Frogboy Frogboy

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.

52,239 views 85 replies
Reply #76 Top
I lost a large ship just because my dumb ai captains opened fire at troop transports first, and then at the enemy cruiser.

That is strange, unless the transports were armed with weaponry. Did you got an UP law that have given firepower to transport?
And they never concentrate Fire at one target

Strange again: the battle resolution states that the ship will concentrate on ship that has the higher Attack / ( Defense + HP) ratio, since this correspond to the most deadliest but easiest killed ship.

Ähm sorry for my english - its not my native language.

What is the version of your game?

Why the hell is there no tactical space combat ?

It is a design decision, based on the fact that it is much more difficult to create a tactical AI that can compete against a human than a strategical AI. If you are complaining about the current strategic AI, what would you have said if there were tactical battles?
Reply #77 Top
I think there should be an advanced difficulty setting area where AI intelligence level and AI handicap/bonus are separate settings


STRONGLY agree with this.

Strange again: the battle resolution states that the ship will concentrate on ship that has the higher Attack / ( Defense + HP) ratio, since this correspond to the most deadliest but easiest killed ship.


Yep, sometimes when one ship is almost dead one some of your ships will start on the next one. It's like they're trying to avoid overkill, but an unlucky roll stops the nearly dead ship from dying that round.
Reply #78 Top
You are trying to tell me, that stardock isnt capable of programming AI - that already has been programmed 10 years ago in Moo2. Maybe they can licence the empire at war engine. So they must not program it for themselves. Normally i hate real time strat. but the ai is awsome in empire at war. The tactical ai - the strategic ai is pretty bad. So not every programmer seems to habe problems making a tactical ai. Some seem to have problem with the strat. ai.

Its a pity that no major company is capable to see the potential that sleeps in turn based strategy. TBs are simply the better strat games. They look ugly normaly, thats the reason why everybody plays warcraft and such shit. Besides Civ4 there hasnt been more then stagnation the last 10 years. An extremly improved Moo2 with killer graphics, a battle mode likek empire at war, could be the greatest game ever. Heroes selled very well, jagged alliance 2 selled very well, there is potential the companys have forgotton about. Not every gamer is part of the nowadays "fast food mentality".

Complex games can be succesful IF there are killer graphics, easy interface and good tutorials. Oblivion for example is complex and its a big success. And it HAS killer graphic.
Reply #79 Top
The point of a public beta is to generate feedback.
Agreed, although posted protocol in how and where to report bugs should be followed to avoid the message board from becoming an absolute mess.

Reply #80 Top
You are trying to tell me, that stardock isnt capable of programming AI - that already has been programmed 10 years ago in Moo2.


I think you're missing the point.

Code doesn't materialize from thin air by force of will. A human being has to write the code. Whether the StarDock programmers are capable of writing good tactical AI is irrelevant; it's whether or not they have time to do so while still getting the rest of the game done is the question.

There is also the rather substantive point of game balance. You can't just add some feature to a game and get a better game because it now has more stuff in it. If you're going to put any significant effort into tactical combat (see Rome: Total War and Empire at War), you need to simplify the strategic level of play significantly so that a player isn't going to be overwhelmed with choices. GC2's strategic level is too complicated for any tactical combat of significance. And making a tactical combat that is insignificant (simple enough that victory is decided more by what you bring than any tactical skill on the player's part. IE, the player doesn't win mismatched battles any more often than the player would with random battles) is just silly. It's like making multiplayer in a game where one can directly influence the gullibility of the opponent with some stat. It just doesn't fit with the designed gameplay.
Reply #81 Top
I had been planning to get over my Gal Civ2 addiction in a couple weeks and get back to the rest of my life. That may have been an unfounded assumption. I wonder if you have any idea how much sleep has been lost over your little game. Anyway, excellent job

Here's a few of the things I"d like to see:

1. Better control over movement. Ability to step through ships without orders, bypass ships until I say otherwise (sentry and guard don't quite do what's needed), etc. Just the basic functionality you often see in turn based strategy games. Sounds like you have that covered.

2. With the emphasis on modding, it may be useful to have an easy way to remove mods too. I figure it's a matter of weeks before there are mods for full Star Trek and Star Wars universes. I'd love to try one but I wouldn't want to have to go digging through a bunch of directories later to remove it. Also, if a mod messes up the game it has to go.

3. I'm glad you guys are going to snazz up the ship designer even more. That thing is soooo cool. When picking a look for a custom race, it might be handy if there were a way to see more ships then just the default colony ship. Some more design styles would be cool. It would also be handy if it were such that we could build a ship exactly like the default ones including look and stats. If that were possible then we could make minor tweaks to them too and some of them look pretty good.

4. Once stars appear in the mini-map, also show them in the main map. Don't give any more information then what's in the mini-map, but give that.

5. Presumably there will be an option like in MOO2 where we could pick the NUMBER of aliens, but not which ones. Couple that with a true fog of war (we can get the star locations early in the game but don't get more until we visit them) it it would be cool.

6. When a ship is on auto-pilot, show how many turns it will take to get to it's destination if nothing changes.

7. Also on the ship designer, it might be nice to have a place to store a basic hull type + add -ons but without the real equipment etc. seperate from the regular designs so that until they're fully fleshed out they don't appear in the menus to select what to actually build at a starport. I find that in each game I do the technology slightly different, so that a design that is perfect for one game is anything but in another game. However, the basic look doesn't care about that and could be carried over.

8. More hulls, add-ons, and even full styles would always be welcome.

9. I normally play on my desktop at home, but lately I'm also playing on my laptop while commuting (I have the addiction bad). On the laptop it would be very handy to be able to turn off cut scenes. If you can't get them all letting me turn of as many as possible would be a big help. Also, when I tried to actually copy a game from one to the other it crashed immediately when I tried to load it. I haven't tried again (have seperate games running on each, yea I have it bad) but it would be nice to be able to cleanly copy a save game including any ship designs.
Reply #82 Top
I'd like to see an option to be able to start at a very basic level. No ships or starport to begin with - not even the ability to build them - logistics, scanning and range are at 0!. Only the surface of your starting planet to concentrate on. You have to research space travel and then you can build a starport and you can but you still have to research to build colonisers, constructors, scouts and you have to research range, scanning and logistics before they become useful.

If you combine the above option with a random size universe and a random number of races, you will truly begin with an unknown universe!
Reply #83 Top
Just a small suggestion,
Color code the different types of buildings in the colony manager screen. In the current system it's tough to see the fuction of each building, especially when you get new buildings. For example color code science buildings blue, farms green and industrial buildings red in the build menu.
Reply #84 Top
Yes, I sometimes plonk down and buy the wrong building (because their names are similar) and then it's too late. I might plonk down a basic lab instead of a basic factor or a money building instead of a happiness building.
Reply #85 Top
I've been playing some more with the huge setting, and the non-beta strategy that I love: aka 'This sure is a nice galaxy. Maybe you should think about getting one of your own?' Also called 'The rabbits are taking over!' strategy, or outbreed/out-colonize the enemy. And as more and more starbases are going in, one this I would KILL to see would be a 'Starbase Manager'. Something that lists all of your starbases, gives a rough estimate of where they are...and more importantly, how many modules they've got, what they've got (or at least how far they are along the 'module tree' for that type of starbase), and whether any constructors are headed there. I have starbases all over, and it gets to the point that I can't keep track of what's been modded, what hasn't, and what needs to be. Anything would be a help at this point.
And as a wistful thought....since my last game had over 230+ colonies, is there some way to create a 'name list' that could be acccessed to name planets as you go? A file that the player could create/modify to create a list full of planet names...then when the computer asks for you to name a planet, you could pull the list up and click on a name to name it? Admittedly, it's probably only a real issue for the big galaxy people, but I like interesting planet names, and it's hard to keep track of what I've named planets this game, versus what I used in other games and are still free, and so on. This is just a wish, though. I can live without it. But....PLEASE, give us a starbase manager of some sort?

-Feinan