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The Galactic Civilizations II Battle Plan

The Galactic Civilizations II Battle Plan

What are we doing with v1.1?

They say that no game can be all things to all people. But that doesn't mean one can't try.  When people see our change logs for the upcoming v1.1 they notice they're huge but what a change log can't tell is the overall goal of a particular version.  Taken on their own, a change log can look arbitrary, even casual in what's being changed. Why are we doing this? Is there a unified vision of what's being changed?

So the first question is, why are we doing these updates?  The answer to that has everything to do with word of mouth. Why is an little indie game like Galactic Civilizations amongst the top selling titles at the major retailers? Surely, it must be the awesome, intimidating Stardock marketing juggernaut. Maybe not. Maybe it has something to do with you -- strategy gamers. Strategy gamers who recommended the game to their friends and coworkers for a variety of reasons.  It's a win-win situation.  We do everything we can to make sure you're satisfied with your purchase and we benefit from good word of mouth because of the free user-input updates.

Typically, a person buys a game, plays it for a month, maybe two, and then it's gone.  If they like the game, they may recommend it to their friends. Our updates are about extending the game's lifespan.  The longer we can keep the game interesting to you, the player, the more value you received from your purchase and the better off we are since it extends the time that you're playing the game.  We also see it as our responsibility. It's a single player game. Therefore, we have a duty to keep enhancing it to make it fresh, this is particularly true of the computer AI.

We've been making Galactic Civilizations in one form or other for 12 years now (the original OS/2 version was released in 1994).  And yet it continues to evolve.  We're happy that the game has gotten such good reviews.  And we're very happy most people seem to like it.  But the favorable reception of the game was important for another reason: Doing updates after release, especially ones that add new features naturally beg the question: Didn't they finish the game?  Had the initial reaction to the game been negative, then that would be a very legitimate question. It's one of the reasons we self-published Galactic Civilizations II. We could wait until we were happy with the game to release it. And that way we could do updates without fear of people saying "Well look at all these updates, it must not have been done".

And that brings us back to v1.1. What are we trying to do with it?  There are 5 main goals for v1.1:

  1. Better Computer Players. Nearly every review has focused on how good the computer AI is. We're very jazzed about that. But like all strategy games, there are a certain % of people who find it too hard and a certain % of people who find it too easy.  The goal of 1.1 is to make the game play easier at lower difficulty levels so that players can be gradually introduced to the game while making the AI much more challenging at higher levels by being smarter, more sophisticated.  For example, a lot of work has been put onto tech trading, handling of transports, ship tactics, planet improvement handling, etc. We read forums, not just here but all over the net. We lurk. We hear what strategies people employ.  If it's an exploit, we plug it. If it's just a really clever strategy, we extend the computer AI to deal with it.  The goal of 1.1 is to have computer AIs that blatantly play smarter.
  2. Cleaner Game Mechanics. The economic system of GalCiv II is essentailly a hold-over from GalCiv I which was a hold over from the OS/2 version.  The goal with 1.1 is to make it clear where the numbers come from, make sure they're intuitive, and make balance tweaks based on player feedback.  We're adding in more tool tips so that players can see where things come from, how they're derived. We're tweaking costs, bonuses, etc.  There is no such thing as a perfect balance.  A good balance to a strategy game is derived by how people play that game. We listen to how people actually play the game and then adjust it based on that.  Nothing particularly dramatic (though social production no longer being wasted is a pretty big change but it's something we've had months to think about), mostly things that just make the game feel...better.
  3. Better User Interface.  When you read how people in the real world are playing your game, it makes sense to try to cater to those playing styles. For example, the ship designer has become incredibly popular. We had no idea it would be such a big deal to design your own ships in a free form way.  So we've put in time to make it better. Other players wanted better ways of managing units, selecting units, keeping track of where units were going, so we have been working on that as well. More hot keys have been added, more buttons added, and so forth.  The overall goal is to improve the game so that you're focusing on having fun (it's a game after all) and the user interface stays out of the way.
  4. Modding.  The long-term viability of many games is modding.  We see it as our job to make sure that modding isn't just something techies can do but rather something anyone can do to the game.  We have some experience in this given that we do run the world's largest Windows modding community. When the modding is done, players will be able to download a mod and then from the game point to that mod and make use of all its changes without having to mess around with editors and images.  To help in mod creation, 1.1 will include a pretty significant set of mods in itself to use as examples.
  5. More Gameplay options. This is something that will be an on-going thing.  We don't want to have a crazy # of options, but we do want people to be able to have the game play the way they want. For instance, some people don't like tech trading. So we put in an option to eliminate it.  Other people didn't like that you could see where the other empires were from the first turn, so we put an option to not be able to see controlled territories until those areas were explored. Some people don't like minor races, so we put an option to not have them.

Our schedule right now is to have another beta this week which should introduce the modding.  We will continue to iron out bugs in the beta, tweak balance, and then after that we'll release it as a non-beta. Originally we wanted to get 1.1 "done" by the end of March. But we wanted to have some extra time to tweak and balance things, which in turn add bugs, which in turn have to be fixed.  But we're getting pretty close now. Hopefully users of v1.1 beta 2 like what they see. And soon it'll be done.

And then what? Then we'll start in v1.2 with features we haven't even thought of yet. ;)

Update: The Modding UI may got into 1.2. Mod docs will go out with 1.1.

52,263 views 85 replies
Reply #51 Top
One item I would absolutely love to see is a toggle for freighter paths. They're currently on the grid in your race color...and are practically invisible against the black background once you have most of the fog cleared away with sensors.


I have noticed that if you play with the brightness, contrast, or ambient light in the game settings or on your monitor the colors show up just fine. While I completely understand the desire for the option, I might suggest that in the mean time you could check that your monitor is properly adjusted. You can usually use an image (created in paintbrush if you like) with an extremely dark grey over a black background. Simply adjust the settings so that you can make out the grey the way you want. Proper adjustment is usually to set it so that you can just barely make out the difference in color, but you may want a bit more.
Reply #52 Top
The "Show Anomalies" and "Show Rally Points" icons on the mini-map are good ideas, but if you're playing on a very large galaxy, they don't actually work in practice: Sometimes, if you stare real hard, you can just make out one tiny pixel blinking on and off, and sometimes you can't.

Well, you should try to zoom out the main map until you reach the tactical display with all icons. Very nice to see what happens and where to look
Reply #53 Top
What I would like to do is open the colony managment screen, cycle through the planets, select a planet and then 'jump' from the colony managment screen to the location of the currently displayed planet on the main screen star chart.

Could this be implemented? Such as clicking on the image of the planet in the upper left corner of the colony managment screen.
Reply #54 Top
I understand the 1.1 patch will have the option to randomise the races. Can we also have the number of races randomised please?

Also, is there an option for random map size? (I don't know myself cos at this stage I only have the demo). If we had that option then you could also have the mini-map only show your imeddaite area until to explore further and then gradually resize as your search expands, a bit like what happens in Civ 4. I don't think you shoulld know the actual size of the universe for quite some time - perhaps some sort of advanced cartography way down the tech tree.

Will there also be any options in the future for x-wrap and y-wrap of the universe?

Speaking of the demo, with it be patched with 1.1 and beyond?
Reply #55 Top
I also noticed that if you spend the same money on espionage on each of the races, you reach each new level of spying on them at the same time. It reminds me of how all the AI races in AOK (with the occasional exception) all reached the next age at the same time. There should be some sort of random element that makes espionage non-linear. Perhaps if that race is also spending espionage on you that a certain amount of spending is cancelled out or perhaps we should be able to spend money on counter-espionage which would offset some of the spending other races spend trying to find out about us.

Now I think about it, esponaige levels must be based on a fixed cost. I think it should be variable based on how large their empire is. The larger it is, the more it costs to reach and maintain each espionage level. A whole number of factors could be taken into account.
Reply #56 Top
Can we also have the number of races randomised please?

Already in IIRC.
Reply #57 Top
Sweet, keep it up guys.

As a credit to job well done, I'm using all of my will power to keep any more suggestions or critique out of this comment. Good luck!
Reply #58 Top
I would definitely like a show starbase option on the minimap. Sometimes in that mid game, I've got ecoonomy and diplomacy starbases all over the base and I'm pumping out constructors, and can't remember where I've left them.
Reply #59 Top
i like the beta, bu ti agree on the turn button. The corner seems to be in the mini map at least really really close, like th ebox is bigger than th e button.
Reply #60 Top
It's nice to understand the reasonings behind changes made to a game. If for no other reason then to be able to stave off rabid trolls hollaring about *They've destroyed my game*... Hasn't happened yet but I've seen it occur to other games.

It's also a nice change of pace that you all are still committed to improving a game that obviously you enjoy playing as well. I often quip at people who complain about games by saying *well if you don't like it build your own*. I get the sense that some of you at Stardock feel the same way and this is the game you wanted to play. Good thing for the rest of us

I've said before and will repeat it. Stardock is certainly my favorite developer now. I know in the grand scheme of things that means zip but I'm sure there are a lot of people that feel the same way. This is what a gaming company should be. Responsive to their fans and also open about why certain things are the way they are. Keep up the good work and please for the love of all that is holy if a person in an expensive suit ever shows up and offers to buy your company send them back to the depths of gaming hell from whence they came.
Reply #61 Top
Very rarely have I seen a developer provide so much support to a game, especially a game that has very little problems and is so polished. I think Stardock is setting an example of how to keep hardcore fans around for years to come, by creating a great game and supporting it fully. Well, until the patch is released, I will continue enjoying the 1.1beta, I am having a great time with it as it is.
Reply #63 Top
Frogboy - yes I've seen the AI makes emuch, much better use of starbases in 1.1. I guess if I'm in the minority just disregard my starbase comments up above - it was just personal preferences - and I didn't realize the AI did a lot better with the 4 starbase per sector option until Cari explained it.

So, in all - just keep doing the great work you're doing!
Reply #64 Top
Feinan, you can allocate Espionage spend through the "Foreign Relations" window. It's a little slider--I think down in the lower Left hand corner of the screen, if memory serves me correctly.

Hope that helps!
Reply #65 Top
Thanks, you guys provide the best after game support in the industry.
5. # More Gameplay options.

One option I would like to see, and I'm sure it's been mentioned before, is starting with a "mature galaxy". Where all the planets are already divided up about equally and already colonized. Planets have most of the basics already built and the starting techs are already researched. It would be a good option for those who are already bored with the colony rush, and would like to have all the races start on an even footing. Many times after the colony rush, the imbalances in distribution of planets means you know exactly how things are going to end up. WIth everything divided up equally you wouldn't know who was going to emerge as the powerful empires, and who's going to be the first victims.

Reply #66 Top
Add 'The AI will add Engines to constructors' in addition to 'I will research more engine tech'. I love vulturing galactic resources with my Speed 35 HyperWarp III constructors.

I build influence bases on the edge of AI terrority (no planets in the sector, near edge of influence) for the purpose of extending range. The AI doesn't mind nor react to me staging constructor ships at these starbases. This is my pre-emptive strategy when you guys teach the AI to make faster constructors but the diplomacy and miltary reactions having to wait for 1.2.

When the Drengin blow up a starbase or an AI surrenders (it blows up ALL their starbases), its a vulture-fest for me. 3 Influence mining starbases=gaurenteed culture victory within 50 turns. My speed 35 constructors (5 Hyperwarp-IIIs) can often span half the galaxy in less the time as an AI's speed 4-5 no-engine constructor can cross 2 sectors. I own 4 military, 5 economic, 3 morale, 1 Research, and 2 Influence galactic resources. 6 Legit from agressive early-game surveying and the rest vultured (some with only warp-drive I). My ships also out-vulture the engine-less thalian vultures (after the iconians surrendurred to the arcaneans from being near defeat from the Krox). 4.5 sectors for my speed 35 ships vs 1.5 secotors for their speed 5.

I also have the galactic sensor wonder and the game lets me see when galactic resources go vacant even without active sensor survailence. Also allies shouldn't be forced to war. It only helps my vulture efforts when the galaxy cascades into all-out war-everywhere from a simple race-race war declaration.

Oh yeah I have over 100 constructors in service and i'm not being charged a cent for maintainence. My home system and its close neighbor system has 1200% starbase bonuses (exploiting adjecent secotr starbase spacing exception, i know its fixed in 1.1), and i'm 'close' with everyone because i have the whole diplomacy tree researched but i'm a complete asshole (barely helpanyone except in rip-off-the-ai tech trades, widespread espionage -- Advanced with everyone stolen 15 techs, vulturing resources, and refusing alliances) in the game with barely a military.

And, Advanced Farming makes 8mt of food, the same as Intensive Farming. Going by the insane tech cost of Xeno Farming III, I think it should be 12 rather than 10 as the pattern would indicate.
Reply #67 Top
Add 'The AI will add Engines to constructors' in addition to 'I will research more engine tech'. I love vulturing galactic resources with my Speed 35 HyperWarp III constructors.

I build influence bases on the edge of AI terrority (no planets in the sector, near edge of influence) for the purpose of extending range. The AI doesn't mind nor react to me staging constructor ships at these starbases. This is my pre-emptive strategy when you guys teach the AI to make faster constructors but the diplomacy and miltary reactions having to wait for 1.2.

When the Drengin blow up a starbase or an AI surrenders (it blows up ALL their starbases), its a vulture-fest for me. 3 Influence mining starbases=gaurenteed culture victory within 50 turns. My speed 35 constructors (5 Hyperwarp-IIIs) can often span half the galaxy in less the time as an AI's speed 4-5 no-engine constructor can cross 2 sectors. I own 4 military, 5 economic, 3 morale, 1 Research, and 2 Influence galactic resources. 6 Legit from agressive early-game surveying and the rest vultured (some with only warp-drive I). My ships also out-vulture the engine-less thalian vultures (after the iconians surrendurred to the arcaneans from being near defeat from the Krox). 4.5 sectors for my speed 35 ships vs 1.5 secotors for their speed 5.

I also have the galactic sensor wonder and the game lets me see when galactic resources go vacant even without active sensor survailence. Also allies shouldn't be forced to war. It only helps my vulture efforts when the galaxy cascades into all-out war-everywhere from a simple race-race war declaration.

Oh yeah I have over 100 constructors in service and i'm not being charged a cent for maintainence. My home system and its close neighbor system has 1200% starbase bonuses (exploiting adjecent secotr starbase spacing exception, i know its fixed in 1.1), and i'm 'close' with everyone because i have the whole diplomacy tree researched but i'm a complete asshole (barely helpanyone except in rip-off-the-ai tech trades, widespread espionage -- Advanced with everyone stolen 15 techs, vulturing resources, and refusing alliances) in the game with barely a military.

And, Advanced Farming makes 8mt of food, the same as Intensive Farming. Going by the insane tech cost of Xeno Farming III, I think it should be 12 rather than 10 as the pattern would indicate.


What are you trying to say?
Reply #68 Top
I ve played your game for 2 days now and i have to say you made a lot better then it was in Master of Orion 2 but there are 2 main reasons, why i dont like to play Gal. Civ 2 any longer:

1. The AI is really, really bad. I cant understand, why some reviews said, that the AI is strong. I had a war against the Torians at the difficulty "challenging" and never lost a space battle. The AI hat Fleets of small ships, that had never a chance ag. my large battle ships. And worst of all, the AI never attacked my planets, except with UNGUARDED troop transports. It wasnt a battle, it was a slaughter. Did i mention, that the Torians were better in every aspect (Tech, Economy etc.) and that 2 other Races declared war (but they never attacked) and the Torians lost the "war" although ?
Sorry Stardock, sending unguarded Troop transports ag. heavily defended star systems, declaring wars and never attack, not using the tech for larger ships even if the ai has the tech - THAT DOESNT LOOK LIKE STRONG AI. Ähm sorry for my english - its not my native language.

2. Why the hell is there no tactical space combat ? I want to fight, i want to board, i want challenging and complex space battles. I lost a large ship just because my dumb ai captains opened fire at troop transports first, and then at the enemy cruiser. (ok i never lost a ship after that, because of the dumb ai, but such things enrage me...) And they never concentrate Fire at one target. I loved Master of Orion 2 - but i would never have played it, if there havent been tactical space battles. Nothing is more boring then just watching the show - and besides - the show is ugly and laggy. (i dont know the english word for non smooth grafic)


Galactic Civ 2 is the first game, that improved many things that i wanted to have in Moo2. In GC2 are many cool features. Its a pity, that the game lacks better AI and most important tactical combat. At least it could be that simple like it was in Moo2. Better would be space battles like empire at war. With fighters, targeting of sub ship systems etc.... your game has the potential to become the best global turn based space conquering game - if you improve the space battles dramatically and the ai. Everything else is great.
Reply #69 Top
Oh my gawd another dead horse beater.

1) Play on someting other than easy difficulties please.

2) You'll never get tactical combat into this game. Its been a dead topic for a while now, if you care to search the forums you can find many replies for and against.
Reply #70 Top
Challenging? Isn't that below Tough? I think it's unfair to blame posters for this seeing as, AFAIK, difficult (not AI level) is completely undocumented. Tough is the smartest non-cheating AI. Try that.
Reply #71 Top
Likewise, there's no easy way of discovering where on the map a given planet is from the planetary manager screen. Okay, so Planet Foo IV just finished building a Maximum Fun Chamber this turn -- what should I build next? Well, if I know the planet is near the front lines, I might be more interested in building a Orbital Fleet Thingie than I would if it's way in the back of beyond. Similarly, if I suddenly get a new colony via cultural defection, it would help me immensely if I had some idea of where, exactly, my new colony was before I have to start worrying about what to build there.
Post #42

I'm having issues with this as well - in GC1/AP I dealt with it by renaming the stars to include their sector locations so at least I could find them on the overall/mini map. In GC2, you can zoom out on the main map, but there are no visible coordinates to visually guide you in orienting yourself to the map and object/planet locations. HELP! PLEASE!

I only get to play in dribs & drabs, and I prefer the larger maps - so the re-orientation time with the continuing sessions sometimes gets irksome. Anything you'all can do to help would be appreciated - even just a toggle to light up numbers along the edge of the map...
Reply #72 Top
Have you heard of the strategy of making a REALLLLLY fast ship then use it to destroy trade routes? The ai doesn't seem to want to adapt to this strategy.

The patch sounds good.
Reply #73 Top
Idea for helping the idea deal with the fast strategy, and players as well.


Allow one fleet to be set "designated defender"- like Alpha Centauri, where any attack on the square- that fleet gets attacked first.

THen the AI can stack a combat ship/fleet with their frigates (as could the humans) to give them some protection).

It would also allow fleets to protect starbases.

Reply #74 Top
I would love turn-based tactical combat. Master of Orion II, Space Empires III, Space Empires IV, and Space Empires V (I assume) have tactical combat. Master of Orion II is the best for ship battles. Putting MOO2 to 3D would be quite an accomplishment. Space Empires has the luxury of a tactical combat simulator (simulated combats that you chooses the sides between your designs and your acquired intelligence of the opponent's designs). MOO3 botched up their ship combat.

I also want a map editor. GalCiv2 has hand-editable XML files but a no services of a highly configurable random map generator make random maps to use as a base. I also want customizable start locations. SEIV is perfect. XML editing is just fine with me but I want to at least be able to export an in-game random map to XML and have XML tags for setting start locations (by Player#, RaceID,Unassigned,NormalRandom in that order). Place 2 player 1 Starts, a Dread Lords Starts, and 4 unassined starts and have 9 plaers -- Player 1 gets place randomly amoung the player 1 starts, dread lords gets the dread lords start, 4 other players get placed randomly in the 4 unassined spots, and the remaining 3+minor races get place by the normal random placement algorithm.

I think there should be an advanced difficulty setting area where AI intelligence level and AI handicap/bonus are separate settings. SEIV has the best difficulty settings - custom configure ALL races AND independently set AI-IQ and AI-handicap/bonus.
Reply #75 Top
Can you fix the Galactic Privateer and allow us to play mp3 files as as in the first?

Thank you for your continuing support. Keep it up and I'm afraid EA might have to have you killed.