GalCiv: What's next?

Posted on Friday, March 12, 2021 By Frogboy

We aren't ready to announce anything specifically yet but I wanted to give you a sneak preview of some of the things we have going on around here.

First, there probably won't be a lot more journal entries for GalCiv III.  There will be more updates to GalCiv III but they will fall under bug fixing only.  The team has been staffed up (and we're hiring more) to focus on "GalCiv Next".

So what are some of the broad strokes?  In no particular order these are the things that have been on our mind:

How to have big maps and play tall. You're going to hear this concept a lot: A map of maps.   

More player actions. We really liked the artifacts as a concept because they let the player actively do things in the world.  We are looking at expanding on that.

Crazy big tech tree without it being a mess to manage. Like every GalCiv game we've ever done, we are going to be trying a lot of different new ways of managing techs.   What I can say is that we would really like to have a much, much larger tech tree in the future.

Invasions. We don't like the invasions in GalCiv III.  It's...fine.  But I feel like I'm popping balloons rather than engaging in some titanic battle for control of an entire planet.

Combat. We would like to see combat move away from being an all or nothing thing in a single turn.

Citizens++. Citizens were introduced in Crusade.  But we would really like the entire game revolve around citizens to the point where population = citizens and it is all about what you do with them.

Much, much, much bigger empires. In 4X games, including GalCiv, I think we've been approaching colonies backwards.  We always default to forcing players to micromanage their cities, planets, whatever and then add some sort of AI manager system to try to automate planets.  As a result, the game designs always try to discourage/punish players for having too many colonies which I find off-putting.

Instead, why not encourage players to have as many colonies as they want but by default, they are just simple resource generators? That is, they provide money, resources, research to their sponsor world.  Then, when you find a particularly interesting world, you flip the concept of a "governor" on its head and assign a citizen to govern the planet which means THEN you manage the planet.   And in doing so, we make sure that consuming a citizen to become a governor is a pretty big deal since that citizen could be doing something else important.  So imagine a game where you have 400 colonies of which say you directly manage your best few yourself?

Because in GalCiv III, we basically made class 1 through 10 planets rare because who wants to manage these worlds? This was a missed opportunity.  Now we can have lots of meh planets that simply act as the raw resource providers to their sponsor world which in turn you are managing to do super awesome stuff (think of the min-maxing going on there!).

Vastly bigger map differentiation.  The smallest maps in the future will probably feel roughly the same as they currently do.  But the largest sized maps will make the maps in GalCiv III look piddly with a lot more strategic depth to it as well.

We want multiplayer to be viable. Putting aside that most people don't play 4X games multiplayer, we would like there to be gameplay modes that you could play with a total stranger in less than an hour if you'd like.  These special modes would be available for single player too.

NO CAMPAIGNS. All the story and special scripting would instead be integrated into the game as events and such to help make the sandbox game more interesting.  

So that's just some thoughts.  We'll be talking more about it in the future.


GalCiv III Poll

Posted on Tuesday, February 16, 2021 By redskittlesonly

If you could add a new planet type to the GalCiv universe, what would it be?

Getting the GalCiv gang back together

Posted on Tuesday, January 19, 2021 By Frogboy

Galactic Civilizations II (not III) was released a long time ago.  Since then, most of the people who worked on the game have remained at Stardock but not everyone.  However, over the past year or so, we've been lucky enough to recruit and or contract back some of the original members to return working on new Galactic Civilizations efforts.


GalCiv at the end of 2020

Posted on Friday, December 25, 2020 By Frogboy

It's hard to believe that GalCiv III was released over 5 years ago.  Since then, we've had a few major expansions and a lot of DLC.

As we enter 2021, we have finally reached the stage where GalCiv III won't be seeing any new DLC but will continue to get updates in the form of balance, fixes and performance improvements as we find them.  Updates will be less frequent as QA time is particularly precious right now.

We are very proud of how Galactic Civilizations III evolved.  We have taken a lot of lessons from it on things that people liked (citizens, hyper gates, artifacts) and things that players didn't like so much (how invasions worked, commonwealths, how governments worked) and will be applying these lessons in the future.

One feature of GalCiv we have discussed many times is how future-proof the engine was.  And that has indeed been proven out as the engine is state of the art (does need its rendering module updated to DX12 at some point).  This means that its future sequel will start out much more fleshed out.  

With GalCiv III v1.0, we basically had to start from scratch which was a real bitter pill, especially given that I had spent oner a decade on the GalCiv OS/2 and Windows I/II AI tech which had to be rewritten.

For those who don't already have GalCiv III, now is the best time to get it.  It is now in its fully realized form.  And for those of you who have been on this journey with us, I hope you like how its evolved and thank you for being there with us!

Merry Christmas and Happy New year!

Featured Community-Made Mods from GalCiv III

Posted on Friday, December 11, 2020 By MindlessMe

Round 2, Fight!

Sorry. I got carried away there...

We're back for another round of my favorite GalCiv III mods created by the community! If you've not had an opportunity to check out the mods below, I highly advise taking a look.

Spokes [Download]
Created by xaaaaguuuu
Three massive black holes drawing all matter towards them. Stars and planets are grouped with some pirate activity in outlying star clusters.

Spokes is an Immense sized map with a lot of cool features. I especially enjoy the view of the three black holes in the center of the map. There are more black holes, planets and other goodies to explore while you are taking over the Galaxy.


PRY-RE Titan [Download]
Created by starmac
The Titan is a powerful Flagship and Carrier

Ever since my days of playing Eve Online, I've been a sucker for large ships. This Titan fits the bill in every way. If you're looking for something scary and large to add to your fleet, then look no further.


Epimetheus Destroyer [Download]
Created by Nightraven
This large warship is designed for heavy combat operations.

Ever since I saw this Destroyer on the Workshop, I have been fascinated by the design. It's not super alien or way out in left-field, but it has a certain charm. Something you can see humans building in the distant future. It's also part of a collection that I recommend checking out.


Vogon Conglomerate [Download]
Created by timeisonfire
Vogons are a bureaucratic race which could run the whole galactic bureaucracy if had the opportunity. They're claimed to be the most unpleasant race in the galaxy - not in an evil way, but in a way of being bad-tempered, officious and bureaucratic slug-like creatures.

I mean, who doesn't love to hate the Vogons? Ever since Hitchhikers Guide to the Galaxy, the science fiction community has had a lot of fun hating on these bureaucratic aliens. Personally, I avoid them at all costs, and whatever you do, DO NOT let them read poetry.


Serenity [Download]
Created by Omnibus
Firefly class Cargo ship

This last one is for all the Firefly lovers out there. It's an excellent recreation of the famed Serenity. Seeing this ship flying through space brings back some memories.

View More ∨