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Star Control: Origins - Earth Rising part 2 brings humanity face to face with the technological singularity

Published on Tuesday, March 12, 2019 By Tatiora In Star Control News

The epic space RPG, Star Control: Origins, is due to receive the second part of its 4 part expansion, Earth Rising, soon. Return of the Lexites presents the player with their most dangerous challenge yet -- a post-singularity species whose motives are a mystery.

The Lexites are impeding Earth's efforts to expand into known space. But why? Playing as the Captain of Earth's first interstellar starship, you will find yourself visiting new worlds, engaging in combat against strange new ships while trying to unravel the mysterious plans of the post-humans who left Earth.

"Because Star Control is a non-linear RPG, the Earth Rising expansion series doesn't require you to have completed the main story-line," said Brad Wardell, designer of Star Control: Origins. "As we release each part to the expansion, players get to experience an ever richer sandbox to explore."

Star Control: Origins - Earth Rising is $19.99. Part 1, Aftermath, is available now. Part 2: Return of The Lexites will release this spring. Part 3 arrives this summer, with the conclusion due this fall.

Get the Earth Rising Expansion Now:  Buy from Steam  |  Buy from Stardock

To get Star Control: Origins visit, you can also get it on Steam.


The Lexites have their own set of ships that you'll get to see first hand.

Of course the Tywom dress up like humans. Because: OF COURSE THEY DO.

New weapons and other goodies come with part 2 that you can experience in battle.

Encounter with a group of Lexites.


To learn more, visit

Stardock Announces Siege of Centauri

Published on Thursday, March 7, 2019 By redskittlesonly In Siege of Centauri News

Earth's first colony is under attack by an unknown enemy

Siege of Centauri

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

Set in the Ashes of the Singularity universe, Siege of Centauri puts the player in command of the defense of Earth's first colony that is under attack by endless waves of alien invaders.

Seemingly unconcerned with self-preservation, the invaders are focused on annihilating the colony. Fortunately, the Carpathia has come with a host of defensive structures that it can drop from orbit to save the colony.

As the Commander of the Carpathia, you must determine the best strategy to defend the colony against the tens of thousands of alien machines that are approaching the colony. Each victory against the enemy expands the colony to a new part of the planet which is met by an increasing aggression by the enemy.

"We first got the idea for Siege during the development of Ashes of the Singularity," said Derek Paxton, General Manager of Stardock Entertainment. "With the engine's ability to handle tens of thousands of units, could we design the ultimate tower defense game?"

Siege of Centauri incorporates classic features from the tower defense genre and combines it with the unique features and capabilities first seen in Ashes of the Singularity.

"With our engine, there were so many new gameplay elements we could add," said Paxton. "For instance, our engine supports hundreds of simultaneous light sources allowing us to design interesting choices for players when it comes to map vision. Similarly, by supporting so many units, we can make defense choices in different situations much more compelling as there is a big difference between choosing a weapon that eliminates one unit at a time versus one that is designed to take out hundreds at a time."

Early Access, with a list price of $10, is coming soon, so keep an eye out on our website and the forums for more information.

Siege of Centauri
Siege of Centauri
Siege of Centauri
Siege of Centauri
Siege of Centauri


Visit for more information.

Note: Ashes of the Singularity Lifetime Founders will receive Siege of Centauri for free.

PREVIEW: Star Control: Origins - Return of the Lexites

Published on Tuesday, March 5, 2019 By Frogboy In Star Control Journals

The first expansion pack to Star Control: Origins, Earth Rising, is broken into 4 parts that is being delivered as a season pass (that is, a new part every season).  The first part, Aftermath, was released in December and added a whole new region of space to explore, as well as new quests for your crew and the beginning of Earth's journey into being an interstellar power.

Part 2 is arriving soon and it concerns itself mostly on the mysterious Lexites. The Lexites first appeared in Dawn of the Singularity and started out as a small group of humans that developed strong AI, resulting in a controlled technological singularity. The Lexites contributed greatly to humanity in the mid part of the 21st century, but then suddenly, they left, with very little reason given. Their departure was the original impetus for the formation of Star Control.

Now, the player will learn more about why the Lexites left and what this means for the future for not just humanity, but for all the worlds that exist in Orion's Spur (the part of the galaxy that we live in).

As we put the finishing touches on it, we thought we'd share some of the first gameplay screenshots.  Note: these aren't final shots, but you can get an idea of what the Lexites, or at least the beings you encounter, look like.


The Lexites have their own set of ships that you'll get to see first hand.


Of course the Tywom dress up like humans.  Because: OF COURSE THEY DO.




New weapons and other goodies come with part 2 that you can experience in battle.


Encounter with a group of Lexites.

If you don't already have Star Control: Origins, you can grab it at  Earth Rising is also available there as well.  The nice thing about Star Control being a non-linear "sandboxy" RPG is that you don't have to have finished the game to enjoy the expansion.  In fact, you don't even have to have started the game to start experience the new content. It simply builds out the universe. What you do in that universe is up to you.

Ashes of the Singularity: March 2019 Update

Published on Tuesday, March 5, 2019 By Frogboy In Ashes Dev Journals


Lots to go over this month so I will do my best to keep it short.

## NEW Ashes Game ##

We are about to announce a new game in the Ashes of the Singularity universe.  It's in the tower defense genre.  This originally was going to be released as a DLC for Ashes but the gameplay changes required made it impossible to keep it part of the same EXE so it's being released as a stand-alone game.  Lifetime Founders of Ashes will get this added automatically.

We'll have more details about this later this week.  The good news for Ashes players is that a lot of new tech was experimented with and implemented with this game that will be coming back to Ashes of the Singularity this Spring.

## NEXT Ashes DLC ##

Many of the engineers at Stardock have been working on porting the engine to Linux.  I've mentioned this elsewhere but we've got it running.  The challenge now is that we need to do more optimization with Vulkan before we can make it publicly available.  

While the Vulkan work goes forward, we are in the process of creating a new DLC for Ashes that includes new units and buildings that should result in some new strategies and greater strategic depth.  We'll have more on that also this Spring.

## Ashes of the Singularity v3.0 ##

The new core engine features and bug fixes that we've made to Star Control: Origins and the upcoming tower defense game will be collectively referred to as Ashes v3.0.  We have a lengthy list of player requests (I'm working on a Hades bomber targeting update myself this week) plus a lot of other changes that will result in what will almost feel like a new game in some respects.




FREE Multiplayer Client and New DLC for Offworld Trading Company are Now Available!

Published on Thursday, February 28, 2019 By Tatiora In Offworld News

Dominate the Free Martian Market and Snub Capitalism at the Same Time with the Offworld Trading Company FREE Multiplayer Client!
New "Market Corrections" DLC also released today.

You're able to join online lobby games or ranked games and play against other Offworld entrepreneurs, even if you don't own the base game. If you enjoy yourself, you can upgrade to the core version of the game to gain access to the campaign, daily challenges, and skirmish mode.

Offworld Trading Co. - Free Multiplayer

70% Off the Core Game*
Buy from Steam  |  Buy from Stardock


------ Market Corrections DLC ------

Mars used to be the place where the unwanted went. The criminals, the men and women who were a menace to society. However, a crisis on Earth forced even more humans to flee to the Red Planet in order to make better lives for themselves. Technology had failed them, and dwindling supplies was threatening to doom them.

Market Corrections is a new piece of downloadable content for Offworld Trading Company that features 12 brand new maps and 3 new character campaigns that share why humanity began to colonize Mars.

Reni-6: A sentient robot who has spent years serving humans, Reni-6 seeks to change humanity’s perception on robotics. By providing food and aid to the colonies, Reni-6 hopes they’ll see that not all technology is bad - in fact, it can even be helpful.

Ilana Kamat: A brilliant scientist, Ilana was there when a mysterious algorithm wiped out Earth’s technology. Her mentor, Silas, is keen to make certain that the same doesn’t happen to Mars, and for the time being she’s left in charge of the company to make sure things keep operating smoothly.

Frank Dawson: Frank doesn’t talk much about why he was sent to Mars - and most people are afraid enough not to ask. It is a reputation that he never asked for, one that he seeks to change for himself, as well as the rest of the colonists who first came to Mars as prisoners.

10% Off Market Corrections*

Also available from Stardock


Korolev Crater East
The Eastern side of the largest ice-filled crater on Mars. 

Two-Points Lakebed
Pointed formations created by flowing rivers, which later formed a lake (now devoid of water) as the rivers were drying up.

Atlantis Chaos
An equatorial basin region filled with rugged features.

Korolev Crater West
The western side of the largest filled crater on Mars.

Ma'adim Vallis
An ancient riverbed.

Part of the brightest desert region on Mars, heavily pocketed with craters.


Aurorae Chaos
Sprawling rugged lands that were once underwater.

Melas Craters
A small section of land, marked by craters, located south of the solar system's largest canyon.

Mangala Valles
An intensely cratered area south of one of the ancient great seas.

Korolev Crater North
The northern side of the largest ice-filled crater on Mars.

Masursky Crater
A unique ancient crater, partially worn away by rivers that once flowed through and near it, all long dry.

Mangala Fossa
A deep canyon with one section filled in by intersecting flows of ancient lava.

Offworld Trading Co. - Market Corrections DLC
Offworld Trading Co. - Market Corrections DLC
Offworld Trading Co. - Market Corrections DLC
Offworld Trading Co. - Market Corrections DLC
Offworld Trading Co. - Market Corrections DLC

To learn more about Offworld Trading Company, visit 


*Sale ends March 7, 2019 at 1PM EST. Steam keys are issued when purchasing from Stardock.



The Galactic Civilizations III: Retribution Expansion is Now Available!

Published on Thursday, February 21, 2019 By Tatiora In GalCiv III News

Galactic Civilizations III: Retribution
is Now Available in a Galaxy Near You

What started as a crusade has become a war of retribution.
Save 10%* on Retribution and 70%** on the Core Edition!

Retribution Expansion
Reg. 19.99 Sale Price: $17.99

Save 10% for a limited time!


Galactic Civilizations III
Reg. $39.99 Sale Price: $12.00

(Includes Crusade expansion
and Mega Events DLC FREE)

Galactic Civilizations III: Retribution adds Hypergates, Precursor Artifacts, new major civilizations, and much more.

Across the galaxy, you and your rivals are discovering ancient alien artifacts that grant powerful new capabilities. Meanwhile, as civilizations try to carefully balance building an economy, funding an ever growing war machine, and engaging in diplomacy, the humans of Sol III have invented a game-changing new technology - Hypergates - which, when connected, allow for rapid transit across the galaxy.

With two new major civilizations and the concluding campaign to the Galactic Civilizations III backstory that serves this massive space 4X sandbox game, Retribution asks the question: How will you rule your galaxy?

The new features in Galactic Civilizations III: Retribution include:

  • Artifacts - Powerful items buried on planets across the galaxy will give your civilization instant-access to new abilities.
  • Hypergates - Construct powerful gateways that, when linked, allow your fleets to travel rapidly across hyperspace.
  • Major Civilizations: Drath and Korath - The manipulative Drath pull the strings across the galaxy while the Korath rely on extermination. Each has its own set of special abilities, bonuses, and ship parts.
  • Supply Ships - Supply ships can be constructed to deliver goods and services to your other planets to aid in their development.
  • New Technology Tree - A top to bottom overhaul of the technology tree adds depth and sharpens the strategic choices in your research options.
  • Retribution Campaign -The malevolent Drengin Empire made a terrible mistake underestimating humanity’s strength, and the climactic battle that will follow may end in their extinction.


GalCiv III: Retribution
GalCiv III: Retribution
GalCiv III: Retribution
GalCiv III: Retribution
GalCiv III: Retribution
GalCiv III: Retribution


Retribution Expansion
Reg. 19.99 Sale Price: $17.99

Save 10% for a limited time!


Galactic Civilizations III
Reg. $39.99 Sale Price: $12.00

Includes Crusade expansion
and Mega Events DLC FREE

For more information, visit

About Galactic Civilizations III
Galactic Civilizations III is the largest space strategy sandbox ever made. Start with a single world and expand across the galaxy through diplomacy, trade, cultural hegemony, or military conquest in this single or multiplayer 4X strategy game. How will you rule your galaxy?



*Sale ends 2/27/19 at 1PM EST. Steam and Galactic Civilizations III is required to play this expansion.
**Sale ends 2/23/19 at 1PM EST on Steam and 2/27/19 at 1PM EST direct from Stardock. Steam required to play.

Galactic Civilizations III: Retribution Journal #8 - The Drath

Published on Thursday, February 21, 2019 By Frogboy In GalCiv III Dev Journals

The Drath were first introduced in Galactic Civilizations II. But, the lore behind them was developed in the 1990s during the stories that would ultimately serve as the game's underpinnings.


Long ago, the Drath shared their world with the Altarians. They are, in effect, sentient dragons. They are very large, over 4 meters tall.  Physically the strongest of any civilization in the game, they actually have evolved into a subtle and cunning species since they were taken from Altaria by the last Mithrilar thousands of years ago, and placed on their own home world.

You might expect that a species as physically powerful as the Drath would become a race of warriors, but the sheer damage that any violence between their would cause resulted in the species developing in a very different direction. Their unique trait, war profiteering, is, with some irony, the result of their own culture's attempt to discourage infighting. That is, if two Drath clans were battling it out, it was well understood that other clans would economically profit from the war, thus making obvious that those Drath who chose violence would be economically deprived.

Once the Drath gained access to faster-than-light travel via Hyperdrive, they naturally took advantage of the galaxy's turmoil. The Drath, in short, eagerly trade with anyone and everyone they can, and profit greatly from the chaos of interstellar war.


Thousands of years ago, the Mithrilar took the remaining Drath from Altaria and gave them a new world. That world has thrived. It's +1 better than Earth as planets go.


Drath Ships


The style of the Drath is ornate. They are an ancient civilization. While humans have only begun to realize that there are beings from higher-planes of existence, the Drath, of course, have always known of them. Both the Mithrilar and the Arnor (the Precursors) interacted with the Drath directly in ancient times.

Drath Technology

Being an ancient species, they have a handful of unique technologies that other species, like humans, do not have access to.


Probably my favorite is the Precursor Relic Understanding tech.  It gives an early (but significant) boost to precursor relics that are scattered across the galaxy. 


Not surprisingly, the Drath will tend to grab up Precursor relics more so than other civilizations.  This was enough of an issue that we had to modify the Ascension notifications, because the Drath frequently win by Ascension victories. Beware.

Drath in action

The play-style of the Drath focuses on capturing and utilizing the Precursor relics. The most common path to victory for them is to ascend to a higher dimension through Precursor artifacts (this was enough of an issue that we had to beef up the notification system to let you know what they were up to). 

The Drath can get 25% more out of Precursor artifacts than other species.


This screenshot is just because..holy cow! Durantium, Promethion, and Thulium with a single starbase!


Here is an example of where the Ancient ability really comes in handy.  The Precursor Observatory provides +1 for ascension and the Arnorian Relic study gives a 25% bonus.  Any other civilization would only receive 2 total points per turn from this starbase that covers two Ascension relics. But the Drath are getting 5.


Acquiring 5,000 points is not easy of course (would take 1,000 turns at this point!), but if you were to capture a handful of additional Ascension relics and keep going down the Precursor tech tree, a dedicated player could find themselves ascending in less than 200 turns.

The Drath also get a large bonus for trading with civilizations that are at war.  Now, the purpose of this is less about making money and more to encourage a strategy of keeping your enemies busy while you collect ascension points.

Good luck!


Retribution Journals

Journal #1

Journal #2

Journal #3

Journal #4

Journal #5

Journal #6

Journal #7

Journal #8 (Current)

Journal #9 (Coming Soon)


FREE Multiplayer Client and New DLC for Offworld Trading Company arrives February 28

Published on Tuesday, February 19, 2019 By Tatiora In Offworld News

Want to play a game about the free market on Mars while snubbing your nose at capitalism?
Now you can, with the Free Multiplayer Client releasing on February 28th!

-- New "Market Corrections" DLC also releases on 2/28 - Add it to your Steam wishlist. --

Stardock and Mohawk Games have announced a new multiplayer client for their critically acclaimed real-time strategy game, Offworld Trading Company, that will allow players to face off against each other for free, even if they don’t already own the game.

Offworld Trading Company is an economic strategy game by Civilization IV’s lead designer, Soren Johnson. Players find themselves trying to build a corporation on Mars, but the competition is fierce - others are standing in the way of success, and victory is hard-earned through mastering and manipulating the Martian stock market.

Players who enjoy the free multiplayer mode can upgrade to the full version of the game to gain access to the campaign, daily challenges, and skirmish mode starting on February 28, 2019.

The Market Corrections DLC tells the story of why Earth needed to colonize Mars through the eyes of the people currently trying to survive there. It features 3 new single-player narrative campaigns that focus on three different CEOs - Reni-6, Ilana Kamat, and Frank Dawson.

Market Corrections also contains 12 new maps modeled after various locations on Mars, including the pointed formations of Two Points Lakebed, the cratered land of Mangala Valles, the deep canyon of Mangala Fossa, and more.

The Market Corrections DLC will be available for $3.99 on Steam on February 28th, 2019.


Offworld Trading Co. Screenshots

Base Game Screenshot

Market Corrections DLC Screenshot

Market Corrections DLC Screenshot


To learn more, visit:  |  Contact: 

Galactic Civilizations III: Retribution Journal #7 - The Korath

Published on Tuesday, February 19, 2019 By Frogboy In GalCiv III Dev Journals

The Korath make no bones about what they're about: Extermination.

They were bred by the Drengin to be the elite shock troops of the empire.  Consider that -- the merciless Drengin Empire felt the need to breed a sub-species of Drengin who are even more brutal than they are.  Let's take a look at the Korath.


The Korath are the only canon species in Galactic Civilizations to have the extermination trait. This trait gives them access to a special technology called Spore Weapons.  While other civilizations have to raise legions of troops to conquer a planet, the Korath will simply  sterilize a planet from orbit - it doesn't matter how many legions are on the surface. This makes them extremely dangerous.

To breed super-Drengin, the Korath are raised on a miserable planet surrounding a dying blue star. While the planet itself is productive (class 12), it is a hellish environment.

Playing as the Korath

The Korath are built for war. Unlike everyone else, they can exterminate planets using their spore ships, which bypass any legions on a given planet.


The Korath start isn't that much different than other species, except there is one major difference: the Temple of Despair. This improvement vastly increases the player's sensor range on their home planet and greatly expands their influence. It will lead to many beings wanting to visit the world it is on in order to indulge their darker impulses. It also gives a +3 bonus to any manufacturing that is near it, and it provides a commander!  So yeah, it's incredibly powerful.


Before the Temple of Despair is constructed you can see the unexplored space just outside the solar system.


After its construction, the player can see a vast area around their world.  It also quickly expands their influence.

Korath Destiny

It is very, very difficult to play the Korath as anything other than malevolent. The Korath receive a series of unique and enticing monuments they can construct.  However, constructing them produces a lot of Malevolent ideology points. Thus, if you want to get the most out of the Korath, it means you will likely be a pariah.

They are my new favorite conqueror civilization.  Here's why:

  1. They quickly see anyone around them.
  2. I can still get the early nice benevolent and pragmatic ideological bonuses from early game choices before I accept that I'm going to be a very, very evil civilization.
  3. I can generate a lot of income from tourism because of the Temple of Despair.
  4. I can exterminate planets relatively easily, meaning I don't have to worry much about legions.

Korath Gameplay Example

The Year is 2242. It is time for the Korath to cleanse this galaxy.

In this iteration, my home world of Kora has spawned with Hyper Silicates, which is a rare treat. It also has a Precursor artifact that gives the target planet a bunch of instant production as well as a Thulium deposit.  So, we're off to a pretty good start.


Turn 1:

  • Rush Buy Shipyard (pretty typical start)
  • Rush Buy a Colony Ship (pretty typical)
  • Rename Survey ship to "Doom Giver" (I hate the default names)
  • Send Survey Ship to nearby star.
  • Research Artificial Gravity (because it will add +1 to my ship speed)
  • Start building Temple of Despair

Turn 2:

  • Set population of new colony ship to 1 (minimum -- to make sure Kora has a good population for more colony ships).
  • Start building another colony ship.
  • Send new colony ship to a different star than the survey ship.
  • Rush Buy Temple of Despair.
  • Begin building the computer core next to the Hyper Silicates


Temple of Despair quickly uncovers a bunch of stuff, including a class 12 planet in another solar system.

Turn 3:

  • Event: I choose pragmatic (doubles the population growth)

Turn 4:

  • I encounter the Drengin, but I don't speak their language (the Korath have long lost that ability).

Turn 5:

  • Artificial Gravity has been researched.
  • Archaic Languages chosen as next project so I can understand/trade with the Drengin.
  • Computer Core has been completed.
  • Nano Fabricator Artifact study chosen.


Korath is producing a crazy amount of influence.  If you look closely, you will see 3 stored goods. When a project finishes now, overflow is saved for the next project.

Turn 6:

  • Survey Ship has found the Drengin home world.
  • I compare the home worlds (I'm playing on Gifted). My population is a bit lower than theirs, but my research is better. Their planet started with food, which means they probably built the colonization center (which requires food), something I couldn't do.
  • Survey ship sent to another solar system.


image image


Turn 7:

  • New colony founded.  I name it Ruin.
  • Event: I make the pragmatic choice, which gives me a Kinetic Augmenter.
  • Artifact that increases planet resistance on planet.
  • Supply Depot is started. It will, however, take 19 turns.
  • Planet only produces 3 social construction points per turn (compared to the 6 on Kora).
  • Event: Ancient Device offers to terraform a nearby world. Yes. Yes!
  • With a second planet, I'm asked to choose a form of government (Intrigue expansion feature). I choose Imperial.
  • New planet is named Agony. Also unveils an amazing new planet nearby that I didn't previously know about.
  • Ideology Pragmatism unlocked.  I choose to get 3 free constructors.
  • Kora now has access to food, so I choose to build the colonization center next to the temple of Despair because the Temple gives a +3 production bonus to it.
  • On Agony, I choose to build a supply depot.
  • Constructor 1 is sent claim a Thulium deposit in another solar system.
  • Constructor 2 is sent to claim a Precursor Economic relic, but is also within range of Kora, which means I can make it an Economy starbase that has an Archeology lab.
  • Constructor 3 is sent toward my awesome new solar system.


The Korath will benefit from the Ship Construction bonus.

Turn 8:

  • New Constructor is sent towards my awesome solar system that has an unclaimed Precursor world.
  • I set Kora's shipyard to have sponsors from all my planets ,despite that they are far away and much of the production is lost.
  • Archaic languages is completed, so I choose Path to Purity, which will give me the Euology of the Fallen Wonder, something the Korath have unique access to.
  • Survey ship is sent towards another star system.
  • Colony ship selected as next project.
  • New colony ship that just got completed is sent to claim that wonderful Precursor world.


Turn 9:

  • I open up negotiations with the Drengin now that I know their language. I trade them Artificial Gravity for money. I also trade them open borders to keep our relations decent...for now.
  • With the money I build 3 asteroid bases near Kora to increase production.


Turn 10:

  • New Citizen chosen: Administrator.  Because I will be building more constructors and Hypergates soon.


Start of game Status report:

I have 3 citizens (starter, one I got from building Temple of Despair and one I just picked).



Early game prognosis: Very good.

From here on out, I'll just highlight major events.

Early Game Notes:

  • Kora produces 13, while most of my colonies currently produce 2 to 3.  To get them built up, I send them Supply ships.



Empire looks like this.


The Korath meet the humans.


Filthy Altarians steal a planet.


During early game Kora gets its default tiles built up.  I move to Aid Economy which I set to repeat until I get some terraforming tech.


I use the Nano Fabricator to build up my planets.


I construct a Hypergate connection between my home solar system and the "super solar system" to help get supply ships over to it more quickly.


Hyperlane between Kora and Ruin.


Battles now show damage on screen.

Spore weapons are a double-edged sword.  On the one hand, you get the planet... but on the other hand, the population is gone, which leaves no people to work in the factories or slave pits. It also means any citizens that were on that planet aren't captured. They're dead.

In my game, my home world got captured and I used a spore ship on it.  I got the planet back, but my empire was never the same.





Mid Game Notes

Rebuilding Kora was a major focus here from my mistake in exterminating the population. The Drengin occupation forces wiped out a lot of what was there, and their initial invasion destroyed my artifact.  Normally, I would say it was a total loss, but I need revenge on the Drengin for what they did.

I also need to research atmospheric cleansing since Kora is now a toxic world.


There is something satisfying about seeing the humans and the Altarians fighting...



The Drengin must be our slaves.  So the invasion force does not include sport ships. At least not for the capital world.


Or maybe not.

(sometime later)



Drengin is now mine!


This was satisfying.

Mid Game Summary



If you want lots of trade, always make sure the Iridium Corporation is a player.  That's all money they're trading with me, which is very nice. It has let me keep my taxes way down.

There are some interesting AI Mysteries here.

Consider these two graphs:


Ship Construction


Military Power

The Iridium Corporation ship construction is actually better than mine most of the time, but they have basically no military.  They're rich, but weak.  They're at war with the Snathi, but they're a pretty minor power.

The humans are obviously doing pretty well. They're the only ones who really can contest my power. The question is: why?

And that's where the magic of AI programming comes in.  Figuring out the "why".   You can see that they have the ability to build bigger fleets. Look at the Drengin's capability versus their actual military.  Why were they not able to keep up?


Kora has built the Technological capital, which unlocks the Aid Research project for just that world. However, it is 100 research for 200 cost, which is a much better deal than the old aid research.  Some people will grumble that you can't do it on all worlds now, but it really messed up the pacing. To balance this, the cost of tech progression has been reduced.


The dark gray area in the top left is my territory. The humans are blue. The Snathi are yellow (top). The bottom right I don't have in range yet, so I don't know everything that's there. The Iridium Corporation is orange.


More investigation makes me think the AI is being too greedy on taxes. This causes unhappy people, which reduces productivity.  So yes, they have lots of money, but they are losing too much production.


The red vertical line shows when I modified the AI's tax rate.  This is eadch player's research.  The Korath of course are doing fine already since I built the tech capital.  But as you can see, the others benefited by trading income for productivity.


This is each civilization's approval level.  You an see where each one starts to jump up.  100% approval is a waste for your entire civilization.  But if it's less than say 80% and you have plenty of money, consider lowering taxes.


The Korath in summary

They are very powerful, but you will, ultimately, end up playing them as a malevolent civilization if you want to get the most out of them.  When using the spore weapons, use them only on planets with low populations already (minor worlds).  Use legions on on important worlds.



Retribution Journals

Journal #1

Journal #2

Journal #3

Journal #4

Journal #5

Journal #6

Journal #7 (Current)

Journal #8

Journal #9 (Coming Soon)






Galactic Civilizations III: Retribution Journal #6

Published on Thursday, February 14, 2019 By Frogboy In GalCiv III Dev Journals

The New Technologies


Retribution makes the greatest changes to the technology tree since the original release of the game.  Moreover, many of those changes occur at the very start of the game as opposed to late game. Today, we'll walk you through some of the changes and why we made them.



The most obvious change here is the study of artifacts. We will have an entire journal dedicated to artifacts.  But suffice to say, going up the artifact tree allows players to get more out of the artifacts they find on worlds. There have also been other changes designed to improve the overall pacing of the game.  For example, Colonial Administration introduces farms and cities together.  Moreover, the various multi-choice techs are completely eliminated. Every tech gives you something meaningful.



Engineering got a pretty big shake-up.  First off, Space Elevators have been moved to "space elevator technology".  At the start of the game, players have some new planetary improvements they can construct instead, like the Colonization Center, or Supply Depot, which help get things moving and provides a bit more time to decide where players want to place their hubs.

This tree also has the Hypergate tech path on it that makes hypergates better and faster.  Like with Colonization, this tree has been narrowed and the optimization/choose 1 of N techs concept is gone.  Starports have been moved to Orbital Manufacturing and, as you may have noticed, Carriers have been moved way, way up in order to make them a viable alternative to weapon systems.  This will also involve improving the carrier concept in general.


The Warfare tree has been re-designed to be much cleaner. While there are a few optimization techs in the tree, the pacing of the techs has been substantially improved.


Planetary Invasion is much earlier now in the tech tree.  This is partly because, now that stars are more distant, there is a bit more time to prepare for being rushed. 

The weapon improvements have been merged together by weapon type.  So instead of, for example, beam weapons having two parallel improvement tree,s there is only one.  This way, a weapon technology has time to become relevant.  New miniaturization techs have also been added later in the tree to, again, make a given weapon technology have its day in the sun, rather than becoming obsolete in a short time.


The Culture Tech tree has gotten a major overhaul as well.  It now contains a immigration sub-tree for increasing population growth on planets. Like the others, the tree here is narrower in order to give techs more time to be relevant, as well as make sure that each technology feels important.



The effect

In the game I'm testing with today, I have 6 colonies.  It's turn 40.  I am playing on a large map. What's happening?


My Best Colony

My population is 2 out of a max of 3.   But as you can see, my production isn't that dependent on population now.


My 2 population becomes 9.5 production thanks to the Space Elevator placement, Supply Depot, government, etc.  The costs of various improvements and techs have been balanced to reasonable levels.  Moreover, a Supply Ship from Earth...


Supply Ship from Earth bringing 100 social production with it (10 turns worth of production).



On Mars I have "aid economy" on repeat, which is helping me out.


My home world, Earth, is built up.  I haven't researched any terraforming improvements yet, so this is Earth's natural state. 

Let's look at Earth

Its population of 7 is getting a lot done thanks to automation.  I have it aiding economy.

You might be wondering what happened to Aid Research. The answer is: that ability is now tied to the Technology Capital super project.  Aid Research is now much, much more powerful, but only can be done on a single planet (which if you use supply ships with rally points you can get a lot done).  This was done because late game, social manufacturing effectively became research, which was not really ideal.

I also feel like there are a lot of interesting things I might want to build on this planet once I have more tiles available.

Back to La La World

The question on pacing boils down to what players would expect to accomplish in 10 turns.


La La world got rich!




So what changed?  As you can see, the population didn't, it's still 2.  Raw production didn't change either.  What did change was the construction of the Central Bank, a Supply Depot, and a Market Center. 

But how did all that get built in 10 turns? Answer: the Supply Ship from Earth.

Before Retribution, players would basically just pound the turn button waiting for their population to grow.  And what were their shipyards doing around turn 50? Either spamming colony ships (if it was a huge map) hoping to find stuff, constructors, or treasure hunters. Game in and game out.

Now, Shipyards are deciding between Stellar Architects (hypergates), Supply Ships, Constructors, or Colony ships depending on the situation.  Because planetary invasions are so early now (relatively speaking), players can punish nearby civilizations that are mindlessly expanding by building up their own colonies a bit. And this ignores the effect of artifacts in this formula.

The cumulative effect is that players have a lot more strategic choices to make based on how the map is set up, who their neighbors are, and what resources they want to employ.



Retribution Journals

Journal #1

Journal #2

Journal #3

Journal #4

Journal #5

Journal #6 (Current)

Journal #7

Journal #8

Journal #9 (Coming Soon)

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