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A Small GiC Guide
Bởi Space Guy
A Guide to help you get started in the world (& worlds) of GiC.
   
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Introduction
Welcome to the guide, i'm making this because I feel like there isn't enough guide material out there, and that the 3 books at the start of the game don't reveal enough to be sufficient. In this guide, I will try to give advice for starting off, as well as some information on the planets of the mod.

Galaxy in Conflict (GiC) adds TONS of new worlds, weapons, armors, and even 4 new races. The biggest thing to note is that all this new content is separated heavily from vanilla and other mods, even though it can be compatible with them. A lot of things in this mod are completely new systems that only affect you when on GiC worlds or when fighting GiC NPCs, and vice versa, with only the content from the mod being able to really affect any GiC NPCs.

If you also for some reason haven't read the mod's description, this mod is HARD, expect a lot of deaths until you can get to some of the more cheesier aspects of the mod. The mod also has a lot of lore that I will cover in some detail to explain things if need be.

This guide isn't really finished, so help is appreciated, though I probably won't be checking the comment section as often as anyone would like. Also, i'm running my version of GiC with a few mods, but i'm too lazy to uninstall and then reinstall in order to do a vanilla + GiC only game, so please call out any discrepancies. Thanks!

Choosing your Race
In GiC, the mod introduces 4 new playable species that are a result of the mod's lore, they'll be present on almost all of the new planets as well, either fighting against you, with you, or being a neutral party.

Choosing one of these new races is objectively a good idea if you plan on getting really deep into GiC content as they all come with their own benefits relating specifically to the mod. Only 2 of the races actually have some downsides though, but we'll get to that. Choosing a normal race from maybe another mod or from vanilla doesn't hurt you, but will leave you out of the benefits of one of the 4 races.

Each race also has their own starter weaponry in their ship lockers, so make sure to give the ship locker a good look. AND, if you click skip prologue, you get to have even more items in the forms of a contraband box and a toolbox to open.

Extra Solar Humans
"Since when did humans ever change?"
These guys are humans who've been born off-earth, meaning their bodies have adapted to whatever part of space they were raised in. In practice however, it's apparently given them a few traits that're useful for longevity & survival on the gnawing atmospheres of battle-hardened worlds.
  • First Aid Training
    A trait focused on increasing the effectiveness of the new medical items in the mod, such as making the mod's bandages give some health or immunizing you from Opiate withdrawal and addiction.
  • Food and Freedom
    A trait that allows you to heal a whopping 100 health from food items that are from the MOD, and are also not "rations" (canned/packaged/sealed), any food items not from the mod are not subject to this buff.

Gallic Florans
"Blood, blood, and more blood."
Ahh, the Florans. These particular Florans are ones who've been born and raised by constant warfare, and in the mod, these conflicts usually mean Floran on Floran. I'm not smart enough to cover their plant on plant fighting in detail, but the gist of it seems to be a schism of ideology and culture, with one side taking up Hylotl and traditional Japanese influences, while the other stays on the more modern side. All this backdrop though has given these Florans strong traits that allow them to rip and tear their enemies with bullets or their swords.
  • Running Fire
    A trait that allows you to move 30% faster while being near any firing EWS (GiC) weapon. Or if you're firing that weapon yourself. Specifically, this trait activates when under "Excessive Gunfire Noise."
  • Halls of Valhalla
    A trait which increases health by 100 and HP regeneration by 1% hp/s when bathing in the blood of your enemies, literally, whenever taking out a humanoid that can bleed, their blood can shower onto you which starts this buff (and triggers specific gear buffs related to it).
  • Fire Superiority
    A trait related to the new suppression mechanics. Whenever a bullet from a GiC weapon lands near you, Suppression is added onto you, making you a lot more sluggish. This trait however, increases your weapon's hit chances and accuracy by 25% when being suppressed, AND this buff stays for around 5 seconds after the suppression stops.

Glitch Free-Thinkers
"Beep Boop, I have sentience!"
These glitch are separated from their emotional medieval cousins, who they call the Gestalt, by the fact that they can bring their strange technological prowess to the Industrial Era (as well as not vocalizing their emotions). Their advancement into this age hasn't come with some downsides though, as Gestalt remnants on worlds experiencing this revolution fight hard to maintain medieval thinking, and the Free-Thinkers usually have quite dissatisfied societies that cull any remnants of the Gestalt by, well, killing them, usually on little evidence. However, their background, as well as being robots, gives them a lot of traits to help them in battle.
  • Battlefield Runner
    A trait that increases your dodge chance by 15%, which is a chance to completely nullify ANY damage, and your shield's HP by 300, when under 50% health.
  • Knighthood
    A trait that negates the penalties of using Medium GiC armor, which just means you can now move normally in that armor class.
  • Non-Organic
    Seeing as you're a robot, you aren't affected by a lot of the injuries introduced by the mod, except for bleeding and some other obscure damages. You also cannot be affected by medical substances such as Opiates like morphine, since you know, oil blood.
  • Steel Surge
    But Since your body pumps oil instead of blood, you bleed a lot less when you get hit, resisting Bleed Damage by 20%. However when experiencing Medium or Heavy bleeding, don't get too close to fires, as your blood is flammable.

Unbranded Novakids
"The flame that burns... what was the quote again?"
These Novakids were unfortunate enough to be left with absolutely no brand, making their already strange lives even worse. Over time, these Novakids will become more and more unstable, until they die, with only Blood-Loop tokens made with mysterious Black Rock tokens obtained from either other desperate Novakids or strong bosses while not dying to them. The main idea of this species is speed-running, doing everything as fast as possible in order to obtain these BL tokens ASAP. But, unless if you're playing hardcore, the effect of these BL tokens are undone when you die.
  • Unbranded Instability
    With each stage, you get a huge increase in HP, an increase in accuracy & hit chance, and an increase in movement speed. Tick. Tock.
So, unless if you know a lot about the mod already, choose one of the 3 other species instead of the Unbranded Novakids, even though they're a cool race.
Starting Out
Now that you've chosen your race, it's time to get to actually shooting people. Or just be a smarty-pants and wait until you can get a good source of ammo before using it all up.

The Ship
Your starter vanilla ship.

When using one of the new races, this mod adds a new ship which is the same for all 4 of them.
This ship and it's upgrades is purely utilitarian, with boxy horizontally symmetrical room extensions. You also have to install your own walls in this ship, which can be a bit annoying. Honestly? Quite a boring ship. If you're playing FU along with this mod, get a patch for the BYOS system and make your own ship.

In the ship locker, the previously mentioned starter weaponry is present, and should give you a good boon to defend yourself against the first GiC enemies you will encounter. You will also find 3 codex books that explain some of the mod's mechanics in detail, READ THEM, they are very useful and will do the job of explaining a lot of things for me.

The biggest thing to know though, is that all of the GiC weaponry you find in there is probably going to one shot anything you see, except for GiC NPCs.

The Lush Planet
When beaming down, you either might be completely fine, or harassed by some of the new GiC NPCs. These can either be fellow protectorate members gone mad, or local bandits that have acquired some *mostly* non-lethal weaponry. The NPCs from then on will only get harder to deal with, so take these guys as a sort of marker as to what to expect.

There are also a lot more generations, some being bunkers rigged with EXPLOSIVES, and very potent ones as well, so stay alert. You can detect these easily with your Wiring Toolset from your Toolbox, and later on with your normal wiring tool, or by holding down ALT to visually identify them. They appear in number on some instance worlds involving the new planets, so learning what they look like is a good idea, since they are all usually tile protected.

One of the bandit buildings generated is important, as it contains an interactable wall mounted gadget resembling the hiker's tech found at the entrance of the mining cave. It should be easily spottable by the giant gold exclamation mark above it.

The Bandit Building POI, I've already taken it over and have left only the interactable object in the middle of the building. Once interacted and dealt with, the exclamation mark will disappear.

Also in this building (and also in some other buildings around), you can find 2 new workbenches crucial to crafting useful items from this mod, the "Scrap & Medical" and "Munitions" Workbenches. The munitions bench is especially important, as it's the only place to craft your own bullets.

Moving on, interacting with the aforementioned wall gadget will lead you to the...

Prologue
The Prologue is mainly where you get introduced to the melee mechanics, but also a little bit of the lore. I personally don't understand any of it as I am too dumb, so make of it what you will. Progressing to the right, after leaving the wrecked ship, you will encounter Crestfallen Protectorate Soldiers. They mumble nonsense and will not attack unless provoked, but fighting them is not advised, since they are fairly strong and do not drop any loot.

The same goes for 2 more NPCs that you can have a (one-sided) conversation with, one with a giant sword in a building and another at the top of a tower. One more NPC playing a lute can be found, but he also does not drop anything.

The real meat of this area is at the end, where you meet the...

Guardian of Nod
The infamous Guardian of Nod.

This boss is a lot more reasonable than some of the others you will face, so much so that he gives you weapons to work with, AND is willing to teach you in an impromptu melee tutorial.
Listen to what he says and take it to heart, a lot of the bosses in GiC work off this logic and all of them are quite deadly, so getting a look-in to how they may work and how to fight them is important.

Once defeated. he will drop some very useful items, including the Red Sun. You may have seen it's cracked version in your ship locker, but this is different as it is a Trinket you can use.

Trinkets
Speaking of trinkets, these little objects essentially work as EPP augments for compatible pieces of armor, and they can be the slight edge or momentous advantage you need for hard GiC bosses or worlds.

For example, the backpack and armor you just got from the boss has trinket slots where you can add that Red Sun from earlier. It is extremely strong, and should be used constantly if you can negate it's movement penalties somehow (or don't care for them), either through buffs, tools, or techs. My personal strategy is to keep it on a backpack that I can switch to at all times in my inventory, so that I can stay mobile and fight when necessary.

And that should be it for the content on the Lush Planets, in order to get better things, you need to start pushing into the new planets marked with (GiC).
Planet Overview
Now that you've started your journey, and are ready to make the world your oyster shell, why don't I go over some of the new planets that are included?

Overview
These new planets are...
  • Colonized Barrens
  • Protected Colonies
  • Afflicted Colonies
  • Wildlands
  • Crusades
  • Razed Forests
  • Wartorns
  • Khurtovynas
I've attempted to list them based on my arbitrary perspective of their difficulties, top is the least difficult, but they are all deadly in their own rights.

Going in order...
Colonized Barrens
"It's like an ant colony down there."
Colonized Barrens are probably the most useful places in the mod, as well as the friendliest. The surface on this barren is the safest GiC beam spot in the mod, and has a lot of useful POIs that help to supply your adventures.

The beam spot of Colonized Barrens.

While looking around, you can also find stores and some hard repeatable quests that introduce a new currency, Physical & Micro-Credits. These credits are important to gather, so get to saving!

Local surface Civil Shops, you can buy civillian arms and some clothes here, but they only accept PHYSICAL & MICRO-CREDITS.

The real danger comes when you start heading down. Underneath where you beam down to, you can find an elevator that leads further and further into the bowels of the colony. There you'll find more stores, auto-markets that provide mech weaponry, and annoyingly placed explosive traps. You can also find giant underground fights between some of the factions on the planet, with the accompanying supplies of which you can pillage for yourself, be careful though, they probably won't be very fond of you either.

Both the surface and underground have randomly generated layouts, though not to the point of being maze-like, so you won't find stores or recruitment areas in the same places all the time, and sometimes certain POIs won't generate at all. I'd mark a planet with the most convenient generation you can find.

Strong crew members wielding GiC weaponry can also be recruited from the surface and underground.

You can also find an entrance marked with a warning of asbestos that leads to the instance world and subsequent bosses of the planet, as well as another entrance to a very useful place...
Protected Colonies
"Everything is fine. Everything is okay."
Protected Colonies are mostly friendly, as long as you don't wander too far off from where you beam down to, or approach anyone with a gun that isn't a security guard. As you beam down, you can probably tell that the whole schtick here is that things aren't going very well. When comparing this place to a Colonized Barren, at least the barren can keep its appearances for the surface. And even worse, there isn't much in the way of bartering to do here, as the local black market is closed (at least in this version).

If you DO wander around, then do it during the daytime, nighttime wandering will likely lead to your death. This is because a multitude of (usually aerial) automated and augmented armed forces appear during night. You may also notice an underground highway, DO NOT ENTER IT, an automated Protectorate road vehicle will annihilate you from miles away if you do.

The beam spot for Protected Colonies. Below you can spot the aforementioned underground highway.

Depending on which direction you go in, you can also find the entrances to the different instance worlds that lead to their respective bosses on the planet. Make sure you've got supplies, bullets, and healing items, as both entail long linear sequences that throw a lot of competent enemies at you.
Afflicted Colonies
"Damn pink bastards, they're evolving!"
Afflicted Colonies are more linear experiences compared to some of the other planets. When beaming down, you'll be deposited into a surface facility that you'll have to fight through. Getting a Spike Sphere to navigate all the blocked hallways wouldn't be a bad idea either, though you can still get through with a normal sphere.

The beam spot for Afflicted Colonies.

The things that you'll have said fight with are haywire androids in the vain of the Alien franchise. Most are equipped with melee weapons and are pretty tough themselves, but sometimes you'll encounter an extremely strong armored one wielding a shotgun, using a sword and strong shield up close to grind it down can work. When investigating this surface facility, there are a few nooks and crannies that hold some useful items, so keep an eye out for alternative routes.

When reaching the end of this facility, you'll find an entrance to the first boss of the planet. Mobility and a nice shield is a good idea here.

After beating that boss, you can continue further in, where you'll fight against some Erchius infected forces, from giant cleaver wielding tumor-men to self-destructing deadly chargers. This part of the planet is filled with supplies and guns, so grabbing what you want and getting out is understandable.

At the end of that section, you'll find the entrance to the last boss of the planet. Bringing some crew-members would help in fighting this one, but it is interestingly a lot easier than the first boss in that it does not have as many one-hit kill moves.
Wildlands
"THEY FEAR THE FLAMES."
Wildlands are a big difference to the worlds we've seen so far, as they are fully traversable in your mech, which I HIGHLY RECOMMEND doing. As (hopefully) noted by your SAIL, there are nocturnal (night) predators that inhabit this planet, all of which are highly dangerous. Your mech will help you stay safe, but it is also recommended to find GiC mech weaponry, as vanilla weapons are less effective. Every time one of these things appear, a growl will play and they'll spawn fairly ahead of your view range, they are also all melee based, so they'll attempt to lacerate and rip your face off instead of blasting a hole in it. They may (or may not?) spawn in packs rarely. Fun.

The best thing to do however, is to just wait for daytime in order to explore. If you want to streamline your exploration though, you can use the Sword Lunge on the Soldier's Sword to quickly traverse the area, careful of height differences though, as you will probably go as fast vertically towards a broken neck as you will be going horizontally.

The beam spot for Wildlands. The entrance to the Coastline and Hunter's Island Lodge are thankfully always to the left, placed essentially adjacent to the beam spot.

Nearby where you beam down, you can find an entrance that leads to the Hunter's Island Lodge, a vital place for Unbranded Novakids, as it is the only place where you can craft Blood-Loop Tokens. Also in this entrance, you can find another teleport to a coastline, which then subsequently leads to the Wildlands Asylum, make sure you bring light items and stay on your toes for that one. You will also find a Sika Helicopter to your right, do not attempt to fly it until you have read the manual nearby or are confident in your abilities.

This beam down spot, and certain other generations on the planet, are usually safe at night. These safe spots include the Ranger Outpost and being inside the Underground Laboratory. Speaking of which...

The Ranger Outpost has a large tree in the middle of it that leads to another boss, and is also home to some light items that can help with navigating dark areas, especially this planet at night, as well as an abandoned repairable motorbike. There also *may* be a surprise underneath one of the houses...

The Underground Laboratory is a compound that has some supplies along with an entrance to a wave defense type instance world that has some good rewards, including someone who can help you. In order to access that though, you must turn on the power at the very end of the facility, but considering how suspiciously empty the place seems, something might happen when you do...
Crusades
"The Industrial Revolution and it's consequences..."
Crusades are relatively dangerous, but can also be traversed in your mech. The problem is a lot of the enemies encountered here have strong ranged weapons, which make them dangerous to fight both on foot and in a mech.

The beam down spot for Crusades. You'll have to travel ages to find the Glitch city.

There are 2 factions that you can encounter, each with their own weaponry. Glitch with brightly colored red or blue coats will usually have percussion rifles with bayonets or strong pistols, while Glitch with medieval looking garb and helmets will usually have very fast firing crossbows, they are also the most likely to field melee weapons. DO NOT UNDERESTIMATE EITHER SIDE, as Gestalt crossbowmen can and will hit 3 bolts on you in 1.5 seconds, and Free-Thinker riflemen can one-shot you.

On the planet is also a Free-Thinker city, a very elusively annoying place to find (at least for me), as you have to travel hundreds upon hundreds of blocks in your choice of direction to find it. Or maybe you'll get lucky and find it within a minute. You'll know you've found it once you find giant bodies of water and tile-protected blocks.

One important thing to note about the cities, I suggest being VERY CAREFUL with the lamps in the area, as they can oil-coat you AND burn you to death extremely fast if broken. They are also extremely easy to miss and break accidentally, so keep a close eye out for them.

This city has a lot of hostile enemies in the more richer areas, but in the slums you'll find neutral citizens. Also in the richer areas, you can find a black market that deals in Physical Glitch Coins, and also pays in those coins for paintings you can find in the city itself (interact with paintings to grab them).

Left most side of the Glitch city. Found by travelling to the right from the beam spot for a while or travelling left from the right-most side of the city.

You can find the bosses by heading down into a building that has a mine-shaft, it should be located somewhere in the slum areas of the city. The first boss has a myriad of the aforementioned deadly lamps placed above it's fighting area, so I suggest finding a way to knock these out as safely as possible to be priority #1.
Razed Forests
"Florans? Meat Grinders? What's the difference..."
Razed Forests are not a dangerous place to be in initially, as you are beamed down into a local base situated far above any of the fighting any of the Florans are doing.

The beam spot for Razed Forests. Adjacent to the left side of my character is the local black market. Farther to the left is the sheer drop into the battlefield.

The local black market deals in literal meat, some other miscellaneous items, and Warrior Flowers that can found off of defeated Florans from both sides of the conflict. Speaking of which, the real fighting can be found off an extremely high cliff to the left of the beam spot, as shown in the screenshot.

Luckily for you, most enemies don't have automatic weapons, with a lot having bolt-action rifles, bows, and matchlocks. Unluckily for you however, they've been replaced instead by strong individuals wielding heavy flamers, man-portable cannons, and formations of spear men with EXTREMELY strong throwing spears.

A local skirmish. Florans equipped in tactical gear oppose the more Roman-esque soldiers wearing plumed helmets.

At the end of the battlefield, you can find an entrance into an extremely long chain of battlefield instances which lead to the bosses of this world. I suggest bringing a ton of supplies and help for this one, as you fight against what you've already seen, as well as artillery weapons such as Field Guns or Hwachas.

Also here, you can find an entrance that leads to a very useful place...
Wartorns
"What is this, the Middle East?"
Wartorns beam you into a friendly area, much like the Razed Forests, with the local black market dealer being extremely generous, giving you free GiC mech weaponry that can annihilate any unarmored targets and put the hurt on for armored vehicles.

The beam spot of Wartorns. The mentioned black market dealer is marked with "Supplies."

You may get the urge to test these new weapons out right now, due to this area being mech traversable. However, the terrain is actually not very favorable to them due to a multitude of high buildings and mountains. Going on foot is the best option, but if possible, clear out any areas you can with your mech.

Being a Wartorn, there obviously is going to be a lotta fighting. This includes enemies using modern weaponry and armored vehicles; these'll be APCs, man-portable Anti-Tank weapons, AA emplacements, automated SAM and gun turrets, full-on Tanks, and automatic weapons to light the cherry on fire.

On the Wartorn, along with your usual destroyed buildings, you can find large manned facilities which house the entrances to their respective bosses. Both of these compounds have security cameras that you would do well not to be spotted by, as getting spotted will lead to a lot more trouble for you to deal with.
Khurtovynas
"Hey... STALKER! Care to buy?"
Khurtovynas are winter hellholes that anomalously do not allow anyone to enter or leave, except you for some reason. They are also deeply dangerous. These planets are the subjects of the most recent update, "IN THE NAME OF THE YAMA," and are probably the best quality wise compared to the other planets so far.

The beam spot of Khurtovynas. To the left is a HOSTILE Tank. To the bottom right is the entrance to a RUNDOWN.

Nobody is your friend here. Every single NPC here is hostile and will shoot on site, and they are all equally deadly. On top of that, some snow storms will debuff you with environmental effects, since you know, it's a winter hellhole.

The two factions on the planet have a few differences, minor ones being contrasting trench designs and lore, with more practical ones being how their respective Snipers work, as well as only one faction actually having any tanks on the battlefield.

One of the most important places you can find here is the RUNDOWN, where you can find and sell anomalous artifacts for good amounts of Physical Credits in a very useful place... However, you will need to raid the local prison located far off to the left from your beam location for a required item.
Conclusion
Thanks for reading the guide!
Hopefully now you've got something useful out of it and are now ready to shoot up your local Wartorn!

That's all I've got for now, but hopefully I'll get to work on expanding this guide more. Again, help in the comments is appreciated, and please call out any discrepancies if you find any.
13 bình luận
Comrade Pinko 2 Thg11, 2024 @ 5:45pm 
This is freaking epic & I don't know how I didn't see this till now... oh wait, its because I never look into the SB community stuff :phil:

Anyhoo, awesome job sir! Just ugh, be ready to alter this guide a bit very soon when the next content update drops lmao
Stychis 2 Thg06, 2024 @ 6:22am 
Ran into an underground lab event, fucked over whatever bonus you might get from having the NPC alive cause the damn event spawned 50 of those fucking cat things and mauled the NPC almost instantly
FootLash 1 Thg06, 2024 @ 11:19am 
I can confirm that this guide is based
4Disbetter 21 Thg04, 2024 @ 2:06am 
Wait... What happened to the old afflicted colony? When was it replaced?
dard98 19 Thg04, 2024 @ 4:22am 
Khurtovynas is like if Stalingrad was a planet and you are lone german on it.
Tengu_Civitas 18 Thg02, 2024 @ 4:58am 
based guide
Levantine 7 Thg02, 2024 @ 7:12pm 
If you could, Tips and trick to face the bosses in each planet... That is a boon to beginners.
Aspid 7 Thg02, 2024 @ 8:21am 
I would also add to protected colonies:
DO NOT TRAVERSE AT NIGHT. Protectorate drones with powerfull energy weapons are swarming the skies at night time. They are extremely fast, tanky and can OPEN DOORS.
Lo-op 1 Thg02, 2024 @ 6:20am 
To Patchouli Fleur : At a Colonized Barren's clothes store, you can buy a WarTact-1 Plate Carrier.
Patchouli Fleur 31 Thg01, 2024 @ 10:14pm 
Hi, might not be the best place to ask but where can you buy a plate carrier for GiC since it's annoying having plenty of plates but nowhere to use 'em