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New Expansion "The Europa Wager" Announced for Soren Johnson's Offworld Trading Company!

Published on Monday, October 14, 2019 By Tatiora In Offworld News

Offworld Trading Company Announces Brand New Expansion
"The Europa Wager"

Add it to your Steam wishlist today! 
Travel to the smallest of Jupiter's Galilean moons and carve out a name for yourself against your competition! Head to the frozen moon of Europa, where numerous cracks on the moon's surface and multiple methane geysers will make building and sustaining structures a whole new challenge. Made of silicate rock and possessing a water-ice crust, Europa's atmosphere is thin but comprised mostly of oxygen, which makes it the next natural step for space-bound entrepreneurs.

---- Features ----

  • New Location: Europa
    Explore the smallest of Jupiter's Galilean moons where numerous cracks in the surface and methane geysers make building and sustaining structures more than a little difficult.
  • New Resources and Structures
    Methane geysers are abundant on Europa, and the new Methane Extractor will allow you to harness the gas' energy and transform it into power. Additionally, the new Gas and Hydrothermal Plants work hard to process resources in order to make you a profit. The Hydrothermal Plant works similarly to the Geothermal Plant, but produces more power and a small amount of water. Meanwhile, the Gas Plant converts fuel into power, which is particularly helpful when you find yourself with an abundance.
  • New Scenarios
    Everyone said you're crazy and that it can't be done, yet here you are: Europa. Fight through the frozen elements and help brave colonists found their colony and establish important resource lines. Survive the exceptionally long days and the freezing cold nights, make critical decisions on what to build and where, and mind the cracked and frozen landscape - in order to make sure your structures don't come tumbling down, extra time will need to be taken to build in those areas.
    Overcome the challenges of Europa and prove to everyone that money talks: you made it on Mars, and you can make it here, too.
Offworld Trading Co. - Europa Wager Announce
Offworld Trading Co. - Europa Wager Announce
Offworld Trading Co. - Europa Wager Announce
Offworld Trading Co. - Europa Wager Announce
Offworld Trading Co. - Europa Wager Announce

Offworld Trading Company: The Europa Wager is coming soon. 
Add it to your wishlist on Steam so you don't miss out when it releases!


GalCiv Dev Journal: October 2019

Published on Tuesday, October 8, 2019 By Frogboy In GalCiv III Dev Journals

We're putting the finishing touches on GalCiv III v3.95 which includes both balance changes and new game options and some quality of life updates.

Originally we were going to go right from v3.6 to v4.0 but we've broken the tasks down into smaller chunks, hence v3.7, v3.8, v3.9, v3.91 and now v3.95

But we've also been working on v4.0 which has a heavy modding emphasis. Now that the major expansions to III are over (we will still be releasing DLCs, but all new FEATURE changes will happen in the base game) we are focusing more on content management, quality of life and helping make sure GalCiv III is the best GalCiv game we've ever done.

So how do we imagine enhanced mod support looking?

Here's what we have in mind:

From the main menu you click on Mods.  This takes you to the Mod Manager.

It has 3 pages:

  1. Installed
  2. Available
  3. Create

GalCiv IV-25

The Installed mods simply let you enable and disable mods.

When you click on Available it takes you to a page that has a bunch of categories of mods.  These are just glorified Steam tags.

GalCiv IV-26

The idea here is that you can press a button and it will launch the Steam workshop browser with tags set up.  Just makes it a bit easier for players to go directly to the types of mods they're looking for.

The last page is Create.

Now, this isn't a tool.  Modders will still have to actually to the mod like they do today.  The difference is adding support for what expansions the mod requires to work and what tags your mod requires.

GalCiv IV-27

Based on these settings, it'll create a folder in the documents\my games\gc3crusade\mods\ directory with the proper directory structure worked out.

The directory structure in which GalCiv is setup is a bit complicated.  That was because we didn't want to change the gameplay experience for everyone when an expansion came out.  Only those who voluntarily bought the expansion would have the changed game play and those who didn't want that gameplay changed could effectively opt-out.   This decision has a lot of advantages and disadvantages but one disadvantage is that makes modding much more error prone.

For example, for the Retribution expansion we have our various data files in a directory like this:


If you have Retribution installed, then it uses the files in this directory instead of the files in say


With mods, we will need to know which files you plan to "replace" which means knowing which version of the game you want your mod to support (i.e. Retribution vs. Intrigue).  So for instance, let's say you want to replace ImprovementDefs.xml.  We need to know WHICH one you want to replace.    But let's say you want to create NEW planetary improvements.  We still need to know which set of improvements your planetary improvements are going to essentially append to.

For those of you who are already experienced at modding GalCiv, let us know what you think along with any improvements to how we are looking to do it that might make it more robust.

Stardock Releases Earth Rising - Part 3: The Syndicate for Star Control: Origins

Published on Tuesday, September 24, 2019 By Tatiora In Star Control News

Stardock Releases Earth Rising - Part 3: The Syndicate 
for Star Control: Origins

Get the Earth Rising Expansion Now
Play Part 1: Aftermath, Part 2: Return of the Lexites, and Part 3: The Syndicate today!

Stardock released Part 3 of its expansion to Star Control: Origins today. Humanity’s alliance is fraying and their plans for expanding into the galaxy are waylaid when they are faced with a new threat. Earth Rising - Part 3: The Syndicate introduces players to two warring factions: the Liberators and the Syndicate, both of whom want the assistance of humanity and won’t tolerate anyone working for their rival.

Set in the late 21st century, the player is the Captain of Earth's first interstellar starship with the mission to explore the galaxy, find allies to help protect Earth from hostile aliens, and find the resources necessary to help Earth begin to expand to the stars.

The Syndicate is the third part in a four-part expansion pack called Earth Rising. The expansion adds a host of new aliens, ships, adventures and destinations to the already rich universe introduced in Star Control: Origins. Because Star Control is a non-linear action/RPG game, the new content does not require the player to have already completed the main story arc from the base game.

Highlights in The Syndicate include:

  • New Characters and Factions - Interact with a new cast of characters and choose a side in the war between the Syndicate and the Liberators.
  • New Missions & Quests - Between the refugees fleeing the Scryve empire and two factions warring for the player’s alliance, there is no shortage of new content to explore.
  • New Ships - Both the Syndicate and the Liberators have some powerful vessels available for recruitment, depending on where the player’s loyalties lie.
  • New Weapons - Take on challenges as you face enemies with a new arsenal.

Get the Earth Rising Expansion Now
Check out the features and quests in:
Part 1 | Part 2

Star Control: Origins

More is on the way!
Following The Syndicate, the final part of the expansion will release. Purchasing the Earth Rising expansion will
give access to each part as they become available.

Part 1: Aftermath (Now Available)  |  Part 2: Return of the Lexites (Now Available)

Part 3: The Syndicate (Now Available)  |  Part 4: Earth Rises (Winter 2020)


Star Control: Origins is available for $29.99 on Steam, GOG, or

Community Newsletter #7 - 09/20/2019

Published on Friday, September 20, 2019 By SchismNavigator In Stardock Community Newsletter

A Time For Heroes


Siege of Centauri comes out of early access, the first Turinium Cup has its first champion and more Star Control is on its way!


The Horizon


Saving Centauri



After three phases of beta testing in we are proud to announce that Siege of Centauri has officially come out of early access.


Communications to Earth's first interstellar colony in Proxima Centauri have gone dark. In response, Earth has dispatched the Carpathia to investigate. Upon arrival, you find a colony under siege: Your mission: save the colony from these brutal alien invaders.


Siege of Centauri puts you in command of the defense of Earth's first interstellar colony. Set in the Ashes of the Singularity universe, thousands of alien machines are attacking and only you, with your arsenal of deployable defense structures and strategic orbital abilities, can stop them.


Customize the Carpathia turrets in order to best handle the challenges of each individual mission, battle across the surface of an alien world through a series of story-driven campaigns, or see how long you can survive in a doomed region where the enemy waves are truly endless.


The enemy comes in all shapes and sizes, challenging you to counter them with the right defense in the right place. Siege of Centauri combines the best elements of classic tower defense games with the strategic depth Stardock has delivered in past titles, including Sins of a Solar Empire: Rebellion and Ashes of the Singularity.


You can get Siege of Centauri on Steam or direct from Stardock.

Continue Reading...

Siege of Centauri is Now Available!

Published on Thursday, September 12, 2019 By Tatiora In Siege of Centauri News

Siege of Centauri is Now Available!
Play Stardock's Take on the Tower Defense Genre


Get Siege of Centauri Today
Also available at: Stardock

Communications to Earth's first interstellar colony in Proxima Centauri have gone dark. In response, Earth has dispatched the Carpathia to investigate. Upon arrival, you find a colony under siege. Your mission: save the colony from these brutal alien invaders.

Siege of Centauri puts you in command of the defense of Earth's first interstellar colony. Set in the Ashes of the Singularity universe, thousands of alien machines are attacking and only you, with your arsenal of deployable defense structures and strategic orbital abilities, can stop them.

Customize the Carpathia in order to best handle the challenges of each individual mission, battle across the surface of an alien world through a series of story-driven campaigns, or see how long you can survive in a doomed region where the enemy waves are truly endless.

The enemy comes in all shapes and sizes, challenging you to counter them with the right defense in the right place. Siege of Centauri combines the best elements of classic tower defense games with the strategic depth Stardock has delivered in past titles, including Sins of a Solar Empire: Rebellion and Ashes of the Singularity.


Defend the Colony
Proxima Centauri is under attack from hordes of alien invaders! Play through a vast campaign full of challenging missions. Deploy defenses, use powerful orbital abilities, and call units at the right time and place in order to win.


Create your own Missions 
Use the in-game workshop, then upload and share them with other players. Download new missions created by other users, too. Get started with the Modder's Guide here.


Customize your Defenses
Choose from dozens of tower upgrades and determine what you need in order to survive. Upgrade your particle cannon to slow its target, your Artillery Post to leave fire in areas it has attacks, or your Corrosion Mortars so that victims infect the allies around them. 


Survive the Onslaught
See how long you can survive against relentless enemy waves in Endless Mode! Try to outlast other players and compare your scores on the leaderboards.


Fight against Dozens of Enemies
The alien invaders have many unique attacks and defenses. Beware the Falling Star that disables defenses when it explodes, or the Heart of the Phoenix that forms a chrysalis when destroyed that can be reborn as a new Heart.


Get Siege of Centauri Today
Also available at: Stardock


Siege of Centauri: The Week Before Release!

Published on Friday, September 6, 2019 By DerekPaxton In Siege of Centauri Dev Journals

Siege of Centauri comes out on September 12th. It's less than a week away!

I know we have all been playing for a while, and I genuinely appreciate everyone who joined us for the beta, and especially those that provided feedback. All that goes into making sure it is the best possible game next week.

So what does the development team spend our last week doing?

You can see the full list of things we are working on for release day here:

But at this very moment I'm working on making the Plains of Fire mission less confusing.

Plains of Fire was originally inspired by a plinko machine, where you drop a ball from the top and it bounces down randomly before finally coming to rest in a slot at the bottom. Except out plinko machine was upside down. Ships entered from the top, and then took random lefts and rights, but all ended up at your Colony.

That was not fun. The whole point of a strategy game was to make interesting decisions based on information. The choice should be if you are over committing on the west path compared to the east, not wondering if the units would go to the west or east. This was hard in Plains of Fire where there was a lot of directions the enemies could take, and you really had to play a few times to figure out where they would go (which wasn't fun).

So instead I added blocking terrain in two places to make four distinct paths clear. We still have one branching path (red and blue) but it break right from the beginning. Most importantly there are a lot of interesting places to put defenses depending on what path you are more concerned about. There is a good chokepoint against orange/red and another for red/blue. You can decide to stretch your defenses to make sure the Metal Refinery or Fission Reactor is defended, or pull closer to your Colony and be able to use that tower against more threats.

I also placed two outposts to make it more interesting, some players may decide to let those go, and others may want to defend them for the score bonus. It makes for a more strategic and fun map.

Which missions do you like the best? Which would you like us to update before release?



Siege of Centauri Release Date Announced

Published on Thursday, September 5, 2019 By Tatiora In Siege of Centauri News

Stardock announced a September 12th release date for its take on the tower defense genre, Siege of Centauri, today. Set in the Ashes of the Singularity universe, the player takes on the role of defender of Earth's first colony on Proxima Centauri. 

In Siege of Centauri, players defend their colony against relentless waves of thousands of enemies. In the campaign, they will follow the story of Earth’s defenders and progress through increasingly difficult scenarios in their mission to protect the colony at all costs. Dozens of upgrades are available for the defense towers, leaving the player with important decisions regarding how best to equip their defenses on each map.

"With tens of thousands of enemy machines pouring toward your base, we wanted to give players a very new experience of what it means to defend themselves against overwhelming odds," said lead designer Derek Paxton. "In addition, we’ve incorporated several strategic elements into the genre, including defending resources and deploying rapid response teams to battle. Our goal was to provide players with difficult choices about which areas to defend and which areas to let go, leading to greater strategic depth.”

Players can also create their own missions with the Scenario Workshop, then upload them to Steam for others to try.

“It’s always been important for us here at Stardock to put customization into the hands of the players,” said Paxton. “Now, people who have always wanted to design their own tower defense games can create their own maps and missions.” Players can learn more about how to make their own scenarios with the Modder’s Guide.

Siege of Centauri is currently in early access on Steam for $14.99 and will release on September 12, 2019. For more information, visit

Get Siege of Centauri now on Steam or Stardock



AVAILABLE NOW: Villains of Star Control: Origins for Galactic Civilizations III!

Published on Tuesday, August 27, 2019 By Tatiora In GalCiv III News

Star Control: Origins villains come to Galactic Civilizations III in exciting new DLC
New Alien Civilizations bring their own ship styles, unique race traits, diplomatic quirks, AI personalities, and more!

The Villains of Star Control: Origins DLC pack introduces four major new civilizations to Galactic Civilizations III. All of the new alien factions come equipped with a unique leader, ship, music, and traits that make each civilization look and play differently from the existing major civilizations.

Play as or against the Measured, the overly bureaucratic race of sentient coral, or as the extremely polite (but surprisingly cannibalistic!) Phamysht. You can also play as the frightening race from another dimension, the Xraki, whose only desire is to destroy everything in their path, or as the immortal and genetically superior Scryve. 

Galactic Civilizations III is the most popular space-based turn based strategy of all time.  Your civilization has just achieved faster-than-light travel and the galaxy awaits you.  But you are not alone and must deal with alien civilizations through diplomacy, trade, cultural hegemony, or military conquest either against the computer or against friends online. 

In addition to the new DLC, we've released a new v3.9 update for the game that includes massively shorter late game turn times, updated balance based on feedback, AI improvements, new star base modules and lots more. The changelog at the bottom of the post has more details, so be sure to check it out!

 Villains of Star Control: Origins


Galactic Civilizations III

Also available through Stardock


Villains of Star Control:
Origins DLC

Also available through Stardock



The Measured
Do you have a form for that?

The Measured are an extremely bureaucratic race of sentient coral who once enjoyed a thriving and rich civilization before they were genetically modified by the Scryve. They now serve as the record keepers for the Scryve Empire, a role to which they are well suited.


The Phamysht
So lovely to MEAT you!

The Phamysht are a race of extremely polite cannibals who find other beings generally intolerable. The galaxy is a messy place, and they’re here to finally bring it some class and refinement, even if it does mean eating lesser races out of existence.


The Xraki

Although they are considered to be fanatical monsters by most, the Xraki weren’t always that way. They hail from another dimension and were driven mad through the evil ministrations of the Scryve Empire, who turned them into their shock troops.


The Scryve
Permission to exist: Denied!

The Scryve are a race of immortals who weren’t always the villains. Their civilization was once filled with idealism and hope, but terrible events over time slowly corrupted them and withered their empire, turning them instead to brutal violence.


Additional Features in Villains of Star Control: Origins

  • Dozens of new ship parts inspired by Star Control: Origins for building and modifying your own ships
  • Several new music tracks from Star Control: Origins
  • New faction traits
  • New ship designs, colors, and styles

Get Villains of Star Control: Origins today!

Galactic Civilizations III

Also available through Stardock


Villains of Star Control:
Origins DLC

Also available through Stardock


v3.9 Changelog


Modder Inspired Balance update 

Special thanks to Horemvore, Old Spider, and the modding community. Brad/Draginol reviewed his mods to evaluate whether some of those ideas should make them into the game. We love seeing players that are passionate about the game and it's great to see their work making the game better for everyone.

Zone of Control update

No more fog of war in your empire.  All territory in your Zone of Control now is always visible.  This helps you keep an eye on what other factions are doing in your backyard.  


We've made a substantial improvement in performance.  This boost is especially noticeable in the shipyard screen and in late-game turn times.  

Change Log


  • PlayerStartSpacingWideMod changed from 1.0 to 0.33
  • PlayerStartSpacingNarrowMod changed from 0.50 to 0.175
  • Basic Life Support range bonus increased from 0.25 to 0.30
  • Large hull ship maint increased from 3 to 5
  • Huge hull ship maint increased from 3 to 7
  • Cultural treaties now benefit both sides
  • Military Alliance treaties now benefit both sides
  • Planets rebel a bit slower than before.
  • AI values supply ships more when it's not at war.
  • Surrender change: Surrendering players now destroy their worlds upon surrendering unless they are surrendering to a particular player in which case they will transfer their homeworld (and only their homeworld) to that player. This reduces the late game sudden explosion in micro-management of worlds the player may have no interest in. AI also destroys its ships.
  • All territory in a player's ZOC is always visible. No fog of war (in your borders).
  • New starbase module: "Ascension Gate Study." Allows the player to get a lot more out of the Ascension Gates.


  • Shipyard won't rebuild the list of ships unless there's been a change to the resources the player has. This dramatically improves late-game shipyards screen performance.
  • Improved turn times, especially late game.  
  • Fixed issue where disabling a DLC via command line would not have the grayed out portraits show up.
  • Fixed some pixelation on the Campaign screen.
  • Adjusted list container on the custom faction screen to avoid clipping of the Abilities list on lower resolutions.
  • Fixed typos and grammar errors
  • Added typos and grammar errors
  • Shorten names that were too long
  • Fixed colony list in Civilization screen showing the incorrect manufacturing stat in the column labeled for social manufacturing.
  • Fixed several places in the UI that were showing incomplete or inaccurate stat breakdown tooltips for manufacturing because of missing tooltip data.
  • Got rid of leftover debug UI graphics in the Promotion Stats tooltip (seen in the commander unit promotion screen).
  • Fixed too-skinny approval field in the main map planet tooltip if the colony had 100% approval.
  • Fixed a crash whenever an AI player surrendered over their stuff to another player.
  • Changed description of Silicon-Based life to reflect that their cities were changed to use Promethion instead of Durantium.


  • Reworked the way that the "Max Manufacturing" stat is shown in the stat breakdown tooltip. It now also displays the social and military manufacturing stats and their breakdowns, including the slider values when Crusade isn't enabled.
  • In Crusade mode, "base research" or "base manufacturing" or "base income" are now displayed as Raw Production, to accurately reflect where that number is coming from (as opposed to being some calculated value from sliders and such in non-Crusade).
  • In non-Crusade mode, fixed bug in the spending breakdown at the bottom of the manufacturing, research, and income stat breakdown tooltips where it showed player-wide raw production or slider values instead of colony-specific ones.
  • Moved "Collect Gameplay Data" option to it's position to prevent the spinner option from taking its place.
  • Various flavor text changes to abilities, components, technologies, improvements to make them more clear.


  • AI values hypergates much more.
  • AI evaluates foreign influence before determining whether a planet should be colonized.

Crusade and Beyond

  • Recently conquered planets are now immune to culture flip for 15 turns.
  • Planets that have been culturally flipped have a 15 turn morale penalty.
  • Planets now receive a default planetary defense bonus and a resistance bonus.
  • Default colony ship loading population reduced from 2 to 1.
  • Population used for filling colony ships increased from a radius of 6 to 10.
  • AI ship design evaluation decreased from 20 turns to 10 turns.
  • UpgradeDiscountFactor increased from 0.5 to 0.9.
  • Bonuses to players playing at easier levels changed from a % to a flat.
  • Civilization capital sensor range increased from 12 to 16.

Intrigue Only

  • Patriot government ship loses a Railgun and a Harpoon to make it a bit less powerful.

Retribution Only

  • Echoing Heartstone Artifact power reduced from 10,000 to 1,000.
  • Tech Inflation increased from 2% to 2.5%.
  • Starting Taxation increased from 25% to 33%.
  • Galactic News earlier turn increased from turn 10 to turn 15.
  • Galactic News cooldown increased from 12 to 20 turns.
  • Colony Limit Max Penalty increased from 6 to 10.
  • Default starting money increased from 3,000 credits to 5,000 credits.


Villains of Star Control: Origins AAR - Xraki Chaos

Published on Monday, August 26, 2019 By Frogboy In GalCiv III Dev Journals


This is part 2 of a 4 part series on the villains of Star Control DLC for Galactic Civilizations III. You can see the...unpleasantness that took place in part 1 here. Mistakes were made.

In Star Control: Origins we wanted to make sure that humanity's opposition wasn't simply a set of cartoon bad guys.  Each opponent has a pretty strong motivation and a rationale...except for the Xraki.  The Xraki are insane.  They're not "evil" they were driven insane by events in the distant past and now simply destroy anything they come across.

In this game, I will play as the Xraki against the other villains and see how things work out.

It Begins

We get a pretty good starting location with a number of habitable worlds.


We soon have a couple of colonies and it is time to form a new government.


As you can see here, each species gets their own unique portraits for citizens.   They also get their own names.

War is quick

So let me be clear, playing with malevolent civilizations is rough. 


I had a colony ship on its way to a planet they wanted. So they killed it.  No warning. 


The Xraki's technology is based around control of singularities. So at the heart of their ships tends to be something freaky looking.

The Phamyst arrive at around turn 50 in this game.  So far, it's just been the Xraki vs. the Scryve. As it should be!


The war between the Scryve and the Xraki is endless skirmishing combined with subtle expansions.

However, the Xraki find one of the best locations to build a starbase that I've ever seen.


And at last at turn 57 we meet the Measured.


And here is the power rating of each civilization at this stage:


But in the background of all this, there is war.


The Scryve and the Xraki continue to hammer it out.  We are both equally matched more or less.

The Settlement

With the right payments, the Phamyst and the Measured went to war with the Scryve which resulted in a peace settlement between the Xraki and the Scryve.

This allowed a period of uninterrupted internal growth.  Through careful planning, for example, I was able to build Kimberly's Refuge in just the right spot to get a huge boost for it.


Balance of power


The Phamyst and the Measured together were still powerful enough to deal with the Scryve.  We had pulled out ahead thanks to our internal buildup. By turn 120 (and thanks to some new multithreaded techniques on AI pathfinding, the turn times are less than half as long as what they were in 3.8) there was a balance of power in the quadrant.

The problem with a balance of power is that some malevolent bastard always wants to upset it.  In this case, everyone.  By turn 140, all the powers were at war with everyone else.  The Scryve quickly took the lead with a coordinated attack / invasion right into the heart of our empire.


Scryve thrusts into my empire.

But we had not been naïve enough to think we had peace in our time.  One of our internal improvements was the research of weapons and defense technologies.


We had transports escorted by entropy class frigates which were deadly in numbers.


While a single Entropy couldn't take out a mighty Scryve battlecruiser, they could overwhelm one thanks to each Entropy having very good defenses and a sharp sting.




Many months later, the war continues with back and forth battles.   At one point, the Xraki homeworld is conquered by the Measured which has emerged as the super-power of the quadrant.


We have fallen far from our early lead.  But we aren't dead yet.


The Chaos class battlecruiser should be able to take on any single ship out there.

It would get its first test in a very important battle:



The Measured had succeeded by using the same strategy the Xraki were.  Not too many large ships but lots of deadly small ships.  However, unlike the Xraki, their ships had virtually no defensive capabilities. They were designed to be cheap and efficiently mass produced.

The Chaos class ship, however, was massively defended by barrier fields.  This would be a good test of offensive investment vs. defensive investment.


The Xraki strategy had succeeded.  Other than a tiny disintegrator class ship and a first generation Entropy, the fleet remained relatively untouched.

(Many hours later)

At turn 236 the galaxy remained on fire but we had recovered our lost territory.

Here is the status of the quadrant:


The Xraki ownership and happiness joy region has been reclaimed.

On the other hand, this region represents only a small part of this medium-sized map:


The Xraki are not close to being the most powerful.


However, we are well situated going forward as the Scryve are somewhat over extended and many of their outer colonies are pretty isolated.

Some final thoughts

Having played through the "evil" civs as someone who  usually plays as neutral or good, I will tell you that as cool as the unique abilities of each civilization are, they really don't hold a candle to the varied gameplay that you get from the combination of opponents you pick.   Playing as a malevolent civilization in a galaxy filled with malevolent civilizations changed the dynamic a great deal.  I hope if you're reading this that next time you play, try playing the opposite ideology as you usually do and put in some evil civs.

As the old saying goes: Evil will always triumph because good is dumb.

Villains of Star Control: Origins AAR - The Phamyst

Published on Sunday, August 25, 2019 By Frogboy In GalCiv III Dev Journals


For this After Action Report I'm going to be playing Galactic Civilizations v3.9 with only the Heroes of Star Control civilizations. 

I'll be pointing out notable and interesting things as I go along.

The Setup

I'm going to play as the galaxy's classiest cannibals, the Phamyst.


The Phamyst have the Ravenous ability which results in them receiving food after every battle which can be used to build cities.  However, this food spoils after 25 turns so use it or lose it.

My opponents:


The Scryve,The Measured and the Xraki. 

So it begins...


The new civilizations in Villains of Star Control come from Star Control: Origins, sharp-eyed players will notice that the art style has been slightly altered to conform with the Galactic Civilizations style of a bit more realistic.

The villains of Star Control are, as you might expect, pretty malevolent.  I normally play Galactic Civilizations as a neutral or neutral-good against a mix of civilizations.  This is one of those rare times where it's going to be a bunch of evil civilizations thrown in together.


Each civilization has a very unique ship style.  The Phamyst have a very minimalistic aesthetic.


A feature definitely not talked about enough is the fact that each of the four new civilizations provides a ton of new ship parts.  And as you can see, we didn't scrimp on them.


I'm going to play the Phamyst a bit darker than I normally play.

Below you can see the unique aesthetic in action.


Phamyst battle cruiser.


First meeting with the Xraki.  If you click and zoom in, you can see the subtle art style difference between Star Control and GalCiv in action (if you look at how the Xraki are depicted in Star Control).  I.e. we didn't just port them directly from Star Control, we updated their look to match GalCiv's. Look at the veins!

This is probably even more obvious with the Scryve:


I probably should get universal translator.


Starbases (mine and the Scryve's).


What you can't hear (obviously) is that each civilization has their own music track and their dialog was written by the Star Control team.


Scryve Cruiser up close.


A fair trade scary guy.

The War of the Scryve


It was inevitable I suppose.

The Scryve and the Phamyst were neighbors and both are pretty evil. 




The Scryve have better ships but my ships are designed specifically to counter the Scryve's favored weapon type (energy beam weapons).  So it's not quite the walk over they thought.


One of the changes we've made in recent updates is to make defenses a lot more effective.  Not only are defensive values higher but they don't get reduced nearly as quickly during battle.  So defenses are a good thing to have on a ship.

Just in time for me to have researched Orbital Manufacturing which allows for the construction of much larger hulls.


The war expands

The Measured have joined the Scryve!


Unable to take on both empires at once, we are forced to grovel for an armistice with the Scryve.


Meanwhile, we had just finished the design of a new battle cruiser, the Ravager!


The Measured have conquered most of my planets but we are slowly making our way back thanks to the Patriot.  The Measured ships are very business like (see screenshot below).



The Scryve and Xraki ultimately declare war on me as well.


I learned something today.

Evil civilizations put into a shark tank is rough.

And so the Phamyst go down in flames. 

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