The latest DLC for Galactic Civilizations IV arrived earlier this month, introducing a host of powerful new Megastructures. In this week's dev journal, we're diving deep into another of this expansion's titular Megastructures: The Stellar Gateway.
Stellar Gateways
Stellar Gateways are massive portals that utilize the reality-warping power of black holes to create connections between distant points in space. These powerful Megastructures are ideal for expanding to distant corners of the galaxy, establishing extended trade routes, or rapidly redeploying fleets.
Stellar Gateways are unlocked by the "Advance Nexus Augments" technology and are the third Megastructure to be unlocked by the DLC, following Dyson Spheres and Stellar Nexuses.
Stellar Gateways are constructed around the perimeter of black holes by new Stellar Architect ships using a resource called Gigamass. Each Gateway takes 8 turns to construct.
Building a Stellar Gateway requires 30 Gigamass, a finite resource collected by Planetary Harvester ships from dead planets. Each additional Gateway requires another 30 Gigamass, so you will need to consider the benefits provided by a new Gateway pair compared to other similarly priced Megastructures like Stellar Nexuses.
Once a second Gateway is completed, it will automatically pair with the first. Sending a fleet through one Gateway in a pair will instantly transport it out the other. Additionally, fleets will automatically consider Gateways when pathfinding/looking for the shortest route to a location.
To make navigating Stellar Gateways easier, we’ve added a convenient button to the Gateway Context Window. Clicking this button will instantly move the camera to and select the other end of the Gateway pair.
As you build more Gateways, you may want to reorganize, break, or form new gateway pairs. This can be done easily from a new tab in the Automation window accessible from the main screen hot bar.
Note: Stellar Gateways can be invaded and captured, and thus will need to be defended.
Fleets can be stationed on Stellar Gateways by turning them “on” or “off” via this toggle on the Stellar Gateway context window. While turned “off”, fleets will be stationed on the Gateway instead of being sent through - allowing you to fend off any would-be Gateway thieves. The Gateway’s current state can be seen at a glance using the icons overtop the Gateway itself. A Gateway being “off” will not prevent fleets coming through from the other end.
Transportation Network
As stated before, Stellar Gateways are excellent tools for expansion, trade, and warfare. The ability to funnel new fleets straight from shipyards to far-out frontiers can be a game changer. Additionally, consider that the reverse is true - a military on campaign can return to the defense of your otherwise undefended core worlds and capital in a fraction of the time it would normally.
Having a strong network of Stellar Gateways can also be a diplomatic boon as you can establish the new Gateway Treaty with your allies - allowing them to use any of your Gateways and you theirs.
A well-placed Gateway will let you take your enemies by surprise with an invasion launched far behind enemy lines or it can allow you to resupply your invasion force with no delay. Altogether, Stellar Gateways are a powerful tool for any playstyle. The increased mobility that even a single pair of gateways provides can be extremely useful - especially on larger maps or games with multiple sectors.
As you explore the new features of Galactic Civilizations IV: Megastructures, consider the strategic possibilities offered by the Stellar Gateway. Whether you're expanding your empire or bolstering your defenses, the Stellar Gateway provides a versatile tool to enhance your civilization's strengths.
We invite you to share your favorite new strategies with us. How will you leverage the power of the Stellar Gateway to shape your galactic empire? Will you focus on rapid expansion, military dominance, or perhaps a thriving economy? The choice is yours, and we can't wait to see the creative ways you'll use these Megastructures to achieve victory.
Stay tuned for more insights and updates in our future dev journals. Until then, may your civilizations prosper and your stars shine brightly!
Dwarf carrier speed increased from 2.6 to 3.0. Dwarf bomber explosion time decreased from 3.4 to 3.2. Now the Eclipse event and the Polar Night event cannot occur more often than once every 5 days (before debuffs). Chance of double event was decreased on the higher difficulties. Arachnor hp and Ice Warden hp was increased on the higher difficulties.
Cavernous planets are a little easier now:
Hatch block time between spawns was slightly increased on the higher difficulties. Hatch block chance to spawn several cracks heavily reduced on the higher difficulties. Monster Crack time to spawn slightly increased on the higher difficulties. Lava Jet block now has maximum 3 jets instead of 4 on the Corebreaker difficulty.
Turrets balance:
Fury turret duration of the applied fire effect was increased from 2.4 to 7 seconds. Fury turret reload time was increased from 4.4 to 5.3 seconds. Poison turret duration of the applied poison effect was increased from 2.1 to 9 seconds. Poison turret reload time was increased from 2 to 3.7 seconds. Fireworks turret range was decreased from 1000 to 850. Automatic turret damage multiplier for enemies with more than 65% HP increased from 3 to 3.5 Drone reload time for Drones Turrets M2 has been reduced from 5 to 4 (drones shoot more rapidly). Mining turret now has 10 mines limit instead of 7. Mining turret' mines damage increased from 40 to 60. Mining turret' mines explosion radius increased from 220 to 250. Mining turret reload time increased from 6 to 13.5. Weakening Laser Turret effect duration increased from 3 to 3.5
Abilities balance:
Laser station damage increased from 10 to 13. Rocket launcher(Active nighttime ability) rocket' damage increased from 30 to 35. Turret expander now increases the firing range of turrets by 35% instead of 20%.
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members and friends! We wish everyone an excellent end to 2024 and a brilliant start to 2025. Today, we just want to take a short look back and another short look to the future as well.
The year in review
So what would be our highlights? For us as a team, anything we release is a highlight of the highest order. The year started well in that respect, with the game on sale. Then, we announced Community Update 3 and published it in 2 parts. Then, we announced Airborne around the summer sale. Airborne was released October 17th. The player base grew quickly in this phase, you have undoubtedly noticed that. We listened to the feedback on Airborne and made some improvements as part of Community Update 4, which we released a week ago. This update also includes the long awaited new/ old gamemode, Frontlines, and improved some important aspects of the game in general. Since Airborne was released, Call to Arms - Gates of Hell is the world’s most played RTT in the WW2 theme at times, that’s what we see in the statistics. That was already a great experience, which was recently followed by passing 30K members on Discord! Of course, we would not have been able to do a lot of this without the relentless support from our community.
We want to thank everyone that made 2024 special for us. As you may know, we enjoy a lot of support from volunteers that help create the game and its community. It would absolutely not be the same without these people. A big thank you goes to
Our moderators, making and keeping the GoH Discord server a civilized place for all walks of life
Our translators from around the world, who tirelessly do the localisation of existing and new content
Our fan wiki and thread moderators, who help keep information clear and concise
Our beta testers, who help deliver a good game
Our technical supporters, who cure technical issues in the community
Everyone else that contributed, be it by making great mods or video content, or by answering community questions; thank you all!
The future
The year 2025 will start off nicely as the current Winter Sale (the 6th GoH sale of 2024) lasts until January 2nd. With part 2 of Community Update 4 dropping in late January, followed immediately by the Steam Strategy Fest on January 20th, we’ll be off to a good start in 2025 for sure! In 2025, we will officially announce the British faction as well; we’ll publish a trailer when that happens of course. The British, as a faction, is a huge job, but it’s progressing. Besides all of the above, maybe we might release another - small - DLC, there will be more about that next year.
If 2024 is anything to go by, the next year will be over before you realise it; just remember that our plans reach well beyond 2025 and we’ll keep you updated on every development as usual. This year might be over, but nothing stops here. We’re not nearly done yet.
That’s it for today, thanks for stopping by; have a great time, be safe everyone, and we’ll see you in 2025!
Hello guys! I'm happy to inform you that the game has been updated to the version 2.01 which should fix a bunch of existing issues, glitches and critical errors.
List of fixed issues: 1. Removed virtue bonuses from kills that mistakingly were added into some of the French campaign fights. Added virtue bonues from kills to the Eva's quest in the first chapter of the French campaign. 2. Added scaling gold rewards for kills. The base amount of money that you receive from killed enemies will now depend on their class and level with militiamen and bandits yielding the fewest amount and knights yielding the largest. 3. Added an increased gold reward from kills for mercenary's companion shortsword. 4. Fixed an issue with fletcher's tools not counting properly in the DIY crafts. Expended DIY crafts list with various additional crossbow-related crafts. The list is planned to be further incrased with the coming patches. 5. Fixed another problem that happened during Paris riots event and made the game think that you have no weapon despite you possibly having even several. 6. Fixed several smaller issues and updated both Russian and English localization.
I will continue to work on fixing the bugs. If you encounter any - please let me know in the Steam community section or on our Discord. My condolences to everyone who's been affected by technical issues.
We are wishing you all a wonderful merry Christmas! To celebrate this festive season, we have several surprises for you that will delight fans of the Hamburg U-Bahn. Plus, we’re taking a look at a long-awaited project and its exciting progress.
A Big Surprise
Our special Christmas surprise this year: Hamburg's Hellbrookstraße Main Workshop will finally be included in SubwaySim 2! This has been on both your wishlist and ours for quite some time. Located near Barmbek station, this is where Hamburg Hochbahn AG trains are serviced and repaired. In addition to 28 workshop tracks for maintenance, the facility features a large yard with numerous sidings. The outdoor area includes 21 tracks, all fully usable in SubwaySim 2, with enough space to park up to three DT5 trains on some of them.
Thanks to our new track system, introduced in our last posting, we were finally able to design the depot in SubwaySim 2 as we had envisioned. With accurately modelled crossings and triple switches, there are many details to explore.
In the game, the main workshop Bba will play a significant role: some trains will be parked here overnight after their last journey, and some services will start here in the morning. The depot will also open up new possibilities for scenarios and work vehicles. Speaking of work vehicles…
Another Surprise
If you’ve looked closely at the photos above, you may have spotted it: the AL1 battery-powered locomotive, which we had announced as a DLC some time ago. The good news: we’ve made great progress, and today, as a second big surprise, we’re sharing updated screenshots of the AL1!
The AL1 is used for vehicle transfers on the Hochbahn network, such as towing brand-new DT5 trains to the Hellbrookstraße (Bba) workshop. This sounds like the perfect scenario to recreate in SubwaySim 2!
As the name suggests, the locomotive can also operate in places where others simply can't. If the third rail, or power rail, is unavailable or deactivated, the AL1 can run on its battery – as long as it’s charged, of course. This makes the loco ideal for construction site operations, where the power is usually turned off for safety reasons. With our new track system, the power supply and battery charging will also be simulated – a fantastic feature for scenarios in SubwaySim 2.
And One More Vehicle!
Speaking of construction site operations, there’s another addition! Alongside the AL1, the same DLC will also include an LB6 cargo wagon. Just like in real life, the wagon can be used for transporting materials in SubwaySim 2 and will come with additional functionalities. But more on that later.
All these new features – and we haven’t announced them all yet – significantly enhance the AL1 DLC. The variety and gameplay possibilities in SubwaySim 2 make it much more fun and engaging. For transparency reasons, we want to point out that we had to make one adjustment to our plans: As you know, all of these features aren't yet available in SubwaySim Hamburg. But without the new track system, the depot, and the fundamentally revamped route, the AL1 DLC wouldn’t be as enjoyable as it could be. Thus, after careful consideration, we’ve decided not to release the AL1 DLC for SubwaySim Hamburg as originally planned. Instead, we will release it for SubwaySim 2, and we’re adding lots of new features to make it even more entertaining than initially envisioned.
When will it be released, and what's the price tag?
For now, still have to ask for your patience regarding release date and price. However, we can share two things already. First, buyers of SubwaySim Hamburg will enjoy a discounted "upgrade package" for SubwaySim 2, with details yet to be announced. And second, both SubwaySim 2 and the AL1 DLC are planned for release in 2025.
What a Year – A Big Thank You!
That wraps up today’s post. We want to take this opportunity to thank you all for your incredible support in 2024. Your constructive feedback and enthusiasm motivate us to work passionately on SubwaySim 2 day by day.
We wish you all a Merry Christmas, happy holidays, and a fantastic start to 2025!
All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!
About SubwaySim 2
SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam wishlist so you don’t miss any updates!
Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!