly perceptive scouts find the best Core Worlds long before the other Civilizations, with their long range Colony Ships and Constructors able to travel further out too. They get three Probes at the start of the game too, a big advantage over those who only receive one, as exploration is incredibly important in GalCiv.
They’ll have the drop on those rivals with their high Sensor Power and Cosmic Eye, and while they’ll initially be playing with rather low technology, they will be stealing Techs from their neighbours without any diplomatic penalty. With some luck, you’ll learn a very high cost or rare Tech that took your enemy many months to research, making use of it yourself and with the option to trade it out to other civilizations for a hefty price (probably another vital Tech you’ve not quite reached yourself).
The Intueri have the option to take and hold a rather sprawling empire with long distances between Core Worlds. This isn’t usually the best idea for most Civilizations as they’re difficult to defend, but the Intueri’s ships move very quickly and they can build them quicker than most too. This speed and extended safe operational range grants them a dramatic strategic and tactical advantage, as they get the choice of the best worlds and resources, and their ships seem to appear out of nowhere to defend even seemingly remote and undefended locations.
One final strategic consideration to note: fighting against any civilization with Cosmic Eye is a dangerous affair as you can never quite be sure what they’re going to be fielding. It’s entirely possible they managed to steal a very powerful, rare Tech from a neighbors while presenting a rather low tech force on the surface. It’s entirely possible to send in a fleet to wipe out what looks to be a ragtag bunch of outdated ships only to find a they’re equipped with something nasty and specific to another Civilization Ability, or perhaps an unexpected Dreadnaught bristling with deadly, high tech weapons where you were expecting older, weaker Cruisers.
As you can see, the Intueri Aggregate really do have the ability to play how they look: they see everything, long before their rivals do, with the potential to surprise their opponent with a rapid and large deployment of warships fielding unexpected technology. Yes, they’re slow to research initially, but their other Abilities and Traits more than make up for this deficiency and a creative player will find endless fun utilizing these tools to leverage victory in their games of Galactic Civilizations.
Hopefully this example illustrates how Abilities form the backbone of a Civilization’s playstyle, supported by the various other mechanics, to give each Civ a unique variety of playstyles for you to experiment with.
Welcome to another developer post, in which we'll cover some news about Truck Mechanic: Dangerous Paths.
Maps improvements
Our overriding goal is to make you drive in the course of carrying out various orders, and you will derive great satisfaction from what you see on the road. Our level designers are flooding maps with new content and expanding the existing infrastructure so that as you go, the world will be more complete and significantly more interesting. On one, you'll find multiple logging sites, on another research stations, on others a small old airfield, as well as a complex system of mines. Each will be different, and will force a slightly different approach.
Building Narrative
Narrative in the game Truck Mechanic: Dangerous Truck is a fundamental element that not only guides the player through the fascinating world of the game, but also creates depth and emotional engagement. In our approach to building narrative, we put a strong emphasis on the interaction between the player and the game world through hundreds of dialogues and reactions of the main character.
Its implementation allows us to create a rich and dynamic world where each conversation can uncover new secrets, develop the plot, or introduce the player to new challenges. Dialogues not only provide information but also build the relationship between Bart and the player.
Bart is a key element of our narrative. His reactions to the situations he finds himself in are varied. Whether he is in an exciting repair or a quiet moment of reflection near an epic view, the main character will react in a way that corresponds to his personality and experiences.
Additionally, our hero will react to changes in the environment and to where he is located. This may include different comments about the surrounding scenery or more subtle reactions to changing weather conditions or the time of day.
All of these elements build a deeper and more immersive game world that encourages the player to further explore and engage with the story. Through extensive narrative, dialogues, and reactions of the main character.
Side Quests
As you traverse through lands, you'll stumble upon local predicaments that may seem trivial but harbor immense potential. Side missions not only enrich your experience but also pave the way for greater challenges ahead.
Engaging in these tasks not only rewards you with handsome compensation but also earns you reputation points with the locals. These points are crucial for unlocking main missions, ensuring a satisfying, intriguing, and demanding progression system. We've balanced gameplay to ensure that you derive equal enjoyment from both transport missions and the grander main quests, where not every challenge involves repairing something. Just as you witnessed in the prologue, narrative threads are of utmost importance to us.
Stay tuned for more updates and keep on trucking! If you like what you see, consider adding Truck Mechanic to your Steam Wishlist!
At an exclusive press event last week, members of the media witnessed a previously unseen piece of gameplay from "Still Wakes the Deep". Initial reviews are beginning to surface, and it seems like the audience was not disappointed... 🌊
❗ Additional important news we announced that day - "Still Wakes the Deep" experience harbours many dangers and horrors, players can perish in their journey. But for those more keen on the narrative / atmosphere aspects, we're pleased to announce the game will feature a Story mode without the threat of dying.
This saturday we'll be having another monthly Q&A and Catchup call in our Galaxy Life Discord! If you wish to participate make sure to join the Galaxy Life Discord . Go to the events tab at the top of the server list to check it out!
Will The Man Get Frog has been out for more than a month now, and I've already hinted at a game update a few times. It's now time to give you a bit more details about it!
Version 2.3 is planned for sometime this month. A haiku workshop will closely follow.
This upcoming update will include:
Mouse support! You'll be able to freely switch in-game between controller, keyboard, and mouse.
A brand new background, along with a new beautiful track from c.diffin!
More words to choose from!
Bug fixes and small quality-of-life improvements
And that's about all. Can't wait for you to try it!
Create your workshop item, upload it to the Jump King Steam Workshop with a working thumbnail (50kb max), 1 Screenshot and "[Event-Submission]" or any other mention of it being an Event-Submission in your Workshop Item Description.
Getting Started:
To get started making mods we recommend reading more about Worldsmith and our Modding philosophies in these resources:
Can you believe it? April has hopped into view, hopefully your Easter holidays were full of sweet treats and a lot of food! Now we're back into the home stretch of our training, and you know what that means... The time to strike is now, while the UEDC is wrapped up in chocolate and goodies. Get ready for your special instructions:
Special Instructions
April 3rd event will run from 3:30pm EST until 4:30pm EST
This game mode will be a rotation of Stomping Grounds, Control, and Team Annihilation played through our various game matches
Please join the server "Devs + Community Jam"
Everyone is welcome to join - this is crossplatform
Prizes for Joining
2500C// sweet sweet credits to buy yourself some luxury guns, decals, and skins in the Black Market
A 2x Contract Bonus
As a reminder, we run our in-game chats over Discord so if you’d like to join the action feel free to enter the voice chat with our dev team and community!
Added Ruler / Measurement tool and Area of Effect Tool (line, square, sphere, cone)
Added background rotation (Find it on the background panel)
Prop visibility feedback for the DM (If the prop is invisible, a small crossed-out eye appears in the corner)
Right click hover menu in the Library to set the asset as Background or Overlay
Grid masking tool - now you can remove the grid anywhere on the background
(If you activate the grid mode, you can draw with the mouse to mask out areas. Scrolling the mouse changes the size of the masking brush. Hold Shift to redraw)
Added "ESC" (exit application pop-up) in the Welcome screen and in the Story View screen
Fast Scene selector window size increased
Webms start from a random frame (so animated tokens do not move at the same time) Bug fixes:
Fixed Fog of War tool becomes invisible if we zoom in/out
Dragging background with right-click in Fog of War mode
Full-screen mode does not jump back to windowed mode