<?xml version="1.0" encoding="utf-8"?><rss xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" version="2.0"><channel><title>Stardock Games - Everything about Stardock Games</title><link>https://www.stardock.com/games/</link><copyright>© 2006 - 2026 Stardock Corporation. All rights reserved.</copyright><description>Stardock Game news and developer blogs.</description><language>en-us</language><pubDate>Fri, 12 Jun 2026 8:03:27 AM -0400</pubDate><lastBuildDate>Fri, 12 Jun 2026 8:03:27 AM -0400</lastBuildDate><docs>http://cyber.law.harvard.edu/rss/rss.html</docs><generator>Stardock Rss Generator v1.0</generator><managingEditor>info@stardock.com</managingEditor><webMaster>kwilas@stardock.com</webMaster><item><author>wasabi_md</author><comments>https://forums.stardock.net/541799</comments><description><![CDATA[<h1 style="text-align: center">Ara: History Untold v2.1 Update Adds National Crafting Policy System, Now Available</h1>
<h3 style="text-align: center"><span style="font-size: 17.6px">Update addresses the most-requested change since launch by letting players set their empire's crafting priorities at the nation level</span></h3>
<p style="text-align: center"><a href="https://store.steampowered.com/app/2021880/Ara_History_Untold_Anniversary_Edition/" rel="nofollow ugc noopener noreferrer"><span style="font-size: 17.6px">Get Ara: History Untold</span></a>&nbsp;| <a href="https://steamcommunity.com/app/2021880/discussions/0/565911090118178493/" rel="nofollow ugc noopener noreferrer">View the Changelog</a></p>
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<p class="MsoNormal" style="margin-bottom: 0"><span style="color: rgba(0, 0, 0, 1)">Stardock Entertainment and Oxide Games, in partnership with Xbox Game Studios, released the v2.1 Update for Ara: History Untold today, introducing a new National Crafting Policy System that addresses the most-common piece of player feedback since launch: managing crafting across a large empire took too long. With v2.1, players set their empire's crafting priorities once at the nation level, and every crafter follows the policy automatically. The free update is available now on Steam for all players.</span></p>
<p class="MsoNormal" style="margin-bottom: 0"><span style="color: rgba(0, 0, 0, 1)">&nbsp;</span></p>
<p class="MsoNormal" style="margin-bottom: 0"><span style="color: rgba(0, 0, 0, 1)">Ara: History Untold is a turn-based 4X strategy game where players guide a civilization from antiquity to the modern era. Players build cities, run detailed crafting and production chains, lead armies, and shape their nation's culture and religion as they compete with rival civilizations for power and influence. The depth of Ara's crafting and civilization-building has been a hallmark of the game since launch, but managing that depth at the scale of a large empire required significant player attention.</span></p>
<p class="MsoNormal" style="margin-bottom: 0"><span style="color: rgba(0, 0, 0, 1)"><span>&nbsp;</span></span></p>
<p class="MsoNormal" style="margin-bottom: 0"><span style="color: rgba(0, 0, 0, 1)">The new National Crafting Policy System changes that. Players can set crafting priorities and production goals at the nation level, and every crafter in the empire then follows the policy automatically, without the need to manage individual workshops. Players who want fine-grained control in specific cities can still override the policy whenever they want, through a new three-mode dropdown on the Improvement Panel. The result is a game that asks players to think like rulers, not foremen.</span></p>
<p class="MsoNormal" style="margin-bottom: 0"><span style="color: rgba(0, 0, 0, 1)"><span>&nbsp;</span></span></p>
<p class="MsoNormal" style="margin-bottom: 0"><span style="color: rgba(0, 0, 0, 1)">"The biggest piece of feedback we got from Ara players was that managing crafting across a large empire took too long," said Brad Wardell, CEO of Stardock. "The v2.1 Update fixes that without taking control away from the players who want it. You set the direction at the nation level, override the cities that need a different approach, and spend your time on the parts of the game you actually want to play."</span></p>
<p class="MsoNormal" style="margin-bottom: 0"><span style="color: rgba(0, 0, 0, 1)"><span>&nbsp;</span></span></p>
<h2><strong><span style="font-family: &quot;Calibri&quot;, sans-serif">v2.1 Update Key Features</span></strong></h2>
<ul>
<li class="MsoNormal"><strong>National Crafting Policy System.</strong> Set your empire's crafting priorities once at the nation level, and every crafter in the empire follows the policy automatically. A new three-mode dropdown on the Improvement Panel lets you override the policy for any city or any individual crafter whenever you want.</li>
<li class="MsoNormal"><strong>Expanded Culture Traits. </strong>Twenty-seven new Culture Traits across all six domains (Commerce, Military, Science, Government, Religion, and Industrial), giving players more meaningful options when spending Influence and more ways to shape their civilization's identity.</li>
<li class="MsoNormal"><strong>New Religious Verses. </strong>Seven new verses that pair with the expanded culture options, giving religion-focused civilizations more ways to shape their empire's character.</li>
<li class="MsoNormal"><strong>Balance and Gameplay Refinements. </strong>Cities accumulate workers faster as they level up, AI civilizations now settle with more variation in distance from other civilizations, and notification controls have been expanded to reduce noise during the late game.</li>
<li class="MsoNormal"><strong>Stability and Performance Improvements. </strong>Terrain rendering fixes, CPU optimization through adaptive spin-wait, multiplayer turn resolver updates, font rendering improvements, and UI fixes for dropdown menus.</li>
</ul>
<p class="MsoNormal" style="margin-bottom: 0"><em><span style="color: rgba(0, 0, 0, 1)">&nbsp;</span></em></p>
<p class="MsoNormal" style="margin-bottom: 0"><span style="color: rgba(0, 0, 0, 1)">Beyond the policy system, the v2.1 Update expands the cultural and religious depth of Ara with a large set of new Culture Traits and religious verses, giving players more meaningful choices about how to spend Influence and how to define what their civilization stands for. The update also includes balance refinements tuned to the late-game pace and a round of stability and performance improvements.</span></p>
<p class="MsoNormal" style="margin: 12pt 0"><em><span style="color: rgba(0, 0, 0, 1)">Ara: History Untold</span></em><span style="color: rgba(0, 0, 0, 1)"> v2.1 is now available as a free update with purchase or existing entitlement of the base game on </span><a href="https://store.steampowered.com/app/2021880/Ara_History_Untold/" rel="nofollow ugc noopener noreferrer"><span style="color: rgba(17, 85, 204, 1); text-decoration: none">Steam</span></a><span style="color: rgba(0, 0, 0, 1)"> and </span><a href="/r?u=https%3A%2F%2Fwww.xbox.com%2Fen-us%2Fgames%2Fstore%2Fara-history-untold%2F9pddrvkpf6kg" target="_blank" rel="noopener noreferrer"><span style="color: rgba(17, 85, 204, 1); text-decoration: none">Xbox Game Pass for PC</span></a><span style="color: rgba(0, 0, 0, 1)">. For the latest information on updates, community initiatives, and future content, visit the official website at </span><span style="color: rgba(17, 85, 204, 1); text-decoration: none"></span><a href="/r?u=http%3A%2F%2Fwww.arahistoryuntold.com" target="_blank" rel="noopener noreferrer">www.arahistoryuntold.com</a><span style="color: rgba(0, 0, 0, 1)">. </span></p>
<p style="text-align: left">&nbsp;<img src="https://cdn.stardock.us/forums/73/67/7367586/780016dc-1a82-4f24-83ec-c80749c08c8e.jpg" alt="" width="100%"></p>
<p style="text-align: left"><img src="https://cdn.stardock.us/forums/73/67/7367586/4b6bcbb8-4337-4458-8866-65b0cb8506f7.jpg" alt="" width="100%"></p>
<p style="text-align: left"><img src="https://cdn.stardock.us/forums/73/67/7367586/7d0998ac-fe06-4841-84d6-d8f7dcb7b1ec.png" alt="" width="100%"></p>
<p style="text-align: left"><img src="https://cdn.stardock.us/forums/73/67/7367586/bca794a4-3ae2-48a4-9781-d2df252cb8da.jpg" alt="" width="100%"></p>
<p style="text-align: left"><img src="https://cdn.stardock.us/forums/73/67/7367586/eabcac66-2b15-4348-865a-a5c9ef15747d.jpg" alt="" width="100%"></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541799/v21-update-for-ara-history-untold-now-available</guid><link>https://www.stardock.com/games/article/541799/v21-update-for-ara-history-untold-now-available</link><pubDate>Thu, 11 Jun 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-06-11T13:00:00-04:00</pubDateParsed><title>v2.1 Update for Ara: History Untold Now Available</title></item><item><author>BohandiAnsoid</author><comments>https://forums.stardock.net/541820</comments><description><![CDATA[<p><img src="https://cdn.stardock.us/forums/75/1/7501384/2add539e-d301-42d4-948c-f44377cbe775.jpg" alt="" width="1912" height="1076"></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541820/what-do-you-think-happened-here-and-what-it-could-be-all-about</guid><link>https://www.stardock.com/games/article/541820/what-do-you-think-happened-here-and-what-it-could-be-all-about</link><pubDate>Thu, 11 Jun 2026 6:05:25 PM -0400</pubDate><pubDateParsed>2026-06-11T18:05:25-04:00</pubDateParsed><title>What do you think happened here and what it could be all about?</title></item><item><author>Frogboy</author><comments>https://forums.stardock.net/541819</comments><description><![CDATA[<h1 style="text-align: center">Dev Journal #120: They're Not Squatters</h1>
<p style="text-align: center"><a href="https://store.steampowered.com/app/4130610/Galactic_Civilizations_IV_Federations__Empires/" rel="nofollow ugc noopener noreferrer">Wishlist Federations &amp; Empires</a></p>
<p style="text-align: left"><span style="text-align: left"><p local-id="5acd67ed5b84">When a civilization chooses the Oligarchy government type, they get a “hero ship” and we originally called them squatters. The ship gets a special ability to go around to class 0 planets and claim them as collateral, which they use to purchase investments that get added to their portfolio.</p><p local-id="42ceb042e5fe">When investments mature, they provide a new executive order for the player. For example, Dumping Rights lets you flood a target foreign planet with your goods and get 10 turns of their income. It makes them mad but you have the money without going to war. Another one is Resource Embargo where you can have all the supplies of a given foreign core world go to your closest core world instead. It deprives them of resources for two years (24 turns) from their core worlds.  But I’m drifting off topic here.</p><p local-id="f3a08ecaedf7">The point being, the ship isn’t squatting. It is merely… acquiring planets that no one else has claimed. People complained about all those class 0 “dead” worlds. The Oligarchy civs agree. They are on your side. Not squatters. They are quite literally, single handedly, making this cash grab 4X game’s obvious design flaw worth something. What else were you going to do with Mercury anyway? </p><h3 local-id="807ec5d0dece" id="DevJournal#121-Soyoulikespacegameseh?Playthemalldayandnight!">So you like space games eh? Play them all day and night!</h3><p local-id="d60c229ae35f">I know a lot of you are my age. I turn 55 this month. When I was a kid, back in college, writing Galactic Civilizations for OS/2, I never would have guessed that 35 years later I’d still be playing it. Addiction doesn’t really cut it here. Even now, every time I play the game, I think, “Oh this would be so much better if we just did X, Y, and  Z.”  </p><p local-id="2f467a6d8f51">Now we were supposed to have this new expansion out on June 11. The expansion is “done” in the sense that it’s all there. The problem was that when playing the game over and over again, there were things in the game that just annoyed me so much and I kept adding them to the list of requirements for v4.0 and the expansion pack requires v4.0.</p><p local-id="521422fee64b">I probably won’t be able to get everything I want into 4.0. I have rewritten the tech navigator screen twice and thrown it out twice. Tech screens are tough.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260609-221235.png" width="900" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3612803390/image-20260609-221235.png?version=1&amp;modificationDate=1781197994714&amp;cacheVersion=1&amp;api=v2&amp;width=900&amp;height=506" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3612803390/image-20260609-221235.png?version=1&amp;modificationDate=1781197994714&amp;cacheVersion=1&amp;api=v2" data-height="1154" data-width="2051" data-unresolved-comment-count="0" data-linked-resource-id="3612803400" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260609-221235.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3612803390" data-linked-resource-container-version="1" data-media-id="054d72ee-570e-417a-b4cc-08975fdc84af" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3612803390/image-20260609-221235.png?version=1&amp;modificationDate=1781197994714&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1012 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3612803390/image-20260609-221235.png?version=1&amp;modificationDate=1781197994714&amp;cacheVersion=1&amp;api=v2&amp;width=900&amp;height=506 1x"></span><p local-id="af16fe647153">But other things have come along better. Minimap is less critical on a single sector map but man is nice to have on multi-sectors. The updated ship context window is nice being able to see the special abilities in their own section.  </p><p local-id="be9d4fbfbfd6">One of the bigger holdups is art. Icons. Funny fact: the icons in GalCiv are done by the same person today (not me) as they were 25 years ago. And right now I need a good icon for collateral.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260609-221613.png" width="840" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3612803390/image-20260609-221613.png?version=1&amp;modificationDate=1781197994715&amp;cacheVersion=1&amp;api=v2&amp;width=840&amp;height=473" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3612803390/image-20260609-221613.png?version=1&amp;modificationDate=1781197994715&amp;cacheVersion=1&amp;api=v2" data-height="1148" data-width="2035" data-unresolved-comment-count="0" data-linked-resource-id="3612803403" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260609-221613.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3612803390" data-linked-resource-container-version="1" data-media-id="2b97026d-17a1-43cd-8756-7ff4a8114e36" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3612803390/image-20260609-221613.png?version=1&amp;modificationDate=1781197994715&amp;cacheVersion=1&amp;api=v2&amp;width=1680&amp;height=946 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3612803390/image-20260609-221613.png?version=1&amp;modificationDate=1781197994715&amp;cacheVersion=1&amp;api=v2&amp;width=840&amp;height=473 1x"></span><p local-id="27160bd3a8ae">The governments do NOT get unlocked by techs. But rather by cultural progress.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260609-221725.png" width="738" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3612803390/image-20260609-221725.png?version=1&amp;modificationDate=1781197994715&amp;cacheVersion=1&amp;api=v2&amp;width=738&amp;height=415" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3612803390/image-20260609-221725.png?version=1&amp;modificationDate=1781197994715&amp;cacheVersion=1&amp;api=v2" data-height="1153" data-width="2047" data-unresolved-comment-count="0" data-linked-resource-id="3612803406" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260609-221725.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3612803390" data-linked-resource-container-version="1" data-media-id="e3008b97-4382-4691-98b8-cc28b09e5167" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3612803390/image-20260609-221725.png?version=1&amp;modificationDate=1781197994715&amp;cacheVersion=1&amp;api=v2&amp;width=1476&amp;height=830 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3612803390/image-20260609-221725.png?version=1&amp;modificationDate=1781197994715&amp;cacheVersion=1&amp;api=v2&amp;width=738&amp;height=415 1x"></span><p local-id="351e69f28f13">So it’ll be pretty obvious which ones give you a government type.</p><h2 local-id="8670c58606ce" id="DevJournal#121-Vacation">Vacation</h2><p local-id="d07a9b8aa9b1">Next week is the Steam Next Fest and the week after that is the Steam Summer Sale. That’s my cue to go take a vacation. I’m going to go find someone’s unoccupied house and hole up in there for a couple weeks. Oh wait, that is squatting.  Well in any event, don’t burn the place down while I’m out!</p><p local-id="72401797ac38" /><p local-id="50ad64a6d213" /><p local-id="862baba8f793" /></span></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541819/galciv-iv-theyre-not-squatters</guid><link>https://www.stardock.com/games/article/541819/galciv-iv-theyre-not-squatters</link><pubDate>Thu, 11 Jun 2026 1:30:00 PM -0400</pubDate><pubDateParsed>2026-06-11T13:30:00-04:00</pubDateParsed><title>GalCiv IV: They're Not Squatters</title></item><item><author>redskittlesonly</author><comments>https://forums.stardock.net/541806</comments><description><![CDATA[<h1 style="text-align: center"><span style="font-family: -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Roboto, sans-serif; font-size: x-large">Sins of a Solar Empire II v1.61 'Prelude' Update Is Live</span></h1>
<p style="text-align: center"><span style="font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, sans-serif"><span style="font-size: 14.4px"><a href="https://www.sinsofasolarempire2.com/store" target="_blank" rel="nofollow ugc noopener noreferrer">Get Sins II</a>&nbsp; |&nbsp; View Changelog Below</span></span></p>
<p><span style="font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, sans-serif"><span style="font-size: 14.4px">We've switched gears for our June update. The ARES AI overhaul still needs more time in the oven, so rather than rush it, we're holding it in the opt-in build and shipping a smaller, focused v1.61 in the meantime.</span></span></p>
<p><span style="font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, sans-serif"><span style="font-size: 14.4px">This one is about making the AI a sharper opponent. AI players now survey the planets they own based on difficulty, and we've adjusted their bonus modifiers to clear up situations where they used to get stuck (the classic "AI runs out of exotic refineries and stalls" problem). A new AI loadouts system lets them make smarter choices about which abilities and upgrades to pick for their units.</span></span></p>
<p><span style="font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, sans-serif"><span style="font-size: 14.4px">The Radiance Battleship also got attention. Its autocasting is a lot less wasteful now. It picks better moments and better targets for its abilities instead of firing into open space.</span></span></p>
<p><span style="font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, sans-serif"><span style="font-size: 14.4px">Modders, there's something for you too: new player AI tuning values and a .loadout system for defining ability and upgrade pick order. Details are in the change log below.</span></span></p>
<p><span style="font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, sans-serif"><span style="font-size: 14.4px"><strong>A note on ARES:</strong> the new ARES AI system is still available in opt-in, and we'll keep updating that build as we go. Our plan is to release ARES alongside our next DLC THIS SUMMER. Thanks for the patience while we get it right.</span></span></p>
<p><span style="font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, sans-serif"><span style="font-size: 14.4px"><img src="https://cdn.stardock.us/forums/40/24/4024393/78c78cbe-591e-4476-bd4f-62ed54bc69f9.png" alt="" width="100%"><br></span></span></p>
<p><span style="font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, sans-serif"><span style="font-size: 14.4px">&nbsp;<img src="https://cdn.stardock.us/forums/40/24/4024393/c66d8c58-f432-4bdb-bc26-8c9107d9a2f8.png" alt="" width="100%"></span></span></p>
<h2><span style="font-family: -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Roboto, sans-serif; font-size: large">Changelog:</span></h2>
<p><span style="font-family: -apple-system, BlinkMacSystemFont, Segoe UI, Roboto, sans-serif"><span style="font-size: 14.4px">&nbsp;</span></span><h3>June 2026 - 'Prelude' v1.61 Update</h3><p local-id="0d2189dcbce2"><style>[data-colorid=us4oanp8m9]{color:#ff991f} html[data-color-mode=dark] [data-colorid=us4oanp8m9]{color:#e07a00}</style><strong><span data-colorid="us4oanp8m9">Release Status:</span></strong> <strong>*** RELEASED ***</strong></p><p local-id="12810aea5df2">We&rsquo;ve decided to switch gears for our June update to a more modest v1.61. Our ARES update (which is still available in opt-in) requires more time in the oven before a full public release. As such, our plan is to release the new ARES AI system along side our next DLC in early Fall. Expect continued updates to the opt-in build for ARES as we work.</p><hr local-id="287b05c3d7b5" /><div class="table-wrap"><table data-table-width="705" data-layout="align-start" data-local-id="5dba41c3-3d6f-434e-b014-b079c30c28f7" class="confluenceTable"><tbody><tr data-local-id="01ec5b072dc4"><th data-local-id="4fbe15a19ef6" class="confluenceTh"><p local-id="058198799bb1"><strong>NOTE: </strong>Be aware that updates will break most mods until the mod author updates them.</p></th></tr></tbody></table></div><h2 local-id="e0fcf5be989d" id="June2026-'Prelude'v1.61Update-ChangeLog-v1.61">Change Log - v1.61</h2><ul local-id="e0ac8678e186"><li local-id="abdd0ab3710d"><p local-id="3990d486512d">AI players can now survey planets they own based on difficulty level.</p></li><li local-id="a5a1fe5d171c"><p local-id="3f613c2fc716">AI bonus modifiers adjusted to help ease issues that get an AI&rsquo;s progress blocked (e.g., not enough exotic refineries). </p></li><li local-id="2241e4a37ed6"><p local-id="1c6c33465fae">Added new AI loadouts subsystem which allows AI players to better pick out abilities/upgrades for all units.</p></li><li local-id="b8dd97b8dd9a"><p local-id="ea2183d2bdcc">Improved autocasting and AI only autocasting for the Radiance Battleship. It will now use its abilities more intelligently. Animosity and Cleansing Brilliance will now activate in the center of groups of units, while Detonate Antimatter will favor targets that are higher level or channeling abilities.</p></li><li local-id="f38ece0d34d9"><p local-id="b053942124a6">By user request, the original AI portrait art is now selectable for each faction (we won&rsquo;t judge).</p></li><li local-id="b66da8c37637"><p local-id="2984eb260d80">Players can now use custom portrait art in the faction customization section - scroll to the bottom and click the + box. These appear in single-player games only.</p></li></ul><h3 local-id="97b27f5240c4" id="June2026-'Prelude'v1.61Update-Modding">Modding</h3><ul local-id="5ec8e6b00682"><li local-id="f1ec6bbbf730"><p local-id="80b43006c45c">Added two new enums to <code>player_ai.uniforms</code>:</p><ul local-id="6acc209c1894"><li local-id="c5dbcba9cca5"><p local-id="e72260f27c1d"><code>surveying_upgrade_check_interval_in_minutes</code></p><ul local-id="ec8ade619a9d"><li local-id="0484c4fc9255"><p local-id="83254ccf045e">Type: array</p></li></ul></li><li local-id="38df46bf82b5"><p local-id="3846500ff3af"><code>max_concurrent_surveying_upgrade_requests</code></p><ul local-id="69484b7f8742"><li local-id="aaeaf5da2c87"><p local-id="3bb8647f6606">Type: positive integer value</p></li></ul></li></ul></li><li local-id="4e128f866033"><p local-id="06970fdcf51a">Added new .loadout system. Allows you to define ability/upgrade picking order.</p></li></ul><hr local-id="e3cfc7d0e444" /><h3 local-id="fd3ebe113352" id="June2026-'Prelude'v1.61Update-ToUseOlderVersions(forMods,etc)">To Use Older Versions (for Mods, etc)</h3><ul local-id="4183a617-4893-4fb0-9b7b-11d822669ba0"><li local-id="4cbdddc7-f0c5-48b1-b27a-4504ae49b8a3"><p local-id="cabbb98c6cc3">On Steam</p><ul local-id="9f38ef75-ae69-4892-8ce8-94741c80c8cd"><li local-id="fb83048d-c2fa-43bb-9fde-1d0c4b37786b"><p local-id="04a319df98e9">Select &lsquo;Sins of a Solar Empire II&rsquo; in your Steam Library.</p></li><li local-id="902ed0d4-9942-44c8-96aa-9c29cdadf29a"><p local-id="fa10b7f3c0da">Click the gear icon in the upper right.</p></li><li local-id="997c4a78-dbad-4fc8-a9d3-298c362045b4"><p local-id="843ef7eadbef">Select Properties &rarr; Game Versions &amp; Betas</p></li><li local-id="a78d41f6-5254-4123-bfe8-a6682ab13713"><p local-id="1ca4b223d403">Select the version you want from the Beta Participation list.</p></li><li local-id="ef7310b6-c13b-4df1-a65a-c29e1e710587"><p local-id="4252d7107b96">Steam will update you to that version.</p></li></ul></li></ul></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541806/sins-of-a-solar-empire-ii-v161-prelude-update-is-live</guid><link>https://www.stardock.com/games/article/541806/sins-of-a-solar-empire-ii-v161-prelude-update-is-live</link><pubDate>Thu, 11 Jun 2026 10:00:00 AM -0400</pubDate><pubDateParsed>2026-06-11T11:00:00</pubDateParsed><title>Sins of a Solar Empire II v1.61 'Prelude' Update Is Live</title></item><item><author>PixelProphet</author><comments>https://forums.stardock.net/541764</comments><description><![CDATA[<p>In this interview, Sins of a Solar Empire II's game designer, Conor "Sovereign Echo" Harris, joins BATTLEMODE to discuss the role of static defensive structures in Sins of a Solar Empire II, and his work to clarify and improve defensive play by adding in new abilities for each. He also shares information on the Pirates and the new Pirate Galleon added to the game a few months back.</p>
<p style="text-align: center"><iframe title='YouTube video player' width='500' height='305' src='//www.youtube.com/embed/e3krSSTv8Jc?wmode=transparent' frameborder='0' allowfullscreen></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541764/video-dev-journal-sovereign-echo-on-defenses-the-pirate-galleon-sins-of-a-s</guid><link>https://www.stardock.com/games/article/541764/video-dev-journal-sovereign-echo-on-defenses-the-pirate-galleon-sins-of-a-s</link><pubDate>Wed, 10 Jun 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-06-10T13:00:00-04:00</pubDateParsed><title>Video Dev Journal: Sovereign Echo on Defenses &amp; The Pirate Galleon | Sins of a Solar Empire II</title></item><item><author>wasabi_md</author><comments>https://forums.stardock.net/541809</comments><description><![CDATA[<h1 style="text-align: center">HQ Upgrades in Ashes of the Singularity II</h1>
<p style="text-align: center"><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/" rel="nofollow ugc noopener noreferrer">Wishlist Ashes II</a></p>
<p>This dev journal covers the new headquarter upgrade system coming to Ashes of the Singularity II, and it's worth a watch if you've ever lost a region because your HQ couldn't hold the line on its own. Each faction's headquarters can now be upgraded twice, and the final tier adds a unique turret that fits the faction's identity. The UEF gets a rail gun that hits incredibly hard against armored targets, the PHC Nexus gets area-of-effect artillery batteries that shred infantry and light units before they can soak up damage, and the Substrate HQ gains Serpentine turrets with a more balanced rate of fire for handling mixed threats. The video shows all three in action against incoming attacks, so you can actually see how the damage profiles play out in practice rather than just reading numbers.</p>
<p><iframe src="https://www.youtube.com/embed/8jT7DxF3r8w?si=yl4WIGyZp1wi0HqY" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" style="display: table; margin-left: auto; margin-right: auto" title="YouTube video player"></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541809/ashes-ii-video-blog-hq-upgrades</guid><link>https://www.stardock.com/games/article/541809/ashes-ii-video-blog-hq-upgrades</link><pubDate>Wed, 10 Jun 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-06-10T13:00:00-04:00</pubDateParsed><title>Ashes II Video Blog: HQ Upgrades</title></item><item><author>BohandiAnsoid</author><comments>https://forums.stardock.net/541794</comments><description><![CDATA[<p><img src="https://preview.redd.it/ive-just-won-a-game-as-my-human-civilization-althought-this-v0-nnoe9jk8v36h1.jpeg?width=640&amp;crop=smart&amp;auto=webp&amp;s=8e756a68e144582ae7e33ee9743bf9b0de7b8122" alt="r/GalCiv - I've just won a game as my human civilization... althought this description at the end doesn't really describe what happened. It was more of &quot;I made an alliajce with one civ that was willing to do so and wiped out everyone else&quot;"></p>
<p style="color: rgba(18, 53, 99, 1); font-family: -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Roboto, &quot;Helvetica Neue&quot;, Arial, &quot;Apple Color Emoji&quot;, &quot;Segoe UI Emoji&quot;, &quot;Segoe UI Symbol&quot;, sans-serif; font-size: 14px; background-color: rgba(249, 250, 254, 1)">But I can easily say that this game has been won by one type of ship: fighters. I think they are the best class. Thry are cheap, can be produced from early game, can be used in swarms and their Evasion bonus gives them better chance at survival than their low HP would otherwise suggest.</p>
<p style="margin-bottom: 0; color: rgba(18, 53, 99, 1); font-family: -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Roboto, &quot;Helvetica Neue&quot;, Arial, &quot;Apple Color Emoji&quot;, &quot;Segoe UI Emoji&quot;, &quot;Segoe UI Symbol&quot;, sans-serif; font-size: 14px; background-color: rgba(249, 250, 254, 1)">Cruisers became nearly useless once enemy started using Nanite Repair Cloud.<br><br>Here are some screenshots from this game:<br><br><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617621793112185/20260608_115558.jpg?ex=6a2861c2&amp;is=6a271042&amp;hm=84536abc932d239ed1e318dd3af61fbbf065eead059b3cfd719b4ebb0a7900d4&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"></p>
<p style="margin-bottom: 0; color: rgba(18, 53, 99, 1); font-family: -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Roboto, &quot;Helvetica Neue&quot;, Arial, &quot;Apple Color Emoji&quot;, &quot;Segoe UI Emoji&quot;, &quot;Segoe UI Symbol&quot;, sans-serif; font-size: 14px; background-color: rgba(249, 250, 254, 1)"><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617622418198669/20260608_115721.jpg?ex=6a2861c2&amp;is=6a271042&amp;hm=7675bbef2a4a65d9ba07dfdb6c26a04c00ed278c1c539c42c399756d147ff3e0&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"><br><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617622888087763/20260608_115855.jpg?ex=6a2861c2&amp;is=6a271042&amp;hm=5951ef77cc8907ff9aa7e3c378de3d85e7405b5edf4e48ccc4ada38e67b59787&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"><br><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617623437545703/20260608_115958.jpg?ex=6a2861c3&amp;is=6a271043&amp;hm=b7e1c4ef11e3f3c4a5874bcc172d40648d3a5cb5ea20e56dac6bc4a0fdfc9c86&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"><br><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617623970091008/20260608_120017.jpg?ex=6a2861c3&amp;is=6a271043&amp;hm=c5a6e763059ab9940ab77a1a87caf87ae59e575395fef6791cce78e3fec7ab26&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"><br><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617624398037213/20260608_122833.jpg?ex=6a2861c3&amp;is=6a271043&amp;hm=1df5479e8d0a48d2d7bed761b221cbb1a039b821fbbf20cd3314aba6853f076d&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"><br><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617624813011059/20260608_132256.jpg?ex=6a2861c3&amp;is=6a271043&amp;hm=4086a49f695c6a3868a39c70eb5e8e9d3d9d4e8c835d755ac07a9ea4cc29a8a5&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"><br><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617625299681441/20260608_134012.jpg?ex=6a2861c3&amp;is=6a271043&amp;hm=d9765f5e96d1d4ab1f60f29fe7e388258b50f6a0ab95f22a1b8c3ce963982f2a&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"><br><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617625874432140/20260608_134049.jpg?ex=6a2861c3&amp;is=6a271043&amp;hm=baaeca52adc689280a13c76a14c59cccea9c617681349a50e63aa38220f3c0c4&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"><br><img src="https://media.discordapp.net/attachments/1402575233424167022/1513617626478415922/20260608_192217.jpg?ex=6a2861c3&amp;is=6a271043&amp;hm=d68fccd1346d5c03452b97544b5441c4d505efdb7b0beb82c6b1686f64f84fc8&amp;=&amp;format=webp&amp;width=977&amp;height=733" alt="Obraz"></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541794/ive-just-won-a-game-as-my-human-civilization-althought-this-description-at-</guid><link>https://www.stardock.com/games/article/541794/ive-just-won-a-game-as-my-human-civilization-althought-this-description-at-</link><pubDate>Mon, 08 Jun 2026 3:01:27 PM -0400</pubDate><pubDateParsed>2026-06-08T15:01:27-04:00</pubDateParsed><title>I've just won a game as my human civilization... althought this description at the end doesn't really describe what happened. It was more of "I made an alliajce with one civ that was willing to do so and wiped out everyone else"</title></item><item><author>BohandiAnsoid</author><comments>https://forums.stardock.net/541775</comments><description><![CDATA[<p><img src="https://cdn.stardock.us/forums/75/1/7501384/43df5703-5734-481b-be04-1ae9cc6be65c.jpg" alt="" width="1912" height="1076"></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541775/i-am-playing-as-the-torians-and-ive-met-the-terrans-and-just-why-are-they-s</guid><link>https://www.stardock.com/games/article/541775/i-am-playing-as-the-torians-and-ive-met-the-terrans-and-just-why-are-they-s</link><pubDate>Fri, 05 Jun 2026 9:01:57 AM -0400</pubDate><pubDateParsed>2026-06-05T09:01:57-04:00</pubDateParsed><title>I am playing as the Torians and I've met the Terrans. And just why are they saying "Now your destiny is in our hands?"</title></item><item><author>Oxide_BrettN</author><comments>https://forums.stardock.net/541757</comments><description><![CDATA[<p><span style="background-color: rgba(255, 255, 255, 1); color: rgba(41, 42, 46, 1); font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; white-space: pre-wrap"><p local-id="fc51fb379d1d">One of the recurring pieces of feedback we've received during Steam Nextfest and closed testing has been around unit production. While players understand how to create armies and reinforce existing armies, it has become obvious that we need to continue to improve the visibility into what is being produced, where units are being built, and how production queues are progressing across their production pipelines.</p><p local-id="9604dfa5c555">As we continue to work on ways to address this feedback, we've have implemented several new UI and gameplay improvements designed to make unit production easier to understand and manage.</p><h2 local-id="5ba0c28cb902" id="DevJournal30:ImprovingVisibilityIntoUnitProduction-ClearArmyRallyPoints">Clear Army Rally Points</h2><p local-id="dda7cddb2f2e">When creating a new army, you now manually set a rally point for the new army. Before, it was automatic, but this caused players to miss it. from a production facility, There is a unique visual indicator for the army's initial rally point.</p><p local-id="e0120d701b58">This new visualization not only highlights the location, but also displays a path leading back to the production facility responsible for producing its first unit. This makes it much easier to understand where an army is being assembled and how units are reaching their destination.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260603-153416.png" width="426" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/image-20260603-153416.png?version=1&amp;modificationDate=1780500858049&amp;cacheVersion=1&amp;api=v2&amp;width=426&amp;height=199" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3588161537/image-20260603-153416.png?version=1&amp;modificationDate=1780500858049&amp;cacheVersion=1&amp;api=v2" data-height="443" data-width="944" data-unresolved-comment-count="0" data-linked-resource-id="3587670019" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260603-153416.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3588161537" data-linked-resource-container-version="4" data-media-id="29186ba0-0e49-444f-905f-4e8fbdf18815" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/image-20260603-153416.png?version=1&amp;modificationDate=1780500858049&amp;cacheVersion=1&amp;api=v2&amp;width=852&amp;height=398 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/image-20260603-153416.png?version=1&amp;modificationDate=1780500858049&amp;cacheVersion=1&amp;api=v2&amp;width=426&amp;height=199 1x"></span><p local-id="aadb72089d21">Our next challenge is how to show players where army reinforcements are being produced. After the first unit is produced, the Army becomes the rally point for reinforcements, and can moves automatically with the army. The factories in that are closest to the Army produces reinforcements for it, so the challenge is, how to make that clear to the player.</p><h2 local-id="31c4e4dda075" id="DevJournal30:ImprovingVisibilityIntoUnitProduction-BetterVisibilityIntoIndividualProductionBuildings">Better Visibility Into Individual Production Buildings</h2><p local-id="afd3cadf5625">Since players can have production buildings (factories) placed in different location on the map, it is important to be able to quickly show if and when a specific building is active. To help with this, we've added new feedback to production buildings.</p><p local-id="d18f0f8cbf59">First, production buildings now display a visual indicator above the structure showing what unit is currently being produced.</p><p local-id="c3d7004c8225">For players looking for more detailed information, selecting a production building now reveals an expanded Production section within the building tooltip. This section provides information such as:</p><ul local-id="38b12d0d-a4f1-487a-87d4-573fa2b38072"><li local-id="e4080f2a-4695-450f-bdd8-ac2b4cb8e8ba"><p local-id="2f50180e7177">Current production rate (This production rate is for that production pipeline, for example if you have 4 armories they all provide a bonus to the production rate, even when sitting idle).</p></li><li local-id="7728a695-3dc2-499b-8e95-5562f39bdd3a"><p local-id="f59a4e6f494e">Number of active production facilities actively building units</p></li><li local-id="aa2c0878-008e-4323-850d-d353f50613dc"><p local-id="ba90add3f623">Unit currently being produced at that facility</p></li><li local-id="4eb6231e-3fbe-47ab-b7b1-e4f777f54358"><p local-id="f2c8c3d9579f">Production completion percentage (How much of the current unit is complete)</p></li><li local-id="f54f7b64-5781-4f1a-bf96-99d3c6ad4f4b"><p local-id="15d34995950f">The army that unit is being produced for</p></li></ul><p local-id="590b36e9f6c7">In the example below, the Armory is operating at a 2.5x production rate with two active production facilities. The selected factory is currently producing a Titan M-7, which is 85% complete and assigned to Army 3.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="b2df9795-2ad9-42e0-abbf-d3c4a155e1b3.png" width="242" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/b2df9795-2ad9-42e0-abbf-d3c4a155e1b3.png?version=2&amp;modificationDate=1780576072473&amp;cacheVersion=1&amp;api=v2&amp;width=242&amp;height=565" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3588161537/b2df9795-2ad9-42e0-abbf-d3c4a155e1b3.png?version=2&amp;modificationDate=1780576072473&amp;cacheVersion=1&amp;api=v2" data-height="564" data-width="242" data-unresolved-comment-count="0" data-linked-resource-id="3587735561" data-linked-resource-version="2" data-linked-resource-type="attachment" data-linked-resource-default-alias="b2df9795-2ad9-42e0-abbf-d3c4a155e1b3.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3588161537" data-linked-resource-container-version="4" data-media-id="3ca00e5e-6f56-4102-99ab-9338a983d529" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/b2df9795-2ad9-42e0-abbf-d3c4a155e1b3.png?version=2&amp;modificationDate=1780576072473&amp;cacheVersion=1&amp;api=v2&amp;width=322&amp;height=752 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/b2df9795-2ad9-42e0-abbf-d3c4a155e1b3.png?version=2&amp;modificationDate=1780576072473&amp;cacheVersion=1&amp;api=v2&amp;width=242&amp;height=565 1x"></span><h2 local-id="e321e1054211" id="DevJournal30:ImprovingVisibilityIntoUnitProduction-ExpandedProductionPipelineInformation">Expanded Production Pipeline Information</h2><p local-id="def6e7dec677">The Production Orders panel located on the right side of the HUD provides players with a high-level overview of active production across their regions.</p><p local-id="50e2942f7cb3">Each production pipeline—such as Armories, Barracks, Motor Pools, Airfields, and other production facility types—displays the number of units currently in its queue.</p><p local-id="9693538220f5">We've expanded the tooltip information available for a production pipeline. Players can now view detailed production statistics including:</p><ul local-id="8ccf0722-ce05-4e75-9175-084074f15f56"><li local-id="3266159c-af41-4a1c-8bcb-c5315bc838f8"><p local-id="8e1f43fa7452">Active versus total factories within the pipeline</p></li><li local-id="6b049384-4f13-46da-b753-22f8cff99665"><p local-id="5b9fda714f84">Current production rate</p></li><li local-id="f4cb1385-0fb0-4c50-b8b1-b74edb1353b1"><p local-id="85297289dbd4">Number of units actively being built</p></li><li local-id="ab28b1a3-4406-497b-aa0e-ccc97cc07b30"><p local-id="d6e6f5d1ace6">Units currently under construction</p></li><li local-id="2287c5c5-07c9-4b1f-b2b4-7740a8c4a068"><p local-id="1b5d022ca988">Progress of active units</p></li><li local-id="1fcb73b0-b771-4ad4-849b-28f2b42000f8"><p local-id="5c53a9a3e791">Army assignments</p></li><li local-id="21b82d14-5dbf-44c0-b520-f68eb2c36e7c"><p local-id="8220aff8b8df">Upcoming units waiting in the queue</p></li></ul><p local-id="121d124495fb">For example, hovering over the UEF Armory may show:</p><ul local-id="7408906b-eca7-40bb-80b7-ee1ec4714682"><li local-id="13b862f2-0f66-4895-b5e6-f4ee92bbc89e"><p local-id="bac681d8d1c2">2 of 4 factories active</p></li><li local-id="5f76f539-6042-469b-aea8-1adb8728434f"><p local-id="d9ec02a4f413">Production rate of 125%</p></li><li local-id="a88fe541-edae-470e-9fd8-9b7497e10485"><p local-id="30c646dfc000">Two units currently under construction</p></li><li local-id="99bd5b3d-2f70-4918-9328-0bd845d99043"><p local-id="f48287f0b0af">Titan M-7 (85%) being built for Army 3</p></li><li local-id="ec274f06-0568-4405-94cf-af5ee3a85082"><p local-id="454986cc6ea3">Orion (22%) being built for Army 4</p></li><li local-id="a749bab3-3bfe-4773-87d7-bc15a446355b"><p local-id="89af1b538a43">Additional queued units and their assigned armies</p></li></ul><p local-id="3f14a485e8de">This additional detail allows players to quickly understand not only what is being built, but also for who those units are being built, and, what production work is coming next.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="b0fa907e-31ca-4f52-82e6-bb2e1e8cfff5.png" width="344" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/b0fa907e-31ca-4f52-82e6-bb2e1e8cfff5.png?version=2&amp;modificationDate=1780576093900&amp;cacheVersion=1&amp;api=v2&amp;width=344&amp;height=309" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3588161537/b0fa907e-31ca-4f52-82e6-bb2e1e8cfff5.png?version=2&amp;modificationDate=1780576093900&amp;cacheVersion=1&amp;api=v2" data-height="310" data-width="344" data-unresolved-comment-count="0" data-linked-resource-id="3587932166" data-linked-resource-version="2" data-linked-resource-type="attachment" data-linked-resource-default-alias="b0fa907e-31ca-4f52-82e6-bb2e1e8cfff5.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3588161537" data-linked-resource-container-version="4" data-media-id="0be02f32-cf54-4691-a392-72e37bf938a6" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/b0fa907e-31ca-4f52-82e6-bb2e1e8cfff5.png?version=2&amp;modificationDate=1780576093900&amp;cacheVersion=1&amp;api=v2&amp;width=459&amp;height=413 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/b0fa907e-31ca-4f52-82e6-bb2e1e8cfff5.png?version=2&amp;modificationDate=1780576093900&amp;cacheVersion=1&amp;api=v2&amp;width=344&amp;height=309 1x"></span><h2 local-id="2500abc51006" id="DevJournal30:ImprovingVisibilityIntoUnitProduction-EnhancedProductionOrdersManagement">Enhanced Production Orders Management</h2><p local-id="ff5321265238">The detailed Production Orders screen has also received several improvements. Allowing players a better control over their global production.</p><p local-id="c010e62f31b4">At the top of the screen, players can now see a summary of each production pipeline, including:</p><ul local-id="663c45c4-732d-47f1-887c-f80cc93a8660"><li local-id="e3ca7463-1da6-4f7c-b76a-aea034d8e7a2"><p local-id="29fb415bc1cc">Current production rate</p></li><li local-id="98fe723a-8abc-4344-98b6-157ddd6c414a"><p local-id="b5b5c234e05d">Number of active factories</p></li><li local-id="259d1ab1-6bc0-4d61-bb8d-8c7f27d96d7a"><p local-id="129fb85570a5">Production facility type</p></li></ul><p local-id="d98b49cd45f1">In the example shown, players can see:</p><ul local-id="878b9ac0-99dd-476d-9ae0-d97310661fbc"><li local-id="f3f13810-2c63-4e16-b99f-6774e00a9386"><p local-id="256a745aa36f">Barracks operating at 1.5x production</p></li><li local-id="d07e8fe9-6cc6-4c38-b8af-41b770a1f53a"><p local-id="c015b84914ca">Motor Pool operating at 2.0x production with two active factories</p></li><li local-id="5682f1aa-2054-427a-b89e-36594a330d23"><p local-id="6edb39818dde">Armory operating at 2.5x production with two active factories</p></li><li local-id="29743f4f-b7a1-43c8-aab1-2c3cdecb2153"><p local-id="ccd0c031c5af">Airfield operating at 2.0x production</p></li><li local-id="70fb58d3-dfb8-4c2e-9ecc-9069b5a50e3b"><p local-id="ea8ae51edba8">Prototype Factory operating at 1.0x production</p></li></ul><p local-id="f93fa0591293">Below this summary is the Production Orders list, with actively produced units displayed at the top.</p><p local-id="abd37411c993">We've also added new management options that give players greater control over their production priorities:</p><h3 local-id="b19e9036aa62" id="DevJournal30:ImprovingVisibilityIntoUnitProduction-PauseOrders">Pause Orders</h3><p local-id="4b6bc1cd2e2f">Players can now pause an order. Paused orders do not consume production resources and allow other queued orders to move forward in the production pipeline.</p><h3 local-id="1bc948806af9" id="DevJournal30:ImprovingVisibilityIntoUnitProduction-PrioritizeOrders">Prioritize Orders</h3><p local-id="2f8c6c5473cb">Players can mark an order as a priority. Priority orders immediately move to the front of their production pipeline and become the next active production task.</p><p local-id="365c1aa2ce9d">Combined with existing cancellation functionality, these additions provide greater flexibility when reacting to changing battlefield conditions.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260603-150448.png" width="500" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/image-20260603-150448.png?version=2&amp;modificationDate=1780576105390&amp;cacheVersion=1&amp;api=v2&amp;width=500&amp;height=716" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3588161537/image-20260603-150448.png?version=2&amp;modificationDate=1780576105390&amp;cacheVersion=1&amp;api=v2" data-height="716" data-width="500" data-unresolved-comment-count="0" data-linked-resource-id="3586818052" data-linked-resource-version="2" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260603-150448.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3588161537" data-linked-resource-container-version="4" data-media-id="7dcf48f9-d943-4731-bde1-8b0d951f4dfe" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/image-20260603-150448.png?version=2&amp;modificationDate=1780576105390&amp;cacheVersion=1&amp;api=v2&amp;width=666&amp;height=955 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3588161537/image-20260603-150448.png?version=2&amp;modificationDate=1780576105390&amp;cacheVersion=1&amp;api=v2&amp;width=500&amp;height=716 1x"></span><h2 local-id="10197b2cbf6a" id="DevJournal30:ImprovingVisibilityIntoUnitProduction-LookingAhead">Looking Ahead</h2><p local-id="039052691364">The team is continuing to review tester feedback and identify new ways to surface important production information to players. Our goal is to make unit production intuitive, transparent, and easy to manage, allowing players to spend less time searching for information and more time focusing on strategic decisions.</p><p local-id="7eab31c5965a">Thank you to everyone participating in testing and providing feedback. Your input continues to play a major role in helping us improve the overall gameplay experience.</p><p local-id="2e48c3e8471d" /></span></p>
<p>&nbsp;</p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541757/ashes-ii-dev-journal-unit-production-feedback-updates</guid><link>https://www.stardock.com/games/article/541757/ashes-ii-dev-journal-unit-production-feedback-updates</link><pubDate>Wed, 03 Jun 2026 3:11:11 PM -0400</pubDate><pubDateParsed>2026-06-03T15:11:11-04:00</pubDateParsed><title>Ashes II Dev Journal: Unit Production Feedback Updates</title></item><item><author>Frogboy</author><comments>https://forums.stardock.net/541765</comments><description><![CDATA[<p><span style="color: rgba(255, 255, 255, 1)"><img src="https://cdn.stardock.us/forums/73/67/7367586/04a304e6-a243-4521-880c-efca76e896f7.png" alt="" width="100%"></span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">It has been a busy Spring.</span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">The Galactic Civilizations community has posted vast amounts of suggestions, requests and just generally amazing feedback. There really should be a study on why 4X game communities are just, well, they really are just the best.</span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">The new expansion, Federations &amp; Empires is pretty closely tied with version 4.0. That’s because version 4 supports the new government system and the base government, Colonial Charter, comes with the game. This will be good news to players of the base game, but creates a wrinkle for us in that we can’t release the expansion pack until version 4 is done.</span></p>
<h2 style="margin: 1.4em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 1.43em; line-height: 1.2; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">Version 4<span class="heading-anchor-wrapper" style="position: absolute; margin-left: 6px; line-height: 1.2em; opacity: 0; transition: opacity 0.2s"></span></span></h2>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">So let’s talk about version 4.</span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)"><img src="https://cdn.stardock.us/forums/73/67/7367586/a3ac6b9d-36fb-4865-91c5-56ed67ad50b7.png" alt="" width="100%"></span></p>
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<div class="_2rko18qm _vchhusvi _kqswh2mm _ect4ttxp _p12f1osq _c71l1osq _1bsb1qmm _4t3ine4n _1hlmd0i9 _1rquusvi _eg541i5c _mts3kb7n _1ntskb7n _yfmhtlke _5sb1v00u new-file-experience-wrapper" style="margin: 0; padding: 0; border-radius: 3px; box-sizing: border-box; max-width: 100%; position: absolute; max-height: 100%; width: 1067px; height: 586.828px; font-size: 14px; line-height: 22px">
<div class="_1reo15vq _18m915vq _2rko18qm _1e0c1txw _kqswh2mm _p12f1osq _1bsb1osq _4t3i1osq _c71l1osq media-file-card-view" style="margin: 0; padding: 0; border-radius: 3px; display: flex; width: 1047px; overflow: hidden; max-width: 100%; height: 586.828px; position: relative; max-height: 100%; box-sizing: border-box; cursor: pointer">
<div class="_kqswstnw _1bsb1osq _4t3i1osq _1e0c1txw _2lx21bp4 _1bah1h6o _4cvr1h6o" style="margin: 0; padding: 0; display: flex; flex-direction: column; width: 1047px; justify-content: center; align-items: center; height: 586.828px; position: absolute; box-sizing: border-box"><span style="color: rgba(255, 255, 255, 1)"><img class="_5ral1f51" style="margin: 0; padding: 0; border: 0; object-fit: contain; box-sizing: border-box; visibility: visible; width: 1047px; max-height: 100%" alt="image-20260604-122729.png"></span></div>
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<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">First off, the Colonial Character government replaces the old Policies and Leaders screens with a single unified screen for managing your interstellar government. The Colonial Charter government is the concept that you have a home world and your core and colony worlds but there is no question about who is in charge – the home world.</span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)"><img src="https://cdn.stardock.us/forums/73/67/7367586/5c40515a-bf73-4fcc-8f9f-573353e47c51.png" alt="" width="100%"></span></p>
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<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">And this concept – having core worlds and colonies that are in service to your homeworld has been the cornerstone of Galactic Civilizations IV since launch. The idea with the expansion pack is that there should be other ways of playing the game and so each government represents a different set of game mechanics for building your civilization. But like I said, it does require we nail version 4.</span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">Now in these screenshots, you (hopefully) have noticed that we have cleaned up the UI. This is something we’re doing as much as possible across the entire game. Consistent UI. We are also adding a mini map. I find it difficult to deal with multiple sectors with the current UI and it has been high on the list. We are also revisiting the trade screen. There’s a lot of information that we think we can (and should) display on there that will make trading more enjoyable and more understandable. And then there’s balance. So many opportunities there.</span></p>
<h2 style="margin: 1.4em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 1.43em; line-height: 1.2; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">Works in progress<span class="heading-anchor-wrapper" style="position: absolute; margin-left: 6px; line-height: 1.2em; opacity: 0; transition: opacity 0.2s"></span></span></h2>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">And that is what brings me to the heart of this entry. There’s a lot of WIP (work in progress). Take the screenshot below. What do you notice?</span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)"><img src="https://cdn.stardock.us/forums/73/67/7367586/50937404-ce8f-4bb5-bc5b-3b3ee67e8d4d.png" alt="" width="100%"></span></p>
<div class="rich-media-item mediaSingleView-content-wrap image-center css-e3az7r" style="margin: 24px auto; padding: 0; width: 726px; float: none; transition: width 100ms ease-in; clear: both; color: rgba(41, 42, 46, 1); font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif">
<div class="css-10q456l" style="margin: 0; padding: 0; position: relative">
<div class="css-vhfmu2" style="margin: 6px; padding: 0; box-sizing: border-box; display: flex; position: absolute; top: 0; right: 0; line-height: 16px; gap: 2px; width: fit-content; z-index: 1; border: 3px none currentColor"></div>
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<div class="_2rko18qm _vchhusvi _kqswh2mm _ect4ttxp _p12f1osq _c71l1osq _1bsb1qmm _4t3ine4n _1hlmd0i9 _1rquusvi _eg541i5c _mts3kb7n _1ntskb7n _yfmhtlke _5sb1v00u new-file-experience-wrapper" style="margin: 0; padding: 0; border-radius: 3px; box-sizing: border-box; max-width: 100%; position: absolute; max-height: 100%; width: 727px; height: 291.297px; font-size: 14px; line-height: 22px">
<div class="_1reo15vq _18m915vq _2rko18qm _1e0c1txw _kqswh2mm _p12f1osq _1bsb1osq _4t3i1osq _c71l1osq media-file-card-view" style="margin: 0; padding: 0; border-radius: 3px; display: flex; width: 726px; overflow: hidden; max-width: 100%; height: 291.297px; position: relative; max-height: 100%; box-sizing: border-box; cursor: pointer">
<div class="_kqswstnw _1bsb1osq _4t3i1osq _1e0c1txw _2lx21bp4 _1bah1h6o _4cvr1h6o" style="margin: 0; padding: 0; display: flex; flex-direction: column; width: 726px; justify-content: center; align-items: center; height: 291.297px; position: absolute; box-sizing: border-box"><span style="color: rgba(255, 255, 255, 1)"><img class="_5ral1f51" style="margin: 0; padding: 0; border: 0; object-fit: contain; box-sizing: border-box; visibility: visible; width: 726px; max-height: 100%" alt="image-20260604-124156.png"></span></div>
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<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">There’s a new option: Map Type (custom map). Version 4.0 is going to include custom maps in addition to the random maps. Now for this we are working on a map editor. I don’t know when/if the map editor will be “good enough” to make available, but we are pretty confident we can create some custom maps for people to play.</span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">If you want to see our first pass at a map editor you can look here: <span class="_80om1qgj _1e0c1nu9" style="display: inline; cursor: grab"><span class="loader-wrapper"><span class="hover-card-trigger-wrapper"><a class="_1yt4x7n9 _2rko1ssi _v56415x0 _1e0c1nu9 _16d9qvcn _syaz13af _1rkwglyw _4cvx1w55 _19itia51 _bfhkhp5a _1a3b1r31 _4fprglyw _5goinqa1 _9oik1r31 _1bnxglyw _jf4cnqa1 _1nrm1r31 _c2waglyw _1iohnqa1 _uizt1kdv _nt751r31 _49pcglyw _1hvw1o36 _1372tlke _7ehiw5lj _1j5pglyw _1di615s3" style="text-decoration: none; padding: 2px 0; border-radius: 4px; transition: 0.1s ease-in-out; display: inline; user-select: text; box-decoration-break: clone; border: 1px solid rgba(11, 18, 14, 0.14); color: rgba(255, 255, 255, 1)" href="/r?u=https%3A%2F%2Fwww.clairvoyanceai.com%2Fview%2Fshare%2FBSoeftnK7hkN" target="_blank" rel="noopener noreferrer"><span class="_19itglyw _vchhusvi _r06hglyw _o5721jtm _1nmz9jpi _16d9qvcn _ca0qv77o _u5f31b66 _n3tdv77o _19bv1b66" style="box-sizing: border-box; padding: 2px 4px; word-break: break-all; box-decoration-break: clone; border: 3px none currentColor"><span class="_19itglyw _vchhusvi _r06hglyw _1e0c1o8l _2hwx1b66 _kqswh2mm" style="display: inline-block; box-sizing: border-box; margin-right: 4px; position: relative; line-height: 1; border: 3px none currentColor"><span class="_19itglyw _vchhusvi _r06hglyw _1bsb7vkz _4t3i1osq _1e0c1o8l _tzy4idpf" style="display: inline-block; box-sizing: border-box; opacity: 0; height: 0; width: 1pc; border: 3px none currentColor"></span></span><span class="_19itglyw _vchhusvi _r06hglyw" style="box-sizing: border-box; border: 3px none currentColor">Galaxy Forge Map Editor UX Prototype</span></span></a></span></span></span></span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">But the UI is not done and it’s just buggy. And that’s the case with a bunch of stuff. Even piddly stuff. For instance:</span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)"><img src="https://cdn.stardock.us/forums/73/67/7367586/5bd77f31-9ea7-4618-818e-a2785a5aeec1.png" alt="" width="100%"></span></p>
<div class="rich-media-item mediaSingleView-content-wrap image-center css-4nwtk3" style="margin: 24px auto; padding: 0; width: 1166px; float: none; transition: width 100ms ease-in; clear: both; color: rgba(41, 42, 46, 1); font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif">
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<div class="css-vhfmu2" style="margin: 6px; padding: 0; box-sizing: border-box; display: flex; position: absolute; top: 0; right: 0; line-height: 16px; gap: 2px; width: fit-content; z-index: 1; border: 3px none currentColor"></div>
<div style="margin: 0; padding: 0; position: absolute; height: 0; width: 1047px">
<div class="_2rko18qm _vchhusvi _kqswh2mm _ect4ttxp _p12f1osq _c71l1osq _1bsb1qmm _4t3ine4n _1hlmd0i9 _1rquusvi _eg541i5c _mts3kb7n _1ntskb7n _yfmhtlke _5sb1v00u new-file-experience-wrapper" style="margin: 0; padding: 0; border-radius: 3px; box-sizing: border-box; max-width: 100%; position: absolute; max-height: 100%; width: 1166px; height: 591px; font-size: 14px; line-height: 22px">
<div class="_1reo15vq _18m915vq _2rko18qm _1e0c1txw _kqswh2mm _p12f1osq _1bsb1osq _4t3i1osq _c71l1osq media-file-card-view" style="margin: 0; padding: 0; border-radius: 3px; display: flex; width: 1047px; overflow: hidden; max-width: 100%; height: 591px; position: relative; max-height: 100%; box-sizing: border-box; cursor: pointer">
<div class="_kqswstnw _1bsb1osq _4t3i1osq _1e0c1txw _2lx21bp4 _1bah1h6o _4cvr1h6o" style="margin: 0; padding: 0; display: flex; flex-direction: column; width: 1047px; justify-content: center; align-items: center; height: 591px; position: absolute; box-sizing: border-box"><span style="color: rgba(255, 255, 255, 1)"><img class="_5ral1f51" style="margin: 0; padding: 0; border: 0; object-fit: contain; box-sizing: border-box; visibility: visible; width: 1047px; max-height: 100%" alt="image-20260604-124659.png"></span></div>
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<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">I’m waiting on getting new icons for the toolbar (top left of the mini map) and for the bottom area. I have to wait for the art team to finish the new senate screen. You get the idea.</span></p>
<h2 style="margin: 1.4em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 1.43em; line-height: 1.2; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">Scope<span class="heading-anchor-wrapper" style="position: absolute; margin-left: 6px; line-height: 1.2em; opacity: 0; transition: opacity 0.2s"></span></span></h2>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">This expansion pack is vast. Four new governments. Hundreds of new events, senate bills, new ships, new systems, new AI, etc. It’s a lot. Luckily, that part is almost done. It’s version 4.0 that we still have quite a bit of work to do and the expansion pack relies on it. We’re burning the midnight oil (please feel free to join us on Discord: <span class="_80om1qgj _1e0c1nu9" style="display: inline; cursor: grab"><span class="loader-wrapper"><span class="hover-card-trigger-wrapper"><a class="_1yt4x7n9 _2rko1ssi _v56415x0 _1e0c1nu9 _16d9qvcn _syaz13af _1rkwglyw _4cvx1w55 _19itia51 _bfhkhp5a _1a3b1r31 _4fprglyw _5goinqa1 _9oik1r31 _1bnxglyw _jf4cnqa1 _1nrm1r31 _c2waglyw _1iohnqa1 _uizt1kdv _nt751r31 _49pcglyw _1hvw1o36 _1372tlke _7ehiw5lj _1j5pglyw _1di615s3" style="text-decoration: none; padding: 2px 0; border-radius: 4px; transition: 0.1s ease-in-out; display: inline; user-select: text; box-decoration-break: clone; border: 1px solid rgba(11, 18, 14, 0.14); color: rgba(255, 255, 255, 1)" href="https://discord.gg/tqdHBBuC2n" rel="nofollow ugc noopener noreferrer"><span class="_19itglyw _vchhusvi _r06hglyw _o5721jtm _1nmz9jpi _16d9qvcn _ca0qv77o _u5f31b66 _n3tdv77o _19bv1b66" style="box-sizing: border-box; padding: 2px 4px; word-break: break-all; box-decoration-break: clone; border: 3px none currentColor"><span class="_19itglyw _vchhusvi _r06hglyw _1e0c1o8l _2hwx1b66 _kqswh2mm" style="display: inline-block; box-sizing: border-box; margin-right: 4px; position: relative; line-height: 1; border: 3px none currentColor"><span class="_19itglyw _vchhusvi _r06hglyw _1bsb7vkz _4t3i1osq _1e0c1o8l _tzy4idpf" style="display: inline-block; box-sizing: border-box; opacity: 0; height: 0; width: 1pc; border: 3px none currentColor"></span></span><span class="_19itglyw _vchhusvi _r06hglyw" style="box-sizing: border-box; border: 3px none currentColor">Join the Galactic Civilizations Discord Server!</span></span></a></span></span></span> Keep us company on the weekend as we work on this!</span></p>
<h2 style="margin: 1.4em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 1.43em; line-height: 1.2; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">Timelines<span class="heading-anchor-wrapper" style="position: absolute; margin-left: 6px; line-height: 1.2em; opacity: 0; transition: opacity 0.2s"></span></span></h2>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">We are pretty confident that we will have version 4.0 done by early July. But that means that we have to delay the expansion pack until then too. Apologies in advance. We had expected to have the expansion done before end of May (and indeed, the expansion itself is in pretty solid shape), but version 4.0 is going to take more time to get it right.</span></p>
<p style="margin: 0.75em 0 0; padding: 0; font-style: normal; font-variant: normal; font-size-adjust: none; font-language-override: normal; font-kerning: auto; font-feature-settings: normal; font-stretch: normal; font-size: 16px; line-height: 1.714; font-family: &quot;Atlassian Sans&quot;, ui-sans-serif, -apple-system, BlinkMacSystemFont, &quot;Segoe UI&quot;, Ubuntu, &quot;Helvetica Neue&quot;, sans-serif; color: rgba(41, 42, 46, 1)"><span style="color: rgba(255, 255, 255, 1)">So the plan is: <strong>Release 4.0 and the expansion together sometime in July.</strong> Please let us know what you think in the comments.</span></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541765/galciv-iv-dev-journal-119-spring-status-report</guid><link>https://www.stardock.com/games/article/541765/galciv-iv-dev-journal-119-spring-status-report</link><pubDate>Wed, 10 Jun 2026 8:44:39 PM -0400</pubDate><pubDateParsed>2026-06-10T20:44:39-04:00</pubDateParsed><title>GalCiv IV Dev Journal #119: Spring Status Report</title></item><item><author>Unikraken</author><comments>https://forums.stardock.net/541726</comments><description><![CDATA[<p><p local-id="5fed826de589">Avast ye scurvy dogs! Today I thought we could share pretty pictures of the concepting process for the Galleon, the Pirate’s newest unit featured in Pirate Incursions!</p><p local-id="581a57d06313">Players have been asking to see the beautiful concept art created by resident concept artist Mike Doscher for this plundering beast and now seemed like a great time to share.</p><p local-id="cb3830963517" style="margin-left: 30.0px;">“We want to introduce a more formidable unit for the pirates, a commander type unit. We're thinking a retrofit Akkan colony ship seems like a fun idea. The TEC colony capital ship is currently the weakest capital ship in the TEC fleet, so flipping that on its head and making a very tough version for the Pirates seems like a fun subversion of expectations.”</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="pirate_akkan_01.jpg" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_01.jpg?version=1&amp;modificationDate=1780075353896&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1125" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/pirate_akkan_01.jpg?version=1&amp;modificationDate=1780075353896&amp;cacheVersion=1&amp;api=v2" data-height="1875" data-width="3000" data-unresolved-comment-count="0" data-linked-resource-id="3570729077" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="pirate_akkan_01.jpg" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/jpeg" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="31e1987a-040d-4691-b24d-d4fecf634835" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_01.jpg?version=1&amp;modificationDate=1780075353896&amp;cacheVersion=1&amp;api=v2&amp;width=3000&amp;height=1875 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_01.jpg?version=1&amp;modificationDate=1780075353896&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1125 1x"></span><p local-id="c711cd7d928a">We knew this ship needed teeth…literally and figuratively! So we combined elements from the first set of options and the form of this retrofit unit took shape!</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="pirate_akkan_03.jpg" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_03.jpg?version=1&amp;modificationDate=1780075353646&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1627" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/pirate_akkan_03.jpg?version=1&amp;modificationDate=1780075353646&amp;cacheVersion=1&amp;api=v2" data-height="2261" data-width="2500" data-unresolved-comment-count="0" data-linked-resource-id="3570729074" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="pirate_akkan_03.jpg" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/jpeg" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="53ddb4fc-84af-4246-9362-772d8d66cab6" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_03.jpg?version=1&amp;modificationDate=1780075353646&amp;cacheVersion=1&amp;api=v2&amp;width=2500&amp;height=2261 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_03.jpg?version=1&amp;modificationDate=1780075353646&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1627 1x"></span><p local-id="bf6777f2876e">We went back and forth how prominent the forward-facing skull should be and how the armaments should look.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="pirate_akkan_04.jpg" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_04.jpg?version=1&amp;modificationDate=1780075353645&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1027" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/pirate_akkan_04.jpg?version=1&amp;modificationDate=1780075353645&amp;cacheVersion=1&amp;api=v2" data-height="1712" data-width="3000" data-unresolved-comment-count="0" data-linked-resource-id="3570729071" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="pirate_akkan_04.jpg" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/jpeg" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="e350bfc4-c24e-4fe0-a702-3b43159d38ff" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_04.jpg?version=1&amp;modificationDate=1780075353645&amp;cacheVersion=1&amp;api=v2&amp;width=3000&amp;height=1712 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_04.jpg?version=1&amp;modificationDate=1780075353645&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1027 1x"></span><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="pirate_akkan_05.jpg" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_05.jpg?version=1&amp;modificationDate=1780075353645&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1080" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/pirate_akkan_05.jpg?version=1&amp;modificationDate=1780075353645&amp;cacheVersion=1&amp;api=v2" data-height="1500" data-width="2500" data-unresolved-comment-count="0" data-linked-resource-id="3570729068" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="pirate_akkan_05.jpg" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/jpeg" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="0cab26fc-c28b-45f6-af79-419f18a120ca" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_05.jpg?version=1&amp;modificationDate=1780075353645&amp;cacheVersion=1&amp;api=v2&amp;width=2500&amp;height=1500 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_05.jpg?version=1&amp;modificationDate=1780075353645&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1080 1x"></span><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="pirate_akkan_09.jpg" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_09.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1080" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/pirate_akkan_09.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2" data-height="1800" data-width="3000" data-unresolved-comment-count="0" data-linked-resource-id="3570729065" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="pirate_akkan_09.jpg" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/jpeg" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="4d0576f0-9657-4a99-9620-41c24db8ebf9" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_09.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2&amp;width=3000&amp;height=1800 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_09.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1080 1x"></span><p local-id="8917944dfb02">And we carefully considered how far to take the emissive elements of the unit, ultimately deciding this ship was meant to flaunt its power and visual flair dialed it up to 11!</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="pirate_akkan_10.jpg" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_10.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1956" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/pirate_akkan_10.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2" data-height="2718" data-width="2500" data-unresolved-comment-count="0" data-linked-resource-id="3570729062" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="pirate_akkan_10.jpg" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/jpeg" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="b010a35f-86e7-4fa8-85af-330cf6e32841" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_10.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2&amp;width=2500&amp;height=2718 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirate_akkan_10.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1956 1x"></span><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="pirateking01.jpg" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirateking01.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1012" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/pirateking01.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2" data-height="2160" data-width="3840" data-unresolved-comment-count="0" data-linked-resource-id="3570729059" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="pirateking01.jpg" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/jpeg" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="faa9adc8-b734-4daa-962f-9e6e13449a1c" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirateking01.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2&amp;width=3600&amp;height=2024 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/pirateking01.jpg?version=1&amp;modificationDate=1780075353417&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1012 1x"></span><p local-id="9f85bb0abed5">And here we have the final concepts used for the full model:</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="Pirate_King_Akkan_Final_01.jpg" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/Pirate_King_Akkan_Final_01.jpg?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1010" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/Pirate_King_Akkan_Final_01.jpg?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2" data-height="4492" data-width="8000" data-unresolved-comment-count="0" data-linked-resource-id="3570729056" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="Pirate_King_Akkan_Final_01.jpg" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/jpeg" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="82970374-9b2f-44f1-affe-b696f43c96cf" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/Pirate_King_Akkan_Final_01.jpg?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2&amp;width=3600&amp;height=2020 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/Pirate_King_Akkan_Final_01.jpg?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1010 1x"></span><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="Pirate_King_Akkan_Supplemental_01.jpg" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/Pirate_King_Akkan_Supplemental_01.jpg?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1010" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/Pirate_King_Akkan_Supplemental_01.jpg?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2" data-height="4492" data-width="8000" data-unresolved-comment-count="0" data-linked-resource-id="3570729053" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="Pirate_King_Akkan_Supplemental_01.jpg" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/jpeg" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="4c6ac9d7-bdf0-407b-99b8-137826db7ea6" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/Pirate_King_Akkan_Supplemental_01.jpg?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2&amp;width=3600&amp;height=2020 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/Pirate_King_Akkan_Supplemental_01.jpg?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1010 1x"></span><p local-id="48058f10695c">Thanks for playing!</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="PirateAkkan_1.png" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/PirateAkkan_1.png?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1012" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3570729040/PirateAkkan_1.png?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2" data-height="2160" data-width="3840" data-unresolved-comment-count="0" data-linked-resource-id="3570729050" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="PirateAkkan_1.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3570729040" data-linked-resource-container-version="1" data-media-id="626ba8ec-e0a0-4242-8491-ea352dac3389" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/PirateAkkan_1.png?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2&amp;width=3600&amp;height=2024 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3570729040/PirateAkkan_1.png?version=1&amp;modificationDate=1780075353056&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=1012 1x"></span><p local-id="18a913866b50" /></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541726/sins-ii-behind-the-scenes-pirate-galleon-concepts</guid><link>https://www.stardock.com/games/article/541726/sins-ii-behind-the-scenes-pirate-galleon-concepts</link><pubDate>Wed, 03 Jun 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-06-03T13:00:00-04:00</pubDateParsed><title>Sins II Behind the Scenes: Pirate Galleon Concepts!</title></item><item><author>wasabi_md</author><comments>https://forums.stardock.net/541707</comments><description><![CDATA[<h1 style="text-align: center">Observer Mode in Ashes of the Singularity II</h1>
<p style="text-align: center"><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/" rel="nofollow ugc noopener noreferrer">Wishlist Ashes II</a></p>
<p style="text-align: left">In this dev journal, we're taking a first look at Observer Mode in Ashes of the Singularity II. Jump into any match and spectate from a specific player's perspective with full visibility into their economy, resources, research, and army orders, or switch to Revealed View for a fog-free cinematic look at the whole map. We also showcase our new Tactical View, which keeps fog of war intact for the player you're observing while letting you, the spectator, see through it. It's a powerful set of tools for streamers, content creators, and anyone who wants to learn the game by watching it played at a high level.</p>
<p><iframe src="https://www.youtube.com/embed/o1AM-NV-HE8?si=pD69oRprgFE89Xpe" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" style="display: table; margin-left: auto; margin-right: auto" title="YouTube video player"></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541707/ashes-ii-video-blog-observer-mode</guid><link>https://www.stardock.com/games/article/541707/ashes-ii-video-blog-observer-mode</link><pubDate>Wed, 27 May 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-05-27T13:00:00-04:00</pubDateParsed><title>Ashes II Video Blog: Observer Mode</title></item><item><author>Frogboy</author><comments>https://forums.stardock.net/541655</comments><description><![CDATA[<p>How might a hyper-capitalistic civilization develop in the future? That’s the question we wanted to play out and the upcoming expansion pack for Galactic Civilizations IV, Federations &amp; Empires, will answer it. The Oligarchy form of government results in a very different set of gameplay mechanics from the other governments and today we’re going to dive into it.</p>
<p>&nbsp;</p>
<h2>The Background</h2>
<p>Here are some early concepts we played with how to manage these that I thought you might find interesting:</p>
<p><img src="https://cdn.stardock.us/forums/73/67/7367586/fd93d416-ebdd-420f-8105-a9aecadd4b2a.png" alt="" width="100%"></p>
<p>You can play around with the interactive mockup here: <a href="/r?u=https%3A%2F%2Fwww.clairvoyanceai.com%2Fview%2Fshare%2FVAAcHyVyOat-" target="_blank" rel="noopener noreferrer">GC4 Government: Oligarchy</a></p>
<p>This eventually became this:</p>
<p><img src="https://cdn.stardock.us/forums/73/67/7367586/5a111ee4-c4a2-4c17-8766-38d57fcd7d8d.png" alt="" width="100%"></p>
<p>And even that isn’t what it will fully look like. So let’s dive in!</p>
<p>&nbsp;</p>
<h2>Holdings and the Prospector</h2>
<p>The Oligarchy's first new tool is the Prospector, a special ship you can only build while running an Oligarchy government. It works like a Colony ship in that you send it somewhere and it gets consumed on arrival, but what it does when it arrives is completely different. A Prospector can land on any unowned planet: Class 0 dead worlds, barren rocks, gas giants. Worlds that no other government would bother with. When it arrives, that world becomes a Holding. Holdings are not colonies. There's no build queue, no governor, no citizens, no production. You don't manage them. What a Holding does is sit in your portfolio and contribute Collateral (the Oligarchy's unique resource) equal to that planet's quality rating plus one. A Class 2 world contributes 3 Collateral. A Class 0 dead rock contributes 1. Not much on its own, but the Oligarchy doesn't think in terms of individual acquisitions. Holdings can be conquered and destroyed just like regular worlds. Losing one hurts, and we'll get to why that matters. The key thing to understand up front: you're claiming territory nobody else wants, turning it into a financial asset, and the rest of your empire never has to think about it. That's the loop.</p>
<p>&nbsp;</p>
<h2>Collateral</h2>
<p>Collateral is not a resource you earn per turn. It's a stock: the sum of every Holding in your empire.</p>
<p>If you have eight Holdings averaging Planet Quality 2, you're sitting on roughly 24 Collateral. Claim another world and the pool goes up immediately. Lose one in a war and it drops immediately.</p>
<p>There's one exception: the Chairman of the Board, one of your four Council positions, provides a bit of Collateral assigned leader's Social stat. It's a starting point, not the foundation. Holdings are the foundation.</p>
<p>Collateral doesn't get spent. It gets tied up. When you make an Investment, some amount of Collateral is committed to that Investment for as long as it stays in your portfolio. Your available Collateral is whatever's left over.</p>
<p>&nbsp;</p>
<p>Your money isn't going anywhere. It's locked up working for you.</p>
<p>&nbsp;</p>
<h2>The Portfolio</h2>
<p>The Oligarchy's central action is buying Investments.</p>
<p>There are five at launch that you get right away, others are unlocked through techs, events, etc.</p>
<ul>
<li>Stellar Logistics Conglomerate: your entry point, matures in 5 turns.</li>
<li>Pan-Galactic Banking Syndicate: mid-game financial anchor, 12 turns to mature.&nbsp;</li>
<li>Xeno-Resource Holdings: a resource cartel, 15 turns.&nbsp;</li>
<li>Helix Pharmaceutical Cartel: social disruption play, 18 turns.&nbsp;</li>
<li>AstroDyne Defense Trust: a defense contractor, 20 turns.</li>
</ul>
<p>When you buy an Investment, the Collateral cost is tied up in your portfolio and a maturity timer starts counting down. Once the timer hits zero, the Investment is matured, and that matured state is what unlocks your access to the Oligarchy's exclusive Executive Orders.</p>
<p>The Investment itself stays in your portfolio indefinitely. Playing an Executive Order doesn't consume it. The Investment just needs to exist in a matured state, and you can keep using the Order it unlocks for as long as you hold it. Sell the Investment later and the Order disappears, but you do get 1.25 times your original Collateral cost back, paid out in Credits.</p>
<p>&nbsp;</p>
<p>There's a natural tension here. Selling Investments turns long-term strategic commitments into short-term cash. But the purchase cost scales up every time you buy an Investment. It's a monotonic counter and selling doesn't reset it. The player who churns their portfolio chasing Credits pays more and more for every new Investment. The player who holds everything has a deep deck of plays nobody else in the galaxy can access. Neither approach is strictly correct, and that's exactly what we wanted.</p>
<p>&nbsp;</p>
<h2>Executive Orders</h2>
<p>Once an Investment matures, you unlock an Executive Order no other civilization can use. These aren't passive bonuses. Each one is designed to make something happen.</p>
<p>Dumping Rights (from Stellar Logistics): Flood a rival civilization's economy with cheap goods for 20 turns. Their trade route value drops 75% civ-wide, and you earn Credits equal to 10% of what they're losing every turn. You corner their market and profit from it at the same time.</p>
<p>Leveraged Buyout (from the Banking Syndicate): Target one of your own Corporation Links. Convert that soft 5% bidirectional exchange into 15% of the destination world's output flowing entirely to you, permanently. It costs you one permanent Corp Link slot, and it costs the foreign world their share of the exchange.</p>
<p>Resource Embargo (from Xeno-Resource Holdings): Block a rival's access to one of their active strategic resources for 15 turns. Any ship they try to build requiring that resource costs 25% more during that window. Particularly useful during a war.</p>
<p>Private Navy (from AstroDyne Defense Trust): Three mid-tier warships show up at your homeworld, mercenaries, maintenance-free, yours to command. The battle log will show them as hired ships.&nbsp;</p>
<p>&nbsp;</p>
<p>Plague Scare (from the Pharmaceutical Cartel): Engineered panic. Pick a rival and every one of their colonies loses 25 Approval for 20 turns.&nbsp;</p>
<p>&nbsp;</p>
<p>Corporations</p>
<p>Separate from Holdings and Investments, the Oligarchy runs three Corporations:</p>
<ul>
<li>A Research Combine</li>
<li>A Cultural Syndicate (Influence)</li>
<li>A Manufacturing Trust</li>
</ul>
<p>Each civilization has their own names for their corporations.&nbsp;</p>
<p>Each Corporation lets you build a special Freighter-pattern ship from your shipyards. You send it to a foreign world. It's consumed on arrival and establishes a permanent Corporation Link between your origin world and that destination.</p>
<p>Every turn, each active Corp Link transfers 5% of each world's relevant resource bidirectionally. Send your Research Corp Ship from your 200 Research/turn homeworld to a foreign world producing 80 Research: your homeworld picks up +4 Research/turn and their world picks up +10. They benefit from the exchange too, which is part of why the design doesn't require any foreign civ approval mechanic.&nbsp;</p>
<p>Your Corp Link cap runs parallel to your Trade License cap. Same maximum number with its own pool. Corp Links and regular Trade Routes don't compete for the same slots. Get more Trade Licenses through tech and both your Trade Routes and your Corp Link capacity increase.</p>
<p>&nbsp;</p>
<p>Corp Links pause automatically during wars with the destination civ and resume when peace is declared. The only permanent break is if you conquer the destination world yourself. At that point the world is yours, and the Link is gone.</p>
<p>&nbsp;</p>
<h2>The Council</h2>
<p>The Oligarchy has four Council positions, each bending a different part of the system.</p>
<p>Chairman of the Board speeds up Investment maturity. New Investments purchased while this seat is filled take 20% less time to mature. The Chairman also generates a small per-turn Collateral trickle based on the assigned leader's Social stat.</p>
<p>Chief Investment Officer raises your Investment sell-back from 1.25x to 1.50x while occupied. The Sell button is worth more.</p>
<p>Director of Acquisitions upgrades every Holding in your empire from contributing PlanetQuality+1 Collateral to PlanetQuality+2. Fill this seat and every dead rock you've claimed is worth more. Also speeds up Prospector construction by 25%.</p>
<p>Director of External Affairs adds one to your Corp Link cap and gives your Corp Links a 5-turn grace period before they pause when you declare war. Five turns to prepare for the economic disruption of a conflict.</p>
<p>We may end up adding more as we play test.</p>
<p>&nbsp;</p>
<h2>When Things Go Wrong</h2>
<p>If a rival conquers one of your Holdings or a planet-killer event destroys it, your Collateral pool drops. If that drop puts you below the amount currently tied up across your Investments, your Investment maturity timers pause.</p>
<p>&nbsp;</p>
<p>Nothing auto-liquidates and you don’t lose investments. BUT you are just frozen until you recover: claim new worlds with Prospectors, sell Investments to free up tied-up Collateral, or take back a lost Holding with your fleet. Executive Orders you'd already unlocked through matured Investments still work. The pause is on the clock and not on your existing matured portfolio. We didn’t want to make this super painful.</p>
<p>&nbsp;</p>
<h2>The Chamber of Commerce</h2>
<p>All of this lives in a new government screen called the Chamber of Commerce. Holdings, Portfolio, Corporations, and Council each get their own tab. Your Collateral displays as both a total pool and an available amount, with the tied-up portion shown explicitly so you always know how close to the edge you're running.</p>
<p>The Oligarchy isn't trying to have the most worlds. For the civilization that wants to play tall, this might be the way to go. You could have a single home world and no colonies. Just holdings.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Let us know what you think!</p>
<h2>&nbsp;</h2>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541655/galciv-iv-dev-journal-118-oligarchies-in-federations-empires</guid><link>https://www.stardock.com/games/article/541655/galciv-iv-dev-journal-118-oligarchies-in-federations-empires</link><pubDate>Thu, 21 May 2026 3:00:00 PM -0400</pubDate><pubDateParsed>2026-05-21T15:00:00-04:00</pubDateParsed><title>GalCiv IV Dev Journal #118: Oligarchies in Federations &amp; Empires</title></item><item><author>redskittlesonly</author><comments>https://forums.stardock.net/541650</comments><description><![CDATA[<h1 style="text-align: center">Treasures of the Magi brings new items, quests, gear and monsters to Elemental: Reforged</h1>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">Stardock Entertainment today released <em class="BB_Italic _3TPGDj4kc0QGKvO8FJmGz8">Treasures of the Magi</em>, the first DLC for the fantasy turn-based strategy game <em class="BB_Italic _3TPGDj4kc0QGKvO8FJmGz8">Elemental: Reforged</em>. Priced at $8.99&nbsp;<em class="BB_Italic _3TPGDj4kc0QGKvO8FJmGz8">(enjoy the 20% launch discount through May 28!)</em>, the expansion adds new monsters, treasures, items, and quests drawn from the First Age of Elemental, the era when the Magi ruled through sorcery and their golems stood watch over the cities of Anthys.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU" style="text-align: center"><a href="https://www.elementalgame.com/treasuresofthemagi" target="_blank" rel="nofollow ugc noopener noreferrer">Get Treasures of the Magi</a>&nbsp; |&nbsp; <a href="https://www.elementalgame.com/store" target="_blank" rel="nofollow ugc noopener noreferrer">Get Elemental: Reforged</a>&nbsp;</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU" style="text-align: center"><strong class="BB_Bold _3cln317VYhwhE1fSeMCG48">Treasures of the Magi Release Video</strong></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU" style="text-align: center"><strong class="BB_Bold _3cln317VYhwhE1fSeMCG48"><iframe title='YouTube video player' width='500' height='305' src='//www.youtube.com/embed/X--HYjHDNWw?wmode=transparent' frameborder='0' allowfullscreen></iframe></strong></p>
<div></div>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">&nbsp;</h3>
<h2 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">About the Setting</h2>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">Thousands of years before the Cataclysm, the Magi were sorcerers whose mastery of magic shaped the early civilizations of Elemental. They forged golems out of stone and iron to defend their sovereignty against the feudal barons rising up around them. When the Titans came, the Magi retreated into hiding, their golems went dormant, and the Cataclysm later buried most of what they had built.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">The reawakening of the Fallen Enchantress has sent a pulse of dark magic across the surface of Elemental, and the old enchantments that animated the golems have begun to stir once more. Fissures are opening across the twin subcontinents of Anthys, and the golems and the treasures they once guarded are returning to the surface.</p>
<h2 class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><span style="font-size: 1.1rem">What the DLC Adds:</span></h2>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3">
<li class="_1iXxYKOlzzXiVr02E7n2Fe">
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">New gear including new weapons, magic wands, unique armor and much more.</p>
</li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe">
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">New monsters, including several varieties of awakened golem.</p>
</li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe">
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">New treasures and items recovered from Magi-era ruins, including potions that can transform the player into magical creatures in battle.</p>
</li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe">
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">New quests that send players into the fissures to uncover what the Magi left behind.</p>
</li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe">
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">New encounters and lore.</p>
</li>
</ul>
<h2 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">Free v1.1 Update</h2>
<p><em>[full changelog below]</em></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">A free v1.1 update is also available today for all <em class="BB_Italic _3TPGDj4kc0QGKvO8FJmGz8">Elemental: Reforged</em> owners. Shaped largely by community feedback, the update brings a number of quality of life improvements along with a wide range of stability and performance fixes. Among the highlights, weapons, armor, accessories, and consumables that previously required the Legendary Heroes DLC are now available to all players at no cost, and crafting ingredients can be purchased directly from shops.</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">Treasures of the Magi Screenshots:</h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/40/24/4024393/246484cb-d72d-411c-9692-9c94b6995a88.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/40/24/4024393/995e7fe5-9400-4f6f-a744-6ef45973c1c4.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/40/24/4024393/1aae038b-158b-4bf7-812f-17db64322641.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/40/24/4024393/ecfdda65-0c9d-4eb7-971c-49fa19f6360e.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/40/24/4024393/968a6f70-5c4a-43c0-ae1a-5f5183564e62.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/40/24/4024393/f26ac863-65ea-4d7d-8d0e-6300a46738f8.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<h3 class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">v1.1 Changelog</h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><h1 local-id="72c6eeb6bda5" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-KeyFeatures"><style>[data-colorid=f0ydywgk08]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=f0ydywgk08]{color:#004eb3}[data-colorid=hozbuzzrq5]{color:#ff5630} html[data-color-mode=dark] [data-colorid=hozbuzzrq5]{color:#cf2600}[data-colorid=iv8wszebdq]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=iv8wszebdq]{color:#004eb3}[data-colorid=gll9z1kr6k]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=gll9z1kr6k]{color:#004eb3}[data-colorid=a4bvqbpmia]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=a4bvqbpmia]{color:#004eb3}[data-colorid=bokvnf0y0u]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=bokvnf0y0u]{color:#004eb3}[data-colorid=tu8oy3vxv3]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=tu8oy3vxv3]{color:#004eb3}[data-colorid=n828b3oxd3]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=n828b3oxd3]{color:#004eb3}[data-colorid=ypqueu1ujv]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=ypqueu1ujv]{color:#004eb3}</style>Key Features</h1><p local-id="0866a0154f46"><strong>Legendary Heroes DLC Items, Now Free: </strong>12 weapons, 3 armor sets, and a dozen accessories and consumables that previously required the Legendary Heroes DLC are now available to everyone</p><p local-id="d5b5f3273cf5"><strong>Stability Improvements: </strong>A wide range of crashes have been fixed across all phases of play, including early turns, high unit count games, large maps, and post-battle screens</p><p local-id="426580a49cd5"><strong>Crafting Ingredients Now Available in Shops</strong>: Players can now purchase crafting ingredients directly from shops, making the crafting system more accessible and removing friction from the crafting loop</p><p local-id="7f881017890a" /><h1 local-id="8d17f64a3d66" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-May21st,2026HotPatch">May 21st, 2026 Hot Patch</h1><hr local-id="dacd624c-a28c-4e6d-9768-ee4375a64270" /><h2 local-id="acdd0fbe45c3" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-Gameplay"><span data-colorid="ypqueu1ujv">Gameplay</span></h2><ul local-id="ccef020e-bfb7-4595-899a-373d8b162352"><li local-id="aaf7ac93-6138-453b-8642-75b37f60c19c"><p local-id="d3233e4fb208">Defeated enemies now drop a wider variety of items and crafting ingredients, with fewer plain gold payouts and better odds on uncommon and rare drops</p></li></ul><h2 local-id="89ed16cf6274" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-Stability"><span data-colorid="tu8oy3vxv3">Stability</span></h2><ul local-id="04ea8c48-ba94-48ce-9891-19a0dfdbd68c"><li local-id="44c9a37c-eff3-49f8-b80b-13df7fc8a0b0"><p local-id="bd10fcf4d447">Resolved an issue were playing on the largest map size with lots of enemies caused a game lock when hovering over tooltips</p></li><li local-id="3847bfb3-0ae5-499e-b662-cd9e9c9dcbe0"><p local-id="101f86f1569f">Fixed a threading issue that could cause rare hitches or hangs during gameplay on busy maps improving performance</p></li><li local-id="b84286b5-a5d9-4fa0-bc1b-1c43b88f116a"><p local-id="f2fb46f6edac">Resolved random crashes that can occur due to the sound in the game getting desynced from the computer</p></li></ul><h1 local-id="4cd829d31671" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-May21st,2026UpdateChangelog">May 21st, 2026 Update Changelog</h1><hr local-id="8fbecdaa-2b54-46ec-be7c-21079050d4ac" /><h2 local-id="a8bdb47b19bc" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-Achievements"><span data-colorid="n828b3oxd3">Achievements</span></h2><ul local-id="ab24609c-7351-4b8c-b39a-275fab75e208"><li local-id="6784a141-fb2b-4430-b447-2be68265b6eb"><p local-id="17bc10236d60">Added in Steam Achievements for players to unlock</p></li></ul><h2 local-id="149ad67f3839" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-Controls"><span data-colorid="a4bvqbpmia">Controls</span></h2><ul local-id="9df792a1-8671-44ce-a813-0dabee93a409"><li local-id="4da96c6c-e021-4544-9b1a-dab4cfb1b8af"><p local-id="c5dfb05caa8a">Ensured hotkeys are working</p><ul local-id="ab11e6c9-1c66-454a-8e84-6e7bf60166be"><li local-id="c1b379e3-e71b-4043-9e5b-0c6963b3ff12"><p local-id="b1f134ba6d26">F5 will quicksave</p></li><li local-id="7390953b-f347-44c4-8b30-b7bc3cf8ebcc"><p local-id="9149bb8fe891">F9 will quickload</p></li></ul></li></ul><h2 local-id="b0485379332b" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-Gameplay.1"><span data-colorid="f0ydywgk08">Gameplay</span></h2><ul local-id="2c1d0ba5-9705-40d9-8a50-20d645a225dc"><li local-id="d02a9bc6-05d1-4b44-a79c-dac48d3a9b70"><p local-id="804bf125b353">Resolved issues where player&rsquo;s units would get offset from their intended tile</p></li><li local-id="9ba4a076-f6ed-42f3-a7a7-762ce7834e02"><p local-id="486fc8549220">Crafting ingredients are now available for purchase and selling in shops</p></li><li local-id="a387d663-d26c-403e-b10f-fa2402deed07"><p local-id="b5f0638af2aa">Resolved issues where some champions on the map were unrecruitable</p></li><li local-id="38afab52-adc3-4849-a972-cc647ed7a4fa"><p local-id="826e84b138be">Fixed issues where if a city gets razed the land attributes and resources underneath would disappear</p></li><li local-id="00cfe2ef-c20d-4686-9302-7c685389d186"><p local-id="2a31ee12d550">Fixed missing city influence from the city of Urwenn in the Fallen Enchantress Campaign</p></li><li local-id="672b02a0-ccdf-4a47-a053-38e8b89ce958"><p local-id="65115b6e2ef4">Resolved a bug where enchantments can be casted on cities with no enchantment slots</p></li><li local-id="63bcd24c-c8c0-4837-b8f7-c61ce91de9fd"><p local-id="72f5b7584adb">Fixed issues with auto move not properly functioning on armies</p></li><li local-id="2824e22a-570f-4842-8817-3cdabfa81dd5"><p local-id="3c5dab1ae00e">Tech trees will correctly load when starting a game after previously playing a tutorial</p></li><li local-id="81b7bb6c-03db-4823-bfd8-0e680f0afd38"><p local-id="1259a0af049a">Fixed quest rewards for &quot;Ribald Banter&quot; and &quot;Eight Legged Troubles&quot;</p></li><li local-id="802c87c4-55ff-41af-ade0-3e80162580e0"><p local-id="c7850e6fe34e">City totals for Food, Gold, Mana, Production, and storage now correctly match the values shown on individual improvement tooltips instead of being counted twice</p></li><li local-id="e47f51ac-77b8-4db8-971f-e507d04a2bbf"><p local-id="2439f6fa8f44">Units no longer teleport to the end of their turn when the camera moves the unit off screen</p></li><li local-id="2daa4d5d-3ffb-44ea-89d0-8e878c5edb05"><p local-id="29e55de635d4">Resolved some Prelude stuck turns when loading a save from in between 2 quest points</p></li><li local-id="cba0471d-c704-4877-85d4-8745a10b97cd"><p local-id="8f8fd8784bdf">Added core armor to be purchased in the shop</p><ul local-id="2f77f45b-6b1b-4580-adb5-a5b52ffd843c"><li local-id="c6bd2b0f-1b53-49c9-9398-e611225e23a2"><p local-id="fdb8e655a4cd">Chain Armor, Chain Breast Plate, Plate Mail Armor and Champion's Armor can now be bought and sold at shops </p></li></ul></li><li local-id="5a083e63-b3ce-4ffa-bc07-758dd18243e6"><p local-id="6480b9eae480">Wargs are no longer able to use throwing knives </p></li><li local-id="31292036-cd14-4ad2-950e-fecbe8a65784"><p local-id="484e582b1c84">Resolved issues with horse and warg production for cities</p></li><li local-id="d6d02492-471f-4566-9497-3746ab0a760e"><p local-id="b41a740ef719">Added in a loot rebalance</p><ul local-id="ff4c7013-2cf5-4f2d-8e19-f9cf0d5d3c68"><li local-id="3c3c815a-5103-4621-af14-20037edecb2d"><p local-id="f3b7d7787e78">Reduce Tilda Herbs drop rate by 50% across all 36 monster treasures</p></li><li local-id="ab4994d8-5906-4a72-ab14-f4370847b646"><p local-id="411a0548a9d8">Reduce Splintered Staff drop rate by 50% across all 21 monster treasures</p></li></ul></li><li local-id="53d3ec00-d105-49a8-adce-3ca1d3e0812c"><p local-id="372f111f127d">Resolved an issue where if a player razes a city their sovereign and units disappear with the city resulting in a soft lock</p></li><li local-id="6288f52d-0065-4e71-8357-7908709aa704"><p local-id="7d05c6306ed5">Fixed some issues with treaties not showing up in the existing treaties section of the diplomacy screen</p></li><li local-id="36346555-154f-4051-98c9-611f1df9a1b6"><p local-id="a87c9dfe922e">Fixed an issue where the technology treaty would be accessible before a player researches the literacy tech</p></li><li local-id="6270d0f7-2293-4857-9b74-617f7e4f6a23"><p local-id="af97ce6c8205">Reworked monster loot. Killing a monster can still award more than one item, but every time something drops, the odds of the next drop fall by 67%. Common loot still appears reliably; stacking multiple rare drops on a single kill is now much harder&quot;</p></li><li local-id="722324208f03"><p local-id="dd670a501fe1">Loot drops are now thematically appropriate to each creature/monster type</p></li><li local-id="cf10095b-1ed1-474e-9a83-7d88a45db6b1"><p local-id="3c5c8f6f83a7">Gold is dropped for humanoid and sentient monsters instead of common ingredients and scales depending on the monster threat level</p></li><li local-id="15f755dd-26de-47d8-bd06-1f8393336c7d"><p local-id="0f8ecb1719f5">Added loot to monsters that did previously did not have any loot drops</p><ul local-id="9799bcf5-9e03-4ae0-a47c-21f3678ba550"><li local-id="965c55e4-a293-4660-81f2-b7d9f0e3dbb7"><p local-id="ffc56fcc6475">Higher-tier monsters drop loot more frequently and drop rate will scale over time</p></li></ul></li><li local-id="939e9462-1e65-4091-9ba7-0c2f6a1b3544"><p local-id="5ba2b4b9919d">Removed potion drops from wolves</p></li><li local-id="15f51ba5-9f53-407a-82b7-d3c41905690c"><p local-id="406f78ba6e9d">Random potion, scroll, and weapon drops are now limited to casters, knights, bandits, ghouls, mercenaries, and other plausible carriers</p></li></ul><h3 local-id="109032a4cd37" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-AddedinmoreLegendaryHeroWeapons,Armor,AccessoriesandConsumables"><span data-colorid="hozbuzzrq5">Added in more Legendary Hero Weapons, Armor, Accessories and Consumables</span></h3><ul local-id="215a9019-a889-45db-98b6-b5539dc61577"><li local-id="0f8f331f-1ac9-49bf-9193-fca1b8307ddd"><p local-id="87b60a305e35">Weapons</p><ul local-id="6f01a7c3-688a-4ef6-b197-ab7ebe9a7782"><li local-id="06b42adc-8bbb-4039-91ea-16747e7abd26"><p local-id="007e21a98823">Bleeding Blade</p></li><li local-id="0ae06697-b535-4e97-a4b6-c906e4ed050b"><p local-id="3ba24826db65">Possessed Axe</p></li><li local-id="1e3e8a87-bf67-4c83-b5c6-7cec93d0ee03"><p local-id="de4baed1fab0">Breathstealer</p></li><li local-id="bb02d8ee-1a12-4d8a-a9d9-7e64d04af159"><p local-id="44438e451849">Enzo's Knife</p></li><li local-id="45e99402-ad82-4007-b3bb-5e3549dbde71"><p local-id="1f74600329d3">Skath Longbow</p></li><li local-id="d06ce592-967f-436a-9517-257cd9718d5f"><p local-id="2423f1a5561e">Stag Longbow</p></li><li local-id="f29b953d-88b5-4175-ab9d-4413906019f7"><p local-id="99dbe3fec4d4">Vorpal Blade</p></li><li local-id="e3074e2d-7f32-40b5-8664-b63401438a1c"><p local-id="14f07f603e2d">Golden Shortbow</p></li><li local-id="22ee9b99-0768-4e6e-a1f6-8046cf3a2407"><p local-id="385288deafe7">Harridan Shortbow</p></li><li local-id="d5d41d8e-03a1-477f-91d1-1b61d54c7d51"><p local-id="1476f67dfd2d">Shadowbolt Staff</p></li><li local-id="c36309af-f26e-44ea-84e2-d7ed206ed965"><p local-id="4397d092edf0">Staff of the Serpent</p></li><li local-id="ade05842-4a99-4f31-886b-167496df0431"><p local-id="23d5a9460d44">Staff of the Stag</p></li></ul></li><li local-id="211b0488-def8-4bba-ae10-8af88a022d52"><p local-id="9ac23779e8e7">Armor</p><ul local-id="1d1972c5-903d-40ca-934e-753cf2ac209c"><li local-id="8ee7afda-45b8-4196-92c8-91beb68c00de"><p local-id="95f0d54ac307">4 Assassin leather armor pieces</p></li><li local-id="5ef6f0a1-5405-44e8-be81-0d27f9921c9b"><p local-id="ed5a33fda4d0">4 Blood God plate armor pieces</p></li><li local-id="10a7e7d7-0370-4bc0-a06d-1b9e62ac1aa2"><p local-id="ca8b0b33c017">4 Lady Umber plate armor pieces </p></li></ul></li><li local-id="c99ab494-347f-4a48-9ba2-992e50042acd"><p local-id="b4b0d84525e9">Accessories &amp; Consumables</p><ul local-id="e63fdc10-388c-4c95-a1e5-72a921e39a11"><li local-id="1f3fe6a2-871b-4eb0-883a-75f02f573a64"><p local-id="4ee5d2bc53f2">Pazuzu's Horn</p></li><li local-id="13308de2-6f99-46e2-a19b-786fc48be215"><p local-id="e12731ac035a">Rabisu's Horn</p></li><li local-id="b4c5793d-a77c-4785-8d44-10da014005de"><p local-id="49c5e3169152">Pillar of Grazna Figurine</p></li><li local-id="b6f4617b-2b40-4336-bb9e-7c1e9f5d87ea"><p local-id="f07cd251d8c5">Cursed Bell</p></li><li local-id="fca7710a-88f0-4867-a9cf-48b1baf70782"><p local-id="984642658d0f">Lucky Dice</p></li><li local-id="3ca785d1-0829-4a0b-a0a7-46f49f45f8ad"><p local-id="d72f33316212">Bishop's Ring</p></li><li local-id="1f8772d5-9231-422e-bd0a-717065515b37"><p local-id="bcce32155111">Revenging Ring</p></li><li local-id="7043e926-9cfa-4083-9409-829002644987"><p local-id="72f62943b728">Bottled Wind</p></li><li local-id="b93f3c03-e364-41ed-894d-a8b4a4b02d5b"><p local-id="b794b90412e5">Quicksilver Potion</p></li><li local-id="44894700-62ea-4aed-9afb-dc80ce334ab8"><p local-id="e9eeeb14500f">Battle Cry Scroll</p></li><li local-id="5e3ff52e-feac-4ec7-8760-ac7826468817"><p local-id="bccf58cf35bf">Imprison Scroll</p></li><li local-id="83dc7741-4f4c-41e8-967e-234c15a4d41b"><p local-id="49e142c74f3d">Silence Scroll</p></li></ul></li></ul><h2 local-id="a88a65629792" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-StabilityandPerformance"><span data-colorid="bokvnf0y0u">Stability and Performance</span></h2><ul local-id="85419f48-0ef1-4ca8-bfb2-e85b7c34c671"><li local-id="3dd063de-24dc-49bd-a103-f478f4db7cdd"><p local-id="d5ff72243308">Fixed a crash caused by Fog of War map creation and DirectX 11 loading</p></li><li local-id="545e378b-7d09-4500-a673-eb02c96dfb65"><p local-id="b0f5ef2ea049">Fixed a multi-threaded crash that caused scattered, hard to reproduce crashes across many screens (research, marriage, tactical, treaties, and others) that was mostly common in early turns and games with very high unit counts</p></li><li local-id="bcff84ea-c1bc-4efb-a69b-95d0f0293e1e"><p local-id="70a93b7b733d">Fixed crashes when razing a city while its panel is open</p></li><li local-id="9d5b2938-8b52-4366-95b2-07e4549d543e"><p local-id="40af9be7a6f3">Fixed a crash on the post-battle screen when an AI faction was eliminated in combat</p></li><li local-id="54f21550-a45e-4a65-b957-f77eec81376e"><p local-id="938317ed6125">Fixed a crash when transitioning from tactical to strategic maps</p></li><li local-id="3523ba14-9aa9-485c-8fed-7e7864420da8"><p local-id="dd7f5c80a734">Fixed crashes in the city info panel when the selected city was destroyed or its owner had been eliminated</p></li><li local-id="631a06df-b992-4627-8edc-549999e0b3dd"><p local-id="944c59962b1d">Fixed late-turn crashes during AI processing related to city building updates and unit selection</p></li><li local-id="04acd2d9-f52c-42f7-b379-007a6b5728b5"><p local-id="9166c846fd2b">Fixed a rare crash during world unloading</p></li><li local-id="7f28992f-6373-4b57-b27f-1c89e568d411"><p local-id="4cc0b4760271">Fixed a memory overload crash when starting a new game on a large, huge or gigantic map</p></li><li local-id="64c012d8-b5c9-4e97-b7c9-a0d19738c50f"><p local-id="76558a200992">Reduced frame time on idle and cinematic camera frames improving graphics performance</p></li><li local-id="7736a477-f91e-4263-9640-54a1ceaa5dea"><p local-id="74a7252c9f07">Resolved issues when loading a previous save and trying to engage in a battle was causing some players' games to freeze</p></li><li local-id="d6a75523-5dcd-4ea2-86dc-098f90e73600"><p local-id="d35cba201226">Resolved a crash that can occur when an AI is upgrading their city</p></li></ul><h2 local-id="de752c606335" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-Text"><span data-colorid="iv8wszebdq">Text</span></h2><ul local-id="b8c34dd1-081b-4e22-aa25-c805c44f53ee"><li local-id="67db95f4-4bbb-45dd-8a52-a8ff50d6b939"><p local-id="701d6c9d2450">Fixed Essence tooltips to have the correct tooltip information</p></li><li local-id="1d288663-1b9f-45bc-a181-f8ec2ec11bd1"><p local-id="54931713c2cd">Fixed Typhoid Fever having an incorrect hp effect in the tooltip</p></li><li local-id="4671a1b9-ba08-4414-8339-9ab8753a6504"><p local-id="8dd713c06c8d">Resolved Tax Office up to Treasury Vault city improvement text to show correct information in the tooltips</p></li><li local-id="806e6235-deb6-4204-b4c2-bec225551fb4"><p local-id="b1beb881af34">Fixed missing text when hovering on a mountainside</p></li><li local-id="fb8c7315-caef-445f-9a84-35f61f59f6f1"><p local-id="91758dcf6f5a">Fixed incorrect information on the Destiny Force Scroll</p></li><li local-id="4160c1dd-6c95-43c1-aefc-073eeb34e68b"><p local-id="d1d7836d28db">Fixed duplicate and old tooltips in the tech tree</p></li><li local-id="8976653a-e8cc-47aa-b718-eff0ea01071d"><p local-id="bf205afa4699">Fixed a missing word in Hunter's Short Sword description</p></li><li local-id="3e94ebd1-1a1d-493a-809c-2bb1357ae2ac"><p local-id="530af54478ad">Fixed a typo in the builder forge for Volcano Lava tiles</p></li><li local-id="2664cff2-8385-4167-813a-eda70e6326dc"><p local-id="db16236c82d6">Adjusted some confusing text in the Prelude campaign</p></li><li local-id="10de26d4-a7c1-49c4-93c4-257c1e453d8b"><p local-id="c6ec0a5fa895">Book of Defense now correctly says &quot;+1 Defense&quot;</p></li></ul><h2 local-id="f4f4e98e0777" id="Copyof5/21/25ElemReFinal/LIVEChangeLog-UI"><span data-colorid="gll9z1kr6k">UI</span></h2><ul local-id="f74ad08c-ab7c-45cb-93ca-b92064e337c6"><li local-id="a32a2df8-dfe1-4938-9ca9-0da208845d69"><p local-id="4efb18cf2e75">Hardware mouse cursor option has been added in the options menu</p></li><li local-id="ee911349-34a5-4d87-836b-6f8e52b88d3a"><p local-id="12496a696e3b">Added an option to hide battle advice during battle initiation in the options menu</p></li><li local-id="f2a51516-e35c-472a-a886-2fd3d1dbfb94"><p local-id="154bbd9c647b">Improvement tooltips for simple resource buildings (Food, Gold, Mana, etc.) now clearly show the direct &quot;+ Resource&quot; benefit instead of hiding it</p></li><li local-id="48b56900-3d15-408e-b26b-9d5a61d6f238"><p local-id="079ed3b5b857">Fixed a UI issue occurred when switching between city, kingdom, and unit leaving map shortcuts in the wrong state</p></li><li local-id="0cf49c50-f9c5-4686-849f-9eb5a78c221a"><p local-id="e471eb5d678c">Adjusted Item Popups to accommodate items with longer names to avoid text clipping</p></li></ul><p local-id="ab41feeb60d8" /></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541650/now-out-now-available-treasures-of-the-magi-for-elemental-reforged</guid><link>https://www.stardock.com/games/article/541650/now-out-now-available-treasures-of-the-magi-for-elemental-reforged</link><pubDate>Thu, 21 May 2026 10:00:00 AM -0400</pubDate><pubDateParsed>2026-05-21T11:00:00</pubDateParsed><title>Now Out: Now Available: Treasures of the Magi for Elemental: Reforged</title></item><item><author>republica103</author><comments>https://forums.stardock.net/541658</comments><description><![CDATA[<p><p local-id="b74e00005011">Welcome to this Dev Diary! I’m Tom Fortune, one of the engineers on Sins of a Solar Empire II, and I’ll be walking you through the reasoning and motivations behind the upcoming AI overhaul. Let’s get started. </p><h2 local-id="86d67fe13e0e" id="SinsIIDevJournal:ARES:GodofWar!-Cause&amp;Effect">Cause &amp; Effect</h2><p local-id="ec3549a9fb93">If you've spent some serious time playing against the Sins II AI, you likely already know the shape of the general complaints we get. The AI doesn’t really like to fight as much as we’d like. It builds a credible early empire and then has issues maintaining it. It spends wildly and in ways that don’t necessarily make sense. You show up to a planet, and structures and items are not built in a way a human would ever do. Fleets get distributed a bit strangely. Exotic factories rarely get built, research wanders instead of compounding. At higher difficulties, the answer to &quot;make it harder&quot; has historically been <em>more resources</em> rather than <em>smarter decisions</em>, which feels less like a stronger opponent and more like a tax.</p><p local-id="54be1fa084f5">None of this is for lack of effort. The existing AI is a layered system of specialist controllers: One for purchasing, one for fleets, one for colonization, one for research, one for defense, and several more. Each makes locally reasonable decisions on its own. That architecture has carried Sins II from launch through every expansion, and it does an enormous amount of work that players never see: keeping economies solvent, keeping fleets supplied, keeping planets defended, reacting to threats. The reason it struggles in the late game isn't that any one controller is broken. It's that there has never been a layer <em>above</em> the controllers whose job is to look at the whole board, decide what the AI is actually trying to accomplish, and then <em>make the controllers cooperate toward that plan</em>. Until now, each controller optimized its own little kingdom without strong coordination.</p><h2 local-id="8e772404cc76" id="SinsIIDevJournal:ARES:GodofWar!-IntroducingARES">Introducing ARES</h2><p local-id="9dc5c00d05de">After more than a year of fixing symptoms, last December we decided to bite this rather large bullet and fix the cause. Rather than patch each controller into being more aggressive or more focused in isolation, we wanted to introduce a single strategic brain that owns the AI's intent for the match; and then have the existing controllers execute that intent. </p><p local-id="25e9229d45b4">The controllers are very good at <em><strong>how</strong></em>. They've never had much of a <em><strong>why</strong></em>. So, we created a top layer to sit above all of them, the Adaptive Reasoning &amp; Execution System, or ARES for short. ARES is now our <em>why</em>.</p><p local-id="fe8e379826ec">Three principles drove the design:</p><p local-id="cf357b996933"><strong>ARES is a director, not a suggester</strong>. </p><p local-id="ddf6f9c915bf">When ARES is enabled, its decisions are orders. Controllers don't get to quietly re-evaluate them or fall back to their old autonomous behavior when ARES says something inconvenient. If ARES picks a target, fleets go there. If ARES says the economy needs a refinery world, the planet controller builds toward a refinery.</p><p local-id="a835d107ae1f"><strong>Strategy is goal-shaped, not rule-shaped.</strong> </p><p local-id="833e6d43fae8">Instead of a thousand if/then statements describing what the AI should do in every situation, ARES generates and scores a list of candidate <strong>goals</strong>:  capture this territory, defend this border planet, build a capital ship for your fleet, rush this tech tier. Basically, instead of a behavior tree branch that says ‘if enemy fleet &gt; my fleet, then retreat,' ARES asks 'Is continuing this goal still worth more than the alternatives?’ </p><p local-id="1ae5208d08f4">It will commit for as long as those goals remain the best option. Goals are concrete things with a target, a cost, a chance of success, and a payoff. That makes them tunable and inspectable in a way that hand-written behavior trees aren't. </p><p local-id="522353bb104a"><strong>Difficulty should mean better thinking, not bigger numbers</strong>. </p><p local-id="c9bd58c2d547">Higher difficulty AIs should see the board more clearly, score targets more accurately, commit to plans more decisively, and tolerate more risk, not just earn 30% more credits. That's a long-term goal and it's not fully realized yet, but the architecture is built for it.  </p><p local-id="47b2eb33c828">ARES sees the game through a perception filter whose accuracy is data-driven per difficulty level; and its scoring noise, goal-switching inertia, and concurrent-plan caps are all dialed in per difficulty as well.  However, this has a caveat: <em>eliminating the AI’s need for cheats does not mean that we won’t give them some anyway.</em> We envision a future of Sins' AI where no difficulty <em>needs</em> cheats, but some may be given anyway to further increase difficulty. In short, impossible truly becomes impossible. </p><h2 local-id="8938b55a001f" id="SinsIIDevJournal:ARES:GodofWar!-WhatMakesARESTick?">What Makes ARES Tick?</h2><p local-id="a557b86b7ef0">So how does this new layer work? Here's a quick overview of what happens every time ARES thinks:</p><ol start="1" local-id="ba941b47ab8d"><li local-id="362ca8842cf1"><p local-id="1d62ae69790a"><strong>Perception</strong>: Everything ARES learns about the world passes through a per-difficulty perception filter:  Fog of war, intel staleness, capability flags for things like, &quot;Can I detect chokepoints?&quot; or, &quot;Can I estimate enemy income?&quot; Lower difficulties see less and guess worse.</p></li><li local-id="42dc08ed9dba"><p local-id="b39ae035267c"><strong>World State:</strong> ARES rebuilds a single snapshot of where it’s at:  Estimated game phase (rough boundaries, not strictly defined), economic phase, peak vs. current income, fleet strength relative to neighbors, supply utilization, attrition, front lines, chokepoints, expansion candidates, per-enemy threat assessments, and which gravity wells border whom.</p></li><li local-id="0f7175433670"><p local-id="b03a8f3929f5"><strong>Engagement Appetite:</strong> Based on the world state, ARES decides how aggressive it feels: willingness to commit forces, tolerance for losses, appetite for risk. This number feeds into how it scores its options next.</p></li><li local-id="865cc6107fcb"><p local-id="4863c2ae99a6"><strong>Goal Planning:</strong> ARES scores its candidate goals:  Military (&quot;capture this,&quot; &quot;defend that,&quot; &quot;destroy their fleet&quot;) and economic (&quot;expand here,&quot; &quot;establish a factory world&quot;); ARES then picks the best ones up to its concurrent-goal caps and commits. Once a goal is active, it persists until completed, abandoned for cause, or dominated by something dramatically better.</p></li><li local-id="994d6de27833"><p local-id="15d45dc09b91"><strong>Directives</strong>: ARES writes orders into a per-domain output bus: Attack directives, defense directives, fleet composition directives, economy directives, research directives, colonize directives, diplomacy directives; and the pre-existing controllers then consume them. Directives are rebuilt every tick; they are guidance, not state. The persistent state lives in the goals.</p></li><li local-id="c0d823bcf5e5"><p local-id="d88201976a28"><strong>Feedback:</strong> Before scoring next tick's goals, ARES reads back what the controllers couldn't do last tick: Research it couldn't afford, structures blocked by missing infrastructure slots, ships that needed a research subject the AI hadn't unlocked, etc.  ARES then folds those signals into the next round of planning. This is what closes the loop. The strategic brain learns from the executors instead of just shouting at them.</p></li></ol><p local-id="b0c0fc2d8587">The result, is an AI that picks a recognizable plan, commits to it, builds the economy that plan needs, builds the fleet that plan needs, and presses the plan instead of getting distracted. You can tell from watching the map. Fleets converge on real objectives. Defense forms up at the right gravity wells. Research advances along a coherent track. Pressure mounts in one place instead of dribbling everywhere.</p><h2 local-id="b2e8165d27d5" id="SinsIIDevJournal:ARES:GodofWar!-What’sStillBeingWorkedon?">What’s Still Being Worked on?</h2><p local-id="56a535dd8d48">ARES is in the player's hands as an opt-in because it's <em><strong>functional and competitive</strong></em>, not because it's finished. </p><p local-id="6b0cc21363fa">Here’s an honest list of what we know still needs improvement:</p><ul local-id="d3689a707448"><li local-id="4a10bd7d42a5"><p local-id="c0144e04c508"><em><strong>Late-game fleet composition</strong></em></p><ul local-id="8926bb3e652b"><li local-id="eef1fd76157e"><p local-id="55ceaf1916a6">Capital and super-capital build targets flow through correctly, but the AI is still under-investing in titans and command ships relative to where a strong human player would be by the established and late phases. We want the AI's late-game fleets to <em>look</em> like late-game fleets, not just to be larger early-game ones. Expect updates on this very soon.</p></li></ul></li><li local-id="aa673763bc2b"><p local-id="3105ec491113"><em><strong>Fleet engagement commitment</strong></em></p><ul local-id="3d3e649c1d7a"><li local-id="74caadac361e"><p local-id="3c6e00ff5ab8">ARES decides when to attack pretty well, but its in-combat commitment, &quot;Do I press, do I disengage, do I reinforce?&quot;,  is still leaning on the existing fleet behavior. We have a phase of work planned to bring that decision under ARES as well, so the fleet doesn't break off when ARES wants it to push.</p></li></ul></li><li local-id="11edbcd30901"><p local-id="45fb59ade8a8"><em><strong>Econ-to-war signaling</strong></em></p><ul local-id="04acdfda89e0"><li local-id="e83c308699a6"><p local-id="4c035313bc7f">Economic state already informs which military goals look attractive, but there are patterns the AI still misses (e.g. recognizing when an enemy's economy is brittle enough to be worth a targeted strike, rather than a frontal assault).</p></li></ul></li><li local-id="b268b9f4f625"><p local-id="7ca89c24c7fe"><em><strong>Difficulty as cognition</strong></em></p><ul local-id="1c9edf8766ab"><li local-id="241fa798c119"><p local-id="5124ad3202c2">As discussed, we want difficulty to scale ARES's <em>quality of thought</em> more than its income. Some of this is wired (perception, scoring noise, concurrent goals, re-evaluation cadence), but more difficulty-scaled tuning is still ahead of us.</p></li></ul></li><li local-id="75d30b8d7772"><p local-id="d7a40e7b4eed"><em><strong>Team play</strong></em></p><ul local-id="b2af6bfe2921"><li local-id="07761c8451d1"><p local-id="4c3d77bdff73">ARES is an angry fella. It really struggles to recognize the difference between an ally and an enemy, and in team games, can generate war goals against allies; and wind up getting stuck on an unresolvable goal. This should be resolved, but, keep an eye out!</p></li></ul></li><li local-id="dbc278a19997"><p local-id="7d6407883000"><em><strong>Tuning, broadly</strong></em></p><ul local-id="6eda0e806538"><li local-id="573101e2ec01"><p local-id="80f841cd42ee">Every number in ARES - scoring weights, posture thresholds, attrition limits, role templates, goal caps, demand profiles - is data-driven precisely so we can keep tuning during opt-in based on what we see in real games.</p></li></ul></li><li local-id="4ebe81a6bcab"><p local-id="83c9e2729a21"><em><strong>Multiplayer</strong></em> </p><ul local-id="ac9129f37322"><li local-id="6389d1a5c322"><p local-id="2935a4f57011">Multiplayer works, however, there are issues with hot-joining at the moment causing desyncs. Do so at your own risk. Everything else: single-player, full multiplayer from the lobby, is fair game.</p></li></ul></li></ul><h2 local-id="db5f9a2ef362" id="SinsIIDevJournal:ARES:GodofWar!-Conclusion">Conclusion</h2><p local-id="408733a7b7c8">ARES is going to keep evolving throughout the opt-in period and beyond. We're not shipping this and walking away. We'll be iterating on it in public, based on what you tell us and what we see in our own playtesting. That's the whole point of the opt-in: not for you to play a finished feature, but to help us find the rough edges. The games where ARES felt sharp, the games where it did something baffling, the difficulty that felt miscalibrated, the faction that didn't feel like itself. All of that is gold to us right now.</p><p local-id="9ae0abdc1ba8">There's no substitute for real games. If you've got a save or replay where ARES did something especially smart or especially stupid, send it our way, ideally in the <a class="external-link" href="https://discord.gg/sinsofasolarempire" rel="nofollow">Discord</a>.</p><p local-id="dee07ad096ea">Thank you for your continued support and we’re eager to get your feedback!</p><p local-id="cdaacf07583b" /></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541658/sins-ii-dev-journal-v165-ares-god-of-war-preview</guid><link>https://www.stardock.com/games/article/541658/sins-ii-dev-journal-v165-ares-god-of-war-preview</link><pubDate>Thu, 21 May 2026 10:00:00 AM -0400</pubDate><pubDateParsed>2026-05-21T11:00:00</pubDateParsed><title>Sins II Dev Journal: v1.65 'ARES: God of War' Preview</title></item><item><author>wasabi_md</author><comments>https://forums.stardock.net/541648</comments><description><![CDATA[<h1 style="text-align: center">Combat Stats and Tooltips in Ashes of the Singularity II</h1>
<p style="text-align: center"><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/" target="_blank" rel="nofollow ugc noopener noreferrer"><strong>Wishlist Ashes II</strong></a></p>
<p style="text-align: left">This week's dev journal dives into something that doesn't always get a lot of attention: the numbers behind how units actually fight. We walk through the tooltip changes we've made and what they reveal about weapon behavior, range, and damage in ways that aren't always obvious just from watching a battle.&nbsp;</p>
<p><iframe src="https://www.youtube.com/embed/F_BmDrAC1FU?si=Err79SZ5Sitv0YuM" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" style="display: table; margin-left: auto; margin-right: auto" title="YouTube video player"></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541648/ashes-ii-video-blog-combat-stats-and-tooltips</guid><link>https://www.stardock.com/games/article/541648/ashes-ii-video-blog-combat-stats-and-tooltips</link><pubDate>Wed, 20 May 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-05-20T13:00:00-04:00</pubDateParsed><title>Ashes II Video Blog: Combat Stats and Tooltips</title></item><item><author>Frogboy</author><comments>https://forums.stardock.net/541611</comments><description><![CDATA[<p class="pf0"><span class="cf0"><p local-id="8b6ec976813a">Greetings!</p><p local-id="56d7d5776b14">Today I want to talk about what the Empire government actually does in the upcoming Federations &amp; Empires expansion.</p><p local-id="e8c6c3e0f9a9">I'm getting ahead of myself. So let me first walk through the idea of the new expansion, possibly the biggest we've ever done. In Galactic Civilizations IV: Federations &amp; Empires, we are introducing governments. But really, we are using governments as an excuse to redo a lot of how the game is played without making people mad at us for changing the game so much. You can still play the old Colonial Charter system if you want, but now there are four new governments to play as, and each plays fairly differently.</p><h2 local-id="6e1e65033950" id="DevJournal#117:Empire-Thenewbasegovernment:Colonial">The new base government: Colonial</h2><p local-id="4bcac4c2081d">I want to start with a few core elements of what a government even is in Galactic Civilizations, because we are basically taking the Policy and Leader systems that are in the current game and merging them together (in v4.0 they share a single screen).</p><p local-id="6b4dd622ced2">To recap: your civilization has a Homeworld, Colonies, and Core Worlds. Colonies are marginal planets that feed your Core Worlds and Homeworld. Core Worlds play pretty much the same as your Homeworld does right now.</p><p local-id="814117ff1512">The Colonial government includes Leaders you can recruit and assign to Minister positions, which unlock abilities or buffs (mostly buffs). You can also make leaders into diplomats and governors, or put them in a Thinktank for more buffs.</p><p local-id="909a223a40b3">Now, in v4.0, Thinktanks are going away. The internal &quot;factions&quot; system is dead. In its place are Institutions and Political Parties. (v4.0 is free, btw.) Institutions are where you park surplus leaders. And most of your people align with one of four political parties, and each civilization has its own set.</p><h2 local-id="91cba51754cc" id="DevJournal#117:Empire-Empiresareaboutyourhomeworld">Empires are about your homeworld</h2><p local-id="23c3fd3ab625">So you have your Homeworld. You also have Core Worlds. Empires have a third type: Vassals. Vassals are autonomous. They are still part of your empire, but you don't manage them. Their Vassal Lord does. And Vassals aren't merely automated Governors. They give a huge bonus to the production of the vassal world, typically more than what a human min/maxer could squeeze out of it.</p><p local-id="4c3dd08c59d9">But Vassals are also trouble. They scheme. They have discontent. If their discontent gets too high, their Shipyards rebel and start producing Insurgents instead of your ships.</p><p local-id="22a24495f103">To keep your Vassals in line you need to build Enforcers. These are specialized ships you keep in orbit to keep the people in line. They have the added benefit of making those planets largely immune to culture flipping (and the AI is aware of this).</p><p local-id="bb73bcbd2128">As good as Vassal worlds are at first, they quickly become less productive on their own, and that's because your decrees can siphon off their resources to feed your homeworld. So if you're all about having your homeworld be a mega producer, Empires are for you. Decrees tend to increase discontent, but they also funnel resources from those worlds back to your homeworld.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="Inquisitor-20260513-200134.png" width="467" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3520332151/Inquisitor-20260513-200134.png?version=1&amp;modificationDate=1778703268111&amp;cacheVersion=1&amp;api=v2&amp;width=467&amp;height=262" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3520332151/Inquisitor-20260513-200134.png?version=1&amp;modificationDate=1778703268111&amp;cacheVersion=1&amp;api=v2" data-height="524" data-width="931" data-unresolved-comment-count="0" data-linked-resource-id="3520332168" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="Inquisitor-20260513-200134.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3520332151" data-linked-resource-container-version="2" data-media-id="e3fcc9b6-85ad-4e5b-9dae-0f56e27f4316" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3520332151/Inquisitor-20260513-200134.png?version=1&amp;modificationDate=1778703268111&amp;cacheVersion=1&amp;api=v2&amp;width=934&amp;height=524 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3520332151/Inquisitor-20260513-200134.png?version=1&amp;modificationDate=1778703268111&amp;cacheVersion=1&amp;api=v2&amp;width=467&amp;height=262 1x"></span><p local-id="95bd934e1ab9" /><h2 local-id="e8220ae74eda" id="DevJournal#117:Empire-TheImperialCourt">The Imperial Court</h2><p local-id="0a47c2d77a58">The Court is the Empire's cabinet. It has six positions: Grand Marshal, Lord Chancellor, Lord Exchequer, Imperial Spymaster, High Admiral, and Imperial Inquisitor. Unlike a normal cabinet, Officers of the Court are given specific tasks. Let's go through them:</p><div class="table-wrap"><table data-table-width="1800" data-layout="default" data-local-id="4edcff78-08f0-406f-89b9-bca241af36d9" class="confluenceTable"><tbody><tr data-local-id="c42cb8dc-cd06-4630-adb8-7a2c2f7aad47"><th data-local-id="670f61d8-c049-403c-8ce9-6b3a6d27d45b" class="confluenceTh"><p local-id="33c33c03b3d0">Position</p></th><th data-local-id="9a277429-4277-4998-8f99-ea3541f5a1b2" class="confluenceTh"><p local-id="8fa9673d4642">Domain</p></th><th data-local-id="e41285be-f1a8-4612-a39a-ff8f60290b6c" class="confluenceTh"><p local-id="7cacc1ec9c82">Assignments</p></th></tr><tr data-local-id="c31c1d19-699e-44c9-86b5-b5eb5990672f"><td data-local-id="dcc0239d-5e72-4a8b-8888-3d4605c4c6ba" class="confluenceTd"><p local-id="2c9daab705b8"><strong>Grand Marshal</strong></p></td><td data-local-id="71652f08-56f3-4c7f-a5fe-9e1082ea0b81" class="confluenceTd"><p local-id="c1e9bac41a97">Military reach and presence</p></td><td data-local-id="67078c83-04ff-4640-a1ad-a1fbf3acd870" class="confluenceTd"><p local-id="3d00281fe272">Extend fleet range · Push military output · Boost Enforcer effect</p></td></tr><tr data-local-id="7aeb9544-affe-4ec9-b992-a55328b03845"><td data-local-id="55eab121-6037-4da5-aa45-da32913a9908" class="confluenceTd"><p local-id="30e400e9d104"><strong>Lord Chancellor</strong></p></td><td data-local-id="ca6135cb-a95a-4b21-b244-923622ea04e2" class="confluenceTd"><p local-id="e4fd06e8d4dd">Civil affairs at home and abroad</p></td><td data-local-id="7a02bfb4-0d4d-4a63-bf31-c7e696887da3" class="confluenceTd"><p local-id="d2c29a2122f5">Run trade · Project culture · Maintain domestic order</p></td></tr><tr data-local-id="77fe338a-3ec7-49d2-86fc-f121e4c8f4c9"><td data-local-id="b65b0f67-2a2f-462e-9ca6-484d469c1621" class="confluenceTd"><p local-id="d3da0f1400e8"><strong>Lord Exchequer</strong></p></td><td data-local-id="0eabb318-b756-42bd-9f71-ff0c03275c63" class="confluenceTd"><p local-id="38e1b60aba44">Fiscal and Decree machinery</p></td><td data-local-id="b3b518de-c23c-4a8e-afe4-2baac1d4b09f" class="confluenceTd"><p local-id="33556f43f4fc">Tribute Ledgers · Decree Administration · Burden Accounting</p></td></tr><tr data-local-id="d4f57dbd-9cf8-4924-bc72-4c2507a1e1bd"><td data-local-id="24d04e49-7e5a-4320-80cc-1da18d62c3eb" class="confluenceTd"><p local-id="c86a13d77f97"><strong>High Admiral</strong></p></td><td data-local-id="f68d4879-122c-4360-b4b9-7149220e9013" class="confluenceTd"><p local-id="a1f41152a6bd">Fleet operations</p></td><td data-local-id="e91ab3a2-d97f-40c6-8805-7ee45a33f266" class="confluenceTd"><p local-id="428441b7a9d8">Improve sensors · Increase fleet movement · Alpha-strike combat damage</p></td></tr><tr data-local-id="0562ee4c-7172-491b-b170-7ce1a77b20b0"><td data-local-id="05d86fc9-86cc-4474-b9f2-a8b76a590e9c" class="confluenceTd"><p local-id="66254939342b"><strong>Imperial Spymaster</strong></p></td><td data-local-id="d004f26e-aea5-47c4-ba03-030697fbbc9a" class="confluenceTd"><p local-id="f590e76fe5a4">Spies and dirty tricks</p></td><td data-local-id="ee0c2017-c02e-44bb-8524-a91e2b3850cc" class="confluenceTd"><p local-id="9e020a0e3d37">Loyalty Network · Suppress Dissidents · External Operations</p></td></tr><tr data-local-id="02814d59-4ce4-4e94-94ea-4b7d80692009"><td data-local-id="eb0dfc40-7d76-49ae-a91a-5a59f2be9d48" class="confluenceTd"><p local-id="ad38995597f4"><strong>Imperial Inquisitor</strong></p></td><td data-local-id="e317acab-91de-429e-8ce0-6450ff140d6d" class="confluenceTd"><p local-id="e5c009583e2f">Faith, fear, and random consequences</p></td><td data-local-id="7931e88c-c658-4247-838a-ba90484c8b89" class="confluenceTd"><p local-id="dbf1dc1510ca">Witch Hunt · Loyalty Audit · The Eye Sees All</p></td></tr></tbody></table></div><p local-id="ea000d1317a6">Putting a leader into a position is only the first step. The position is the role; the Assignment is what they're actually doing for you this turn. Switching is free and applies next turn, so the Court isn't something you set up once and forget — it's something you re-tune as the game changes. Early on your Grand Marshal probably wants to be extending fleet range. Later, when your Vassals are getting cranky, you'll want him on Standing Garrison making your Enforcers count for more.</p><p local-id="7aba84006454">Two of the positions are different.</p><p local-id="d5ce1b9c30ac">The Imperial Spymaster's third Assignment, External Operations, triggers a covert action event against a rival civ every 15 to 25 turns. There are ten events in that pool: nine are favorable (stealing tech, sabotaging a strategic resource, recruiting a defector, planting evidence to damage a rival's alliances) and one is a backfire that hits when an operation gets exposed. The backfire is uncommon but real, and it exists so that External Operations isn't strictly the best option to leave running forever.</p><p local-id="0d516ce5316a">The Imperial Inquisitor's third Assignment, The Eye Sees All, fires internal events on a similar cadence. These aren't aimed at foreign powers. They're audits and investigations inside your own empire, with outcomes that range from finding a hidden traitor (good) to embarrassing a Court leader and dropping their Loyalty (bad).</p><p local-id="1e6a35b1e67c">Every Assignment's effect is multiplied by the assigned leader's Loyalty. A Grand Marshal at 80 Loyalty delivers 80% of the listed bonus. That's why Court Loyalty gets its own readout on the screen.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260513-200806.png" width="555" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3520332151/image-20260513-200806.png?version=1&amp;modificationDate=1778703268109&amp;cacheVersion=1&amp;api=v2&amp;width=555&amp;height=312" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3520332151/image-20260513-200806.png?version=1&amp;modificationDate=1778703268109&amp;cacheVersion=1&amp;api=v2" data-height="684" data-width="1215" data-unresolved-comment-count="0" data-linked-resource-id="3520332165" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260513-200806.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3520332151" data-linked-resource-container-version="2" data-media-id="b4c04167-d990-4a16-acab-79b94286a472" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3520332151/image-20260513-200806.png?version=1&amp;modificationDate=1778703268109&amp;cacheVersion=1&amp;api=v2&amp;width=1110&amp;height=624 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3520332151/image-20260513-200806.png?version=1&amp;modificationDate=1778703268109&amp;cacheVersion=1&amp;api=v2&amp;width=555&amp;height=312 1x"></span><p local-id="67d74149fbd9" /><h2 local-id="595e42ab377c" id="DevJournal#117:Empire-Whatitfeelsliketoplay">What it feels like to play</h2><p local-id="c3021e563dfe">Empires are all about the Homeworld. You have a network of productive but resentful worlds, run from a homeworld that is getting visibly richer because of them, kept in line by warships you also need elsewhere. Every Decree is a lever that pulls value toward you and ratchets up the pressure on the people you took it from. The Court gives you knobs to manage that pressure, and Palace Intrigue and the Inquisitor events make sure those knobs sometimes turn on you.</p><p local-id="086bff32ab02">All Hail the Empire.</p></span></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541611/galciv-iv-dev-journal-empires</guid><link>https://www.stardock.com/games/article/541611/galciv-iv-dev-journal-empires</link><pubDate>Thu, 14 May 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-05-14T13:00:00-04:00</pubDateParsed><title>GalCiv IV Dev Journal: Empires</title></item><item><author>wasabi_md</author><comments>https://forums.stardock.net/541592</comments><description><![CDATA[<h1 style="text-align: center">New Orbitals in Ashes of the Singularity II</h1>
<p style="text-align: center"><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/" rel="noopener noreferrer">Wishlist Ashes II</a></p>
<p>Two new orbitals are coming to Ashes of the Singularity II. The EM Blast stuns enemy tanks and Titans while leaving your infantry standing, and the Nano Mesh Barrier throws a temporary shield on any friendly units to help them survive a bad engagement.</p>
<p style="text-align: center"><iframe src="https://www.youtube.com/embed/Zgs96yqYQZg?si=BJJWbuzMm83AOi-B" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" title="YouTube video player"></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541592/ashes-ii-video-blog-new-orbitals</guid><link>https://www.stardock.com/games/article/541592/ashes-ii-video-blog-new-orbitals</link><pubDate>Wed, 13 May 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-05-13T13:00:00-04:00</pubDateParsed><title>Ashes II Video Blog: New Orbitals</title></item><item><author>Frogboy</author><comments>https://forums.stardock.net/541522</comments><description><![CDATA[<p><p local-id="92fc1440ad47">Tech trees are one of those parts of a strategy game that look obvious from the outside and turn out, every single time, to be one of the hardest things to get right. Game designers have been struggling with how to present technology research to the player since the early 90s, and three decades in, nobody has really solved it. There are good answers, there are interesting answers, and there are answers that work for one game and fall apart in another. There is no settled answer.</p><p local-id="2917c89f6b7c">As part of the work going into GalCiv IV 4.0, we have been revisiting our tech tree. The question we are sitting with is whether to redo it from scratch or to focus on making the one we have more effective. Both are real options. Both have real costs. We are not done deciding.</p><p local-id="393e26d64139">Pretty | Easy to Use | Provide Good Gameplay.</p><p local-id="d97242e810b6">Pick 2.</p><p local-id="fcb3e19c3bd2">But that doesn’t stop us from trying to have our cake and eat it too.  And of course, that means a lot of failure.  So much fail.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260429-151948.png" width="471" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3492381043/image-20260429-151948.png?version=1&amp;modificationDate=1778017031551&amp;cacheVersion=1&amp;api=v2&amp;width=471&amp;height=269" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3492381043/image-20260429-151948.png?version=1&amp;modificationDate=1778017031551&amp;cacheVersion=1&amp;api=v2" data-height="893" data-width="1558" data-unresolved-comment-count="0" data-linked-resource-id="3492381067" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260429-151948.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3492381043" data-linked-resource-container-version="5" data-media-id="31916901-0c9d-453c-9652-054110524c35" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3492381043/image-20260429-151948.png?version=1&amp;modificationDate=1778017031551&amp;cacheVersion=1&amp;api=v2&amp;width=942&amp;height=538 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3492381043/image-20260429-151948.png?version=1&amp;modificationDate=1778017031551&amp;cacheVersion=1&amp;api=v2&amp;width=471&amp;height=269 1x"></span><p local-id="42af99003098" /><h2 local-id="f9e6e859de39" id="DevJournal#116:TheTechTreeintheRoom-Whythisishardinthefirstplace">Why this is hard in the first place</h2><p local-id="e7e521c67839">A tech tree is doing more work than it looks like it is doing. It is not just a list of unlocks. It is the spine of the strategic identity of the game. The decisions you make in the first thirty turns of research are not &quot;what gets unlocked next,&quot; they are &quot;what kind of game am I playing.&quot; If your tree fails at that, no amount of balance work fixes it. If it succeeds at it, players will forgive a startling amount of imbalance.</p><p local-id="45f622208524">That is the bar. Two players in the same game, same map, same starting civ. Do they end up feeling like they played different games? If yes, the tree is doing its job. If no, what you have is a checklist with nice art on it.</p><p local-id="196ab240f2ad">Then on top of that, the tree has to be legible. It has to be plannable, at least somewhat. It has to survive 500 turns of play without becoming a chore. It has to be teachable to a new player and rewarding to a veteran. It has to scale to hundreds of nodes without turning into wallpaper.</p><p local-id="9b0cc839834b">These goals fight each other. Always.</p><h2 local-id="dc33c71acc86" id="DevJournal#116:TheTechTreeintheRoom-Howthegenrehastried">How the genre has tried</h2><p local-id="4a4c7c9290e1">Our genre has tried a bunch. Let’s take a tour.</p><p local-id="81d2b8b4f192"><strong>The Civ lattice.</strong> Directed graph, eras as horizontal bands. The thing everyone pictures when they hear &quot;tech tree.&quot; Strong theater, you really do feel like you have crossed into the Industrial Era. The weakness is that the optimal path crystallizes within months of release, and by Civ V the community had spreadsheeted out the dominant openings to the point that the lattice was largely a memorization exercise.</p><p local-id="07c830a9d5b7"><strong>Master of Orion's tier-and-drop.</strong> Each tier offered a few techs and you picked one; the rest were gone for that game. The first 4X I can think of that was honest about the fact that the <em>exclusion</em> is the choice. Two MoO games were not the same game. The cost was that a new player could lock themselves out of something critical without realizing it.</p><p local-id="18b8ad7fd5c0"><strong>Classic GalCiv parallel tracks.</strong> Our own heritage, in various forms, since GalCiv II. Military, economy, diplomacy, social, all advancing in parallel with cross-track prerequisites. It solves the &quot;tech tree is one rail&quot; problem and lets a player visibly <em>be</em> a military civ or a research civ. The honest weakness is that the tracks tend to drift toward feeling like four small linear trees that happen to share a screen.</p><p local-id="4c9dea68923c"><strong>SMAC's blind research.</strong> You set a category bias and the game picked your next tech. The most radical answer in the genre to &quot;the optimal path becomes orthodoxy,&quot; because there is no path you control. Beloved by a hardcore niche, hated by everyone who wants agency. I respect it more than any other system on this list and I would not copy it.</p><p local-id="218d947c5eb8"><strong>Stellaris's card draw.</strong> Three weighted options every time you finish a tech, drawn from a pool. The slot machine answer. The dominant build cannot exist if the build is not replicable. The cost is planning. You cannot say &quot;in twenty turns I will have X&quot; because the deck might not deal it. Some players love this. Some bounce off it in the first hour.</p><p local-id="646a3b5857c8"><strong>Beyond Earth's web.</strong> No clear forward, no era bands, total radial freedom. The designers were trying to make every game feel different by removing the spine. The community decided it removed the legibility too, and the game's reception suffered. The cautionary tale on the shelf above my desk.</p><p local-id="2ed4eb31322f"><strong>Endless Space 2's era quadrants.</strong> Four wedges per era, era-gated. A clean compromise between the Civ lattice and parallel tracks. Pretty, legible, and the era gate occasionally forces you to research something you did not want, which is good for the game even when it is annoying for the player.</p><p local-id="310adbe95bb6">Every one of these is somebody's favorite. Every one of these is somebody's most hated system. That tells you something about how unsolved the problem is.</p><h2 local-id="97ac3b9073a4" id="DevJournal#116:TheTechTreeintheRoom-Ourownscrapheap">Our own scrap heap</h2><p local-id="e1957991108a">The reason I am writing this post is that we have been building prototypes. A lot of prototypes. Most of them did not work. Showing the ones that did not work is more useful than pretending we walked straight to the right answer.</p><p local-id="dcc67c8ca638">The image at the top of this post is one of them. Here is the rest of the museum.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260429-151933.png" width="753" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3492381043/image-20260429-151933.png?version=1&amp;modificationDate=1778017031551&amp;cacheVersion=1&amp;api=v2&amp;width=753&amp;height=287" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3492381043/image-20260429-151933.png?version=1&amp;modificationDate=1778017031551&amp;cacheVersion=1&amp;api=v2" data-height="663" data-width="1740" data-unresolved-comment-count="0" data-linked-resource-id="3492381070" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260429-151933.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3492381043" data-linked-resource-container-version="5" data-media-id="c7ed3d40-161d-42be-9f91-8609b4f8f8bb" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3492381043/image-20260429-151933.png?version=1&amp;modificationDate=1778017031551&amp;cacheVersion=1&amp;api=v2&amp;width=1506&amp;height=574 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3492381043/image-20260429-151933.png?version=1&amp;modificationDate=1778017031551&amp;cacheVersion=1&amp;api=v2&amp;width=753&amp;height=287 1x"></span><p local-id="21e32ed56f1d">I am going to include a link to an interactive version of each of these.  What looks pretty in a screenshot tends to fail in actual use.</p><ul local-id="1db714f9-791f-4fb9-82d6-31507cf71bf4"><li local-id="319ada10-3a65-4d15-996f-4fdb2582fd11"><p local-id="1f7eed1d9b9f"><strong>The Constellation.</strong> The picture above. A central node with category-colored hexes branching out across a starfield. Looked like the wallpaper for a sci-fi novel. Stopped being readable somewhere around thirty techs, and we have a lot more techs than thirty. <a class="external-link" data-card-appearance="inline" href="https://www.clairvoyanceai.com/view/share/OLWNMjbf9bpL" local-id="6061e70d13cf" rel="nofollow">https://www.clairvoyanceai.com/view/share/OLWNMjbf9bpL</a> </p></li><li local-id="319c3fc3-17f3-4a32-b9ad-53ab9e948535"><p local-id="1e171a83cc7d"><strong>The Radial.</strong> Circular layout, techs arranged around the rim. Easier to scan than the constellation. Harder to see how techs related to each other.</p></li><li local-id="5db2b055-828d-4908-9d2e-06eedbece248"><p local-id="95861a0c3755"><strong>The Web.</strong> Free-form graph, nodes wired by relationship rather than tier. The most expressive of the prototypes and the most chaotic to look at. Felt like the Beyond Earth lesson coming back around. <a class="external-link" data-card-appearance="inline" href="https://www.clairvoyanceai.com/view/share/KQvwmm1DmS8X" local-id="7b468f27188c" rel="nofollow">https://www.clairvoyanceai.com/view/share/KQvwmm1DmS8X</a></p></li><li local-id="7adda217-69da-4eb6-91fe-1d154519bc1f"><p local-id="0373713fcc14"><strong>The 3D Circuit.</strong> A stylized circuit board in three dimensions. I personally pushed for this one longer than I should have. It looked great in stills and was a nightmare to use. <a class="external-link" data-card-appearance="inline" href="https://www.clairvoyanceai.com/view/share/e0N6XCPZ7Inf" local-id="b90985a4f178" rel="nofollow">https://www.clairvoyanceai.com/view/share/e0N6XCPZ7Inf</a> </p></li><li local-id="3b8dc3b3-1082-484d-9d5b-7ce8cfe6ee71"><p local-id="b3d8e99d8341"><strong>The Organized Table.</strong> Rows and columns, no graph at all. The boring one. The one we had the hardest time arguing against on legibility grounds, because it was always the easiest to read. The argument against it is the argument against any pure list view: it is legible the way a spreadsheet is legible, which is not the kind of legible we want. <a class="external-link" data-card-appearance="inline" href="https://www.clairvoyanceai.com/view/share/HK20lSPF7eZT" local-id="9ad575e57802" rel="nofollow">https://www.clairvoyanceai.com/view/share/HK20lSPF7eZT</a> </p></li><li local-id="a20c32b0-ee46-433f-8875-80bd5ede01bf"><p local-id="238097ee7be4"><strong>The Hex Grid.</strong> A flat hex map of techs as tiles, with adjacency standing in for prerequisite. Felt promising for about a week. <a class="external-link" data-card-appearance="inline" href="https://www.clairvoyanceai.com/view/share/aPRde_wgjEsP" local-id="a4b276cf02dc" rel="nofollow">https://www.clairvoyanceai.com/view/share/aPRde_wgjEsP</a> </p></li></ul><p local-id="4b35e36965eb">There were others that did not survive long enough to make this list. The six above are the ones we sat with for at least a couple of weeks each.</p><p local-id="0f3c7058f088">The lesson, after a long stretch of this, is one I should have learned faster. The visualization is downstream of the structural decision. If the underlying structure is a directed graph with several hundred nodes, no amount of art direction makes it feel small. The most expressive layout for forty techs becomes unreadable at eighty and unusable at one twenty. You can hide complexity behind zoom and filtering, but hiding complexity is not the same thing as designing for it.</p><p local-id="57d7fc6f0906">The reason GalCiv has tended toward parallel tracks for twenty-plus years is not that we lacked imagination. It is that parallel tracks scale. The reason every Civilization ships with the lattice is the same reason. The reason Beyond Earth's web is the cautionary tale is that they tried to escape this and the math caught up to them.</p><h2 local-id="63325612ad46" id="DevJournal#116:TheTechTreeintheRoom-Redo,orrefine">Redo, or refine</h2><p local-id="c28f05799ada">Which brings us back to the question we are sitting with for 4.0. Do we replace the existing tech tree, or do we focus on making the one we have do its job better?</p><p local-id="3d6954b811b1">The argument for replacing it is the constellation, the radial, the web, the circuit, the table, the hex. We built six prototypes for a reason. The current tree has the four-little-linear-trees problem I mentioned earlier, and dressing that up does not make it go away.</p><p local-id="e1ec6f61c5a3">The argument for refining it is the lesson from the scrap heap. Every fancy visualization fell down at scale. The current tree, whatever its faults, scales to the size of game we ship. The risk of throwing it out and replacing it with something prettier is that we end up with our own Beyond Earth web.</p><p local-id="0da572751870">Right now I lean toward refine, with one specific structural change I have been chewing on that might do most of the work without us starting over. I am not going to commit to that here, because we are still arguing about it. If we land on something I am sure of, that will be its own dev journal.</p><p local-id="ffcb18f09015">My top complaint is that I can’t have a tech have multiple prerequisites.  It’s just virtually impossible to do that and make it work in a decent UI of any size.  </p><p local-id="f04c31d6e320">In the meantime, I wanted to put the failed attempts on the table. Some of them are pretty even when they did not work, and the road to the right answer goes through showing the wrong ones honestly.</p><p local-id="70e96f211176">If you can think of a tech tree in any game that has over 200 techs (or skills or whatever) that you liked, please leave it in the comments below. </p><p local-id="17b91efeebe2">-Brad</p></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541522/dev-journal-116-the-tech-tree-in-the-room</guid><link>https://www.stardock.com/games/article/541522/dev-journal-116-the-tech-tree-in-the-room</link><pubDate>Thu, 14 May 2026 11:41:23 PM -0400</pubDate><pubDateParsed>2026-05-14T08:41:23</pubDateParsed><title>Dev Journal #116: The Tech Tree in the Room</title></item><item><author>BATTLEMODE</author><comments>https://forums.stardock.net/541425</comments><description><![CDATA[<p style="text-align: center"><span><strong>Part 2 Video Blog<br></strong><span>v1.6 UI Horizons Update for Sins of a Solar Empire II</span></span></p>
<p style="text-align: center"><a href="https://store.steampowered.com/app/1575940/Sins_of_a_Solar_Empire_II/" rel="noopener noreferrer"><strong>Play Sins II Now</strong></a></p>
<p><br>In this video developer journal we show off some of the new gameplay features added in v1.6 "UI Horizons", including all new active abilities for static defense Military Structures.</p>
<p style="text-align: center"><iframe src="https://www.youtube.com/embed/OSVgWAG7JfE?si=qpI6mZoVKlNgC_Au" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541425/video-dev-journal-v16-ui-horizons-update-pt-2-sins-of-a-solar-empire-ii</guid><link>https://www.stardock.com/games/article/541425/video-dev-journal-v16-ui-horizons-update-pt-2-sins-of-a-solar-empire-ii</link><pubDate>Thu, 07 May 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-05-07T13:00:00-04:00</pubDateParsed><title>Video Dev Journal: v1.6 "UI Horizons" Update Pt. 2 | Sins of a Solar Empire II</title></item></channel></rss>