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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.

52,258 views 85 replies
Reply #26 Top
Enlarging the font, when providing certain "feedback", just feels obnoxious IMHO. But that was perhaps the point, to make more noise about it, so that other comments pale in comparison?

Got some stability issues currently, so have not played the Beta extensively enough to make an informed comment about the direction of the AI. But the game receive more love than any other title out there, and that means more ( to me ) than all the hype and advertising in the world. This is game evolution, that's more than can be said about all the Dodoo titles that drop dead each year. Best game investment ever.

Reply #27 Top
I'd like to mention one last thing. A lot of us would love the option to turn off starbase construction. The starbase's take some of the immersiveness out of the game since they feel like power-ups instead of space stations. With the latest beta, it's really awful having 4 modules right on top of each other. As the option was added to remove tech trading when you begin a new game, a lot of us would like to see the same option for starbases. Personally I like tech trading so I play with it on... but I'd play with starbases off. If that can't be a gameplay option, then please put a minimum distance between starbases - and maybe even the limit per sector for starbases too - or turn down their bonus's. I'd like my games to be all abbout the planets, not all about the powerups.

Oh, and I like tech trading - hehehe. I lose without it!

I kind of disagree with Sparhawks' AI is worse comment. The AI seems to be kicking my butt more than ever.
Reply #29 Top
Starbases are a major pat of the game, do not remove them, but instead teach the AI how to use a starbase, how to upgrade a starbase, and how to value a starbase. I find the AI building many starbases, but rarely upgrades them. Now I see the use of a starbase to extend your ships range, I have used that to reach a resource across a large universe. But the spamming of starbases by the AI is rediculous. I am looking forward to playing version 1.1.
Reply #30 Top
Thanks for keeping us informed! I really appreciate the depth of the journals which are reguarly posted. Makes this game as exciting when I'm not playing it as when I am.

An easy way to share ship designs coming in 1.1 or later or ever? Because right now it's pretty awkward, gotta copy the right files, then load up the ship then save the game, I'm guessing it's too difficult for most users.


Actually, considering Stardock run WinCustomize, I am stunned they haven't added a section dedicated to the sharing of ship designs.
Reply #31 Top
Quote:

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

Thank you very,very much!
Reply #32 Top
The AI uses starbases much better in 1.1 IMO.
Reply #33 Top
Hello all,

Holy smokes Sparhawk, are you done crying yet? OH NO, there are missing letters on most screens. Oh the humanity of it all. If you want, I'm sure there is someone on one of these forums who could help you with your reading and comprehension problem!
There has never been, and never will be a PERFECT game. If a few little missing letters are bothering you so much that you send screenshots THREE times to gripe about it, then you need professional psychological help. Just be glad they're working on the game at all. Unlike most other companies, they will continue to fix and improve this game for a long time. And better yet, you wont have to pay a dime for it. Other companies just fix a few of the problems, and add a button or two, and call it good . I cant remember any game where the company would fix AND add so much after it's release. Take MOO 3 for example. They could have fixed so much about that game and made it work, but they just released 1 patch and then dropped the whole thing. What a waste of $$ for me. I was so looking forward to that game. There were a few good things in there that I liked, but thats it. Aaaaaargh!!
I preordered a game from another company that was supposed to be released November 2004. In May 2005, I finally emailed them about the delay. Nothing was posted on their website, and I was never sent an email about what was wrong. They apologized somewhat, and the game is finally getting released THIS AUGUST!! I think Stardock and Frogboy are doing great jobs when it comes to keeping us all informed.
Well anyways, I'm sure all your little problems will be fixed soon enough. I just hope the guys at Stardock don't take what you say to heart too much as it seems alot of people on these forums are very happy.

Reply #34 Top
then please put a minimum distance between starbases - and maybe even the limit per sector for starbases too

Both these things are already in place. Perhaps an option to increase or decrease these values would be a suitable alternative to turning them off entirely. GalCiv really isn't the same game without starbase.
Reply #35 Top
Thanks a lot for continuing to try to make a great game even better. Thanks too for continuing to keep us informed about what's going on. I haven't been playing the beta (having too much fun trying to beat the ai on the higher difficulty levels in the original version), so forgive me if this has already been addressed, but would it be possible to modify rally points so that one type of ship, constructors say, could use one rally point and other types of ships, like warships, could use another? This would eliminate a lot of unnecessary micromanagement of logistics, for me at least.
Reply #36 Top
On the economic point, as was discussed in the Beta thread I hope the tax formula will be adjusted back to being more linear. Despite the seeming consensus of players, I never saw a response on that topic. Has there been a decision to support the alternate (non square root based) formula? Or is it still an open topic?
Reply #37 Top
Just want to say It's really cool how Brad(FROGBOY) and Co. Take care of the gaming community. I know of no other company that truly spends the time and effort to make us the customer stand up and applaud . The game is a blast to play and the new addition's just keep coming. Bravo...I have a couple ideas for the next patch but I'll save them for 1.2 Thanks again for a great game. I've been telling all my friends how nice the game is so I hope it equals a couple more sales..
Reply #38 Top
Excellent !!! *does air guitar*
Reply #39 Top
Prophetau said:
Hi all,
Can we have an option of changing the sex of the aliens we're dealing with ?
Thanks


I can't even imagine where in the tech tree that would appear. Or do you mean as a Galactic Accomplishment?

BTW, looks like the quote function finally does something!
Reply #40 Top
The AI uses starbases much better in 1.1 IMO.


It may *use* them better, but do they know how to defend against them (in the case of forward starbases) or how to crack them (when they are on the offensive)?

I've played one game on a small galaxy/5 AI/Crippling and I'm pleasantly surprised on the AI's use of transports (I don't think I was able to shoot a single one down this game),

I think the AI would really benefit from learning how to use Military Starbases better.

I would like to see them: 1) collect constructors... 2)place a Military Sb in an effective location....3) use additional consturctors to create assist modules effectively.

If the AI were able to do this (at least, at the higher levels)...watch out!

By the way, *How* does the computer assess enemy power? Does it look at the 'boosted' power of ships in the 'assist' area? Does it know *how* & and *why* ships are 'super-powered' when they are in the Starbases area of influence?
Reply #41 Top
*How* does the computer assess enemy power? Does it look at the 'boosted' power of ships in the 'assist' area? Does it know *how* & and *why* ships are 'super-powered' when they are in the Starbases area of influence?

I agree, there may be problems in this area. It would explain a lot of observations people made.
Reply #42 Top
For me, at the moment, the greatest annoyance with the game involves resource management and strategic overview on large galactic maps. I've probably spent enough time searching around to try to find where that resource I saw was so that I could send a Constructor over to mine it (or the anamoly that my scout saw so that I could send a survey ship over), and panning around the map to make sure that I've explored everything, to have played another entire game by now. 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.

Once you build a mining starbase on the resource, things don't actually get much better -- there's still no way of seeing the location of your starbases on the mini-map so that you can send additional Constructors over to add to them. I've taken to wasting scout ships by parking one on each starbase, just so that I can at least tab through my ships each turn to see where the starbases are (also, if I have a Constructor en route to a base, I can always find it to send another, by leaving the "Show Paths" option on in the mini-map).

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.

I guess what I'm saying is that right now, I'm more worried about the UI than the AI.


PS -- I wholeheartedly agree with the complaint about the "Turn" button being too damned close to the corner of the mini-map; I've taken to deliberately leaving any actions involving that corner of the galaxy until the very end of each turn, just in case I accidentally hit that button.
Reply #43 Top
Crap. Apologies for the double post -- I got a timeout error from the forums when I first hit "Submit," so I foolishly assumed it hadn't gone through. Grrr.
Reply #44 Top
#17 by Aerion Istari
Sunday, April 02, 2006 5:47 AM


3> Game serial number stored in registry so I don't have to type in that god-awful, huge number every time I patch.


Just launch the game from the short-cut on desktop, then when the launch screen comes up click on the update serial button, highlight the god-awful thing, copy (either right click, or ctrl-c), then when you enter the patch process simply paste it in the corresponding field (ctrl-v)...whalah.
Reply #45 Top
Once you've activated it, you never have to do it again.
Reply #46 Top
Thank you for the great respect you show for your customers! Like I've said before, your stratagy works. I do not normally buy a game unless I like it after I've played it for a while. I bought this one with no questions asked, just because Stardock's name was on it before played it. I have so much respect for you guys!

Off topic: Frogboy, what is your frog holding onto in that picture?
Reply #47 Top
I have no idea who you are referring to but you don't seem to understand the point of a beta.


Not you and please...enlighten me

Reply #48 Top
Brad, you guys have SO MANY changes published w/each patch, I've seen other requests to establish lists of tweaks by category. Maybe the above 5 categories would be an easy way to do that, so people can track what's changed and know where to look if they can't remember the exact nature of the tweak?

I applaud the changes, and the transparency to the user community around the thinking in the changes you made. It's a level of openness I can't believe you could afford if you had 3rd party publishers.

Sparhawk, if you have concerns w/the game you want addressed, I think you'll find you catch more flies with honey than you do w/vinegar. What you've found is an "exploit", which Brad admits in his initial post people are still finding.

I'd only add to the commentary that suggests the AI doesn't seem to be very smart about how to use or counter Starbases. I haven't played on as many levels as a lot of people, but the AI does seem to struggle much more in certain areas than in other areas.

Two complaints I haven't seen voiced before so I'll chime in here: I'm struck by how seldom the AI initiates an attack against a superior foe, when doing so would at least give it the first shot. Especially combined with the small-ship tendencies and the disinterest in developing Defense technologies (both being addressed in this version, I understand), this makes it very easy to manhandle the AI while taking negligible damage myself.

I don't expect an AI to go kamikaze, but when he's got two ships near his planet, and I've got six obviously superior ships in the neighborhood, it's silly of him to leave his ships where they're at and suspect I'm not going to attack him! (this may be related to the "improved evasion AI" in the patch that Brad has mentioned before, but is a slightly different situation--when the AI knows it's losing, it often fails to at least inflict the maximum casualties!).
Reply #49 Top
I'm not currently playing the beta, so if these issues have already been addressed, forgive me. 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. Could some sort of toggle be arranged to flip them from race color to a bright white, and back? Or maybe make them a bit thicker to make them more visible? Second option I'd really like to see - you already have a title that comes up for mining starbases when you track over them with the cursor, but it would be really useful if the type of resource and the race were included in the info.
One last thing...this might just be something that I've missed, so if so, could someone PLEASE let me know where to find it...I cannot find a way to put money towards espionage on the minor races, even though the reports on them would seem to indicate that it's possible. Am I just being utterly blind somehow?
Been really enjoying the game so far, and I'm looking forward to the updates. Thanks!
Reply #50 Top
Not you and please...enlighten me


The point of a public beta is to generate feedback.