Today we’re going to take a closer look at two of the bigger features we’ve added to GalCiv in v3.0 “Hyperlane”, both of which complement the new map generation algorithm and really work to enhance the core gameplay of GalCiv IV.
As discussed in previous developer journals, Star Hyperlanes allow players to more easily transit from one part of the game map to another. Let’s briefly recap on what they are, how you use them, and why they’ve been added to the game.
v3.0 updated the map generator to create more realistic looking star maps, clustering stars and planets together in groups and giving more shape, and therefore more strategic gameplay, to your GalCiv games.
Before v3.0, stars were pretty evenly distributed across each sector and while some players like this even distribution, we thought that adding the option for clustered distribution would bring more of that dynamic, asymmetric gameplay that’s so fun in single player space 4X games particularly.
Players and the AI will race to explore these clusters, and may have to traverse space without any Stars whatsoever to reach new worlds and resources. Civs starting in larger clusters unopposed will grow larger faster, while those in smaller, more isolated clusters have a natural early defence against being rushed, but will have to find ways to reach neighbouring clusters if they want to expand their territory later on. Different Civilizations benefit more or less from being isolated or further from potential colonies than do others.
This is interesting for a couple of reasons: for those that don’t like playing with multiple sectors, it brings a little of that kind of gameplay into a single sector map, where some Civilizations will have access to more resources early, and others may be thrown into a close-in knife fight, battling for dominance over a small cluster with the winner taking all the best planets, and looking to expand to the next.
One consequence of the clustered star distribution patterns is that there will be areas of space with no stars whatsoever, and clusters may be quite far from one another. GalCiv 4 has already been through several points of development where Fleet travel time felt excessive, and so the Star Hyperlanes add a fun new way for Civs to traverse each sector more rapidly.
Star Hyperlanes link two Stars together, are detected as a consequence of unlocking some very early game research, and are really easy to use: just hop onto the lane at any point and you’ll receive a large boost to your Fleet’s Move speed, helping you traverse huge distances in a far shorter number of turns than it’d take if you didn’t have a Hyperlane to travel on.
This isn’t just a quick fix for a problem of slow movement speeds on large maps, and like the best kind of fixes, this one also adds more content for you to enjoy in the process: your mind should already be filled with wonder at the strategic considerations this will add to the game but I’ll give you just a few.
I touched on this in my previous developer journal but it may be that a Hyperlane’s terminating Stars could be a fast, two way link between yourself and a foreign power. If this is a potential ally, this could be a very useful way to rapidly transit your Fleets over to help them during a war. If it’s someone less friendly, like the Cosmic Contaminant, Drengin, Korath Clan, Yor or someone even worse, you’ll have to consider that Star Hyperlane are a potential vector for the insertion of enemy warships into your territory with very little warning.
In this way, Star Hyperlanes are a powerful tool, but one that cuts two ways; you’ll need to take care about who and what will be transiting down any Star Hyperlane, and I expect that they’ll factor into your strategic considerations greatly as you expand your territory in the early game, paying particular attention to the Civilization borders that form around each one.
Note that the map will generate Star Hyperlanes between clusters when there is some space to traverse between them, and while you can technically set the Star Hyperlanes to be active while deactivating the clustered star distribution effect completely, you’re unlikely to see many Star Hyperlanes as a result, as the Uniform Star distribution pattern doesn’t leave much room for them.
Both Hyperlane Frequency and Sector Layout (for Star distribution) are new options and can be adjusted to taste at game setup. If you want GalCiv IV to play as it did before v3.0, you can set Hyperlane Frequency to None, and Sector Layout to Uniform. If you want more clusters and more Hyperlanes than default, then that’s an option too!
The next huge feature change in v3.0 after the map generator improvements and Star Hyperlanes is the addition of the Fleet Supply Cap.
Where Logistics puts a limit on the amount of Ships you can add to a Fleet, the Fleet Supply Cap sets an overall upper limit on the amount of Ships you can field at any one time. As before, each Ship Class will be worth more or less points towards this total and once you’ve hit that limit, you’ll need to Decommission a Ship, or have them forcibly decommissioned by a hostile Civilization, to build any more.
GalCiv is a big and expansive sandbox game, and the idea all along has been to allow each player to play the game the way they want to. One of the consequences of allowing Civilizations to build unlimited ships is that wars tend to favour those with the higher Manufacturing and Research outputs, and while this is an expected (and to some extent desirable) situation in any space 4X, we don’t want wars to be won entirely at the strategic level, where a large Civilization that played very well during the eXplore, eXpand and eXploit phases of the game can trivially win the eXterminate phase too purely by outbuilding their opponents, flooding their territory with so many Fleets that they can’t possibly hope to deal with them all.
A knock on consequence of allowing a near limitless number of Ships to be built at any one time is that it the more Ships in play after a certain point, the less important each one becomes. Ever since the update accompanying the Warlords DLC release, we’ve worked hard to improve the auto-battler system GalCiv uses by increasing the amount of input the player has to alter the outcome of battles.
From the components you pick on each Ship, through to a Ship’s Class and Doctrine, and then the careful Fleet composition to ensure the Ships you’re bringing to a fight are suitable for exploiting the weaknesses in an enemy Fleet, we want you to have fun engaging with all that detail. With somewhat fewer Ships, you’ll need to be a little more discerning when it comes to Fleet combat, as you’ll feel every casualty even more.
With less Fleets overall, you’ll need to consider whether you can really afford to start that fourth simultaneous war or whether that’ll leave your military spread too thin to prevent enemies slipping through your defences. This change should make Military Starbases more cost effective, and overall make Civilizations that rely heavily on warfare over industrial development a bit more competitive. Looking at you, Korath Clan!
Another reason for putting an overall limit on the amount of Ships in the galaxy at any one time is one of performance. Some players were reporting late game slowdown and this should help work to alleviate that for those with computers that were affected by it.
You’ll probably be happy to note that the Fleet Supply Cap is quite generous, and it scales with map size, so you’re never feeling like you’ve got this huge space to fight over and only a relative handful of ships to do so (a problem I personally had with Simtex’s Master of Orion II in the early game particularly, an otherwise outstanding space 4X game). We’ve added some Planetary Improvements and Techs that increase Fleet Supply even more, and if you’re needing more Fleets for whatever reason, you’ll have the option to pursue those as research goals.
We’re hoping that with the new map generator and Star Hyperlanes, and the introduction of a more meaningful Fleet combat system that focuses more on quality over quantity, Galactic Civilizations IV will become even more exciting and fun for you to play. Let us know what you think of these changes as always!