They are crystals that magnify the life force of any living thing they are near. The net result is that they improve the quality of your planets. When you click on a star, the planets within it will be displayed on the right of the screen. Information displayed here includes the planet class red number. Planet classes range from class 1 to class The higher the number, the better. There are rumors that planets higher than this can exist but this has not been verified by our scientists.
Figure 3 When you click on a star system, the planets within are displayed. By putting your mouse over a given planet you can get an idea of what the surface is like. Figure 4 Typical view of an earth like planet.
Single clicking on a planet will bring up the planet view. Incidentally, double clicking on the star will bring up the planet view of the first colonized planet in the star system. Figure 5 from the planet view you can determine what military and social projects you create.
A planet can construct both a military project and a social project at the same time. The speed in which these get constructed depends on your overall spending level as well as what ratio you are spending on military vs.
How many industrial units are being spend per month is displayed in the form of shields, hammers, and beakers depending on which category they are going into. However, your treasury is only deducted by 4. Improvements in efficiency, productivity, etc. The display also shows what planet class it is. The higher the class, the better the planet. Class 15 and higher are consider desirable. Morale indicates what your approval rating on that planet is.
Morale affects the productivity of your population to a slight extent. The happier your people, the harder they work.
Morale can be improved through the building of entertainment related social projects. When you build a ship or a social project, the amount of time in months is displayed. However, you can instantly build something by contracting it out to one of the 4 major human sub-contractors.
These sub-contractors will build it for X up front plus Y per month for Z months. Depending on your current financial situation, different choices will be appropriate at different times. These are things like libraries, news centers, soil enhancements that improve the quality of your planet in some form or other. The effects are limited to that planet. These tend to be much more powerful in their effect than a planetary improvement but they can only be built one time per civilization.
A good example of this would be your various civilization capitals such as Economic Capital, Manufacturing Capital, Technology Capital, and Political Capital. Much like the achievements but even stronger. These can only be built once in the entire galaxy. Trade goods are a different animal all together. Only one civilization can own such an invention but that civilization can license it from the diplomacy screen to other civilizations. It is treated much like a galactic wonder whose effects can be given to other civilizations as well.
For that reason, they are in many ways more powerful than galactic wonders though their effects tend to be less significant. By pressing the Details button, you can find additional information out on the planet as well as assign a governor to the planet. The details view is mostly for providing additional information and tweaking things for your planet. For instance, from the details view you can provide propaganda to your people. By pressing the planet list button on the bottom of the main screen you can list the planets in your civilization.
This display shows what they are currently building. Clicking on a planet will take you directly to the planet screen for that planet. By pressing the fleet button on the bottom of the main screen you can list the star ships that are in your civilization. This view can do more than just display ships. It is designed to allow you to send those ships to the part of the galaxy that you are currently viewing.
To do this, click on the arrow button to the right of the ship read-out on the list. This includes your tax rate, your spend rate, how you spend your money domestically , your form of government, governor management, trade route management, vital statistics, and graphs.
Figure 6 The economic screen. Your tax rate determines what percentage of the income of your people and corporations that you are taking in. The higher the tax rate, the more income you will generally get from taxes. However, the higher the tax rate, the more unhappy your people become and you will actually see cases where income will become lower. Your reported population is purely the number of tax paying citizens.
As taxes go up, more of them go bankrupt or simply hide their income from the government resulting in the loss of tax payers. So there is a sweet spot that you will have to find. The spend rate is what percentage of your manufacturing and technological ability you are using. This is heavily influenced by what types of improvements you have made to your planets. The spending ratios determine where your spending is going by percentage — roughly.
All things being equal it will divide it evenly. The sliders are ratios. Therefore, what matters is how they are related to each other. Your political party and civilization bonuses require that you maintain control of the senate. This is done by keeping your people happy…or at least keeping them happy during an election year.
Elections occur every 4 game years. It becomes an issue when you upgrade your form of government. Then the elections will be held and other parties will vie for control. Taxes and trade are pretty straight forward. Tribute comes in the form of other civilizations paying you money. This can also go negative if you are paying other civilizations money instead.
Most of your money goes to pay for the production of ships, planetary improvements, and researching. Over the course of the game, other expenses will arise such as how expensive ships are to maintain and how expensive social improvements are to maintain. Ship maintenance is kept in the military category. Maintenance refers to social projects maintenance costs. This is money spent spying on other civilizations and destabilizing them. Additionally, leases can become a significant expense if you have purchased ships for a small amount up front but a monthly lease fee.
Your civilization can go into debt. What occurs eventually is that the longer your civilization is in debt, the more unhappy your people become. At —bc billion credits spending on planets stops. By default, your civilization is an Imperial form of government. However, as time goes on, other forms of government will come on-line. These governments come with their own pros and cons. On the one hand, they usually give you an economic advantage.
On the other hand, they require that you control the galactic senate to make use of your political abilities. This is where Earth has begun to allow its colonies to have representatives in the senate. However, if you lose control of the senate, you lose your political party bonuses. This is the next step up.
This is where each of your colonies is a quasi-sovereign entity with its own rights. Earth remains the supreme voice of your civilization. Governors are there to reduce micromanagement. Very often in strategy games the game is fun early on when you are just building up your empire. But during the later parts of the game, the micro management just sucks all the fun out. Governors are designed to let you control your planets on a macro level.
There is no artificial intelligence, you remain in complete control. The difference is that your orders are now carried about in groups rather than one planet at a time. When you click on the Details view on a planet, you can choose a governor. The name of the governor is meaningless in itself. What matters is what you have assigned those governors to do from this screen.
On the Governor Management screen you select a governor and then tell that governor what he is to do. You can direct him to build your social projects in a specific order. Any planet with that governor will then automatically build social projects in the given order. Similarly, on military projects you can tell every planet that has that governor to build a particular ship at once.
By default, your civilization will be able to have 3 trade routes. Trade is a very tricky thing from a political standpoint. Getting alien civilizations to let you have a cultural and economic presence requires an immense amount of negotiating skill.
Other technologies can provide you with more trade routes and choosing the mercantile political party will allow you an additional trade route. What year the trade route began. Older trade routes tend to provide more revenue than newer ones i. Additionally, you will also be able to turn on and off trade embargos. When you trade with a particular civilization, it gains just as much from the trade route as you do.
On the domestic statistics screen you can see everything you ever wanted to know about your civilization and then some. You can see what your civilization abilities are, your economy, your society are you good or evil, etc. The graphs screen is designed to allow you to get a snapshot of how you compare to other civilizations. It displays bar graphs of how you are doing at that moment.
Foreign policy is about managing your relations with other civilizations. Much of your foreign policy is therefore focused on learning as much about other civilizations as possible in order to determine the proper course of action.
Each one is unique and has dozens of settings determined at the outset of a game that determine their behavior. Therefore, your job as a diplomat is to find out what makes them tick. The Relations page of foreign policy will outline your current diplomatic relations with a given major civilization. The better your relations are with a civilization, the more likely they are to help you even covertly in times of need.
Learning about the various statistics of a civilization will help you figure out their strengths and weaknesses. The more you invest in espionage, the more you will learn about them. Your espionage agents can eventually provide you with in depth reports on different civilizations. These are invaluable for deciding what kind of people they are and what the heck they are up to. Another key piece of information are treaties. What are the relations between the various civilizations.
Think twice about attacking the Yor if they are friendly with the Arceans. The United Planets passes laws that govern everyone that is part of it. But without membership, you cannot trade with other civilizations. This screen will display the various laws already enacted so that you can keep track of what policies are in place.
They are also less likely to colonize other planets. Other than that, they are identical to the other civilizations. This screen will allow you to interact with them if you choose to. You can spend money to learn more about a target civilization culminating in stealing their technologies or you can spend money to destabilize them.
Destabilizing is in effect spending money to make their people unhappy which makes them more inclined to defect to a rival civilization. Espionage is important because often times having enough intelligence on different civilizations can keep random bad things from happening.
There are terrorist plots, intrigues and other things that are somewhat intangible that having a reasonable level of intelligence on those civilizations can protect you from. Destabilizing is extremely powerful but beware, it can permanently damage your relations with that civilization.
Use destabilization only as a last resort where you plan to annihilate that civilization. Figure 7 If we could talk to the aliens.. Other civilizations are not only snappy dressers, they have very complex personalities behind them. Each civilization has its own unique strategy engine working behind it and hence how it will react to you may be slightly to dramatically different than how others would react.
You can trade a wide range of technologies and treaties that you can negotiate. Your ability to convince them to do what you want is largely based on your diplomacy ability. When you begin the game, you are asked to choose a technology for your researchers to look into. Each of your planets contributes to this research shown by the beakers on the planet management screen.
Some technologies take longer to research than others. But technologies are what give you new abilities, new ships to build, new improvements to build, new trade goods, etc. During the course of the game your civilization will have to deal with unexpected events. When looking back on history, it is easy to condemn the decisions made by men and women in the past. But when confronted with difficult choices, the more brutal path may make the difference between survival and oblivion.
For example, your colonists discover that one of your worlds is already populated by a pre-industrial society. What should you do? On the one hand, they were there first.
You could only colonize parts of the world not already in use. On the other hand, you could enslave them increasing productivity. What if being nice led to a hostile empire conquering Earth? Some civilizations are evil. Others are good and most are somewhere in between. These differences represent the foundation of their cultures.
The way different civilizations behave is highly dependent on this and how they treat you depends on this relationship. Take the path of good and you may be weaker but gain the support of other civilizations in the time of need. What technologies are available to you is also dependent on this.
Some technologies are only available to good civilizations and some are only available to evil ones. Your influence represents how much sway you have in the United Planets. Now, the number of technologies to choose from at a given time is limited to the top 5 which can be upgraded to 7 later on.
Because populations are now abstracted into leader characters as in, instead of having a population of 5 on a planet you now have 5 citizen characters , it means that when you conquer a planet or assimilate it, or trade for it, or simply get immigration you can end up with alien characters on your worlds. Different species have different strengths and weaknesses, as well as different levels of xenophobia i.
Player choices in the game will give them points in one of these 4 areas, allowing them to unlock new ideology perks that give them new features and bonuses as well as penalties. Control involves how much direct authority you have over your civilization.
Control acts as another resource you can use to make direct decisions on the map. From Galactic Civilizations - Official Wiki.
Announcement Trailer. Trailers Screenshots. Galactic Civilizations IV. Features Explore the Galaxy Seek out new star systems and discover the exciting potential of the subspace realm. Meet New Civilizations The universe is teeming with civilizations both advanced and primitive.
Colonize New Worlds Thousands of worlds to colonize - most of them awful, but all colonizable Discover New Technologies Invent new technologies, some are easier than others for your species to grasp.
We hope you enjoy the update. We have an awesome community here at Stardock and are so very happy that you're a part of it. Have a great holiday season! Special Thanks. The ultimate strategy sandbox has arrived. Jump in on launch weekend, and get a free not-for-sale DLC pack with exclusive ship parts for our early adopters. The empire you forge reflects your choices, from warrior societies organized around conquest to pragmatic economic powerhouses whose strength is in their allies.
Building an empire so culturally influential that rival worlds defect to your cause is perfectly viable, so long as you can keep their dropships from landing on your core worlds through literal defenses or soft-power diplomatic maneuvers.
Galactic Civilizations III also brings massive improvements to one of the highest-rated strategy series of all time. The bit engine boosts the maximum number of empires on a map from 16 to , with a similarly dramatic explosion in possible galaxy size.
The ship designer gives players total control over how they function as well as how they look. Each race has its own technology tree, which unlock unique powers like self-healing starship hulls and superpowered terraforming.
Finally, online multiplayer is a franchise first. Challenge your friends, or team up to see if your allied civilizations can dominate a hostile galaxy. Stardock is incredibly proud to present Galactic Civilizations III, and we look forward to supporting the game with free patches, DLC, and major expansions for years to come.
Thanks for your support, and happy conquering! Get the game and exclusive launch weekend ship parts now! You can find the discussion here.
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