v3.0 Update - New Map Generation
One of the most obvious changes to GalCiv IV v3.0 will be how maps are generated. The initial philosophy in GalCiv IV was that a given sector would have a uniform star layout with the strategic points being handled by sector layout.
As time has gone on, it’s become apparent that most (>90%) players play with a single sector. This has made us revisit how maps are generated for v3.0. Now, a single sector can have its stars “clustered” within it. This would be a real problem, though, because lots of empty space is boring to move across. This is solved by having subspace streams that now exist within a sector called “Hyperlanes” which connect different clumps of stars to each other, giving a strategic hardpoint.
Hyperlanes are generated at the start of the game and are unlocked with Subspace streams (which makes that tech interesting, even on a map with only a single sector). We also are planning to let players who have the Megastructures DLC build their own hyperlanes.
Let’s take a look at how a MEDIUM sized map with OCCASIONAL stars at start currently appears:

In previous versions, the stars within a given sector would be somewhat evenly distributed with very limited empty space to prevent “dead” space. Now, with hyperlanes, we can have dead space.
Once subspace streams are unlocked they are revealed:

These hyperlanes are the result of the Precursors and predate the subspace streams. Long ago, the Arnor constructed these “hyperlanes” between the suitable stars to speed up travel. They allow ships that are already traveling within hyperspace to greatly increase their rate of speed (500% faster).

The AI and your other ships will automatically take these streams into account when plotting a course and make use of them. While they are point to point, ships can enter and exit a hyperlane at any time and still benefit from the speed boost while on a hex that includes an element of the hyperlane.
We think with this change players will find maps to a be lot more interesting. Let us know!