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Galactic Civilizations II concept thread

Galactic Civilizations II concept thread

I want to keep a running public journal on some of the thoughts we have on Galactic Civilizations II which won't be out for over a year but the beta should show up early next year.

# Fleets #
You will have fleets. Not just grouped ships but fleet battles. They won't be fancy though, more akin to Warlords type style. But nubmers will matter. However, the # of ships you can have in a fleet will be dependent on your logistics ability. So no "mega" fleets (unless you put your research in that direction).

# Ship Design #
You will have ship design. You will be focusing on the actual components. You will have X number of "class slots" (we will have this for ease of refitting ships in space on the fly for you). X will probably be something like 8 or 10. The way your ships look will depend on your components. The 3D engine will put the pieces together for you visually.

# Ship Battles #
Ships will have 3 classes of weapons: Beam weapons, mass drivers, and Missiles. There will be tech trees on each pattern of this. The defenses will be shields (for beams), armor (for mass drivers) and point defense (for missiles).

This will be where much of the strategy will come in for the warrior. Which technologies do you try to go up? You'll have to pay attention to what your enemies have. If The Drengin have Mark VI phasors and the Arceans have Mass Driver Mark VI then you're likely only going to have enough technology to fully counter one of them.

# Sectors #
Planets will be natively part of the sector. Not a seperate screen. That means we'll have things like asteroids and nebula which will SLOW you (to simulate having to fly around them in 3D, it's going to be a 2D map in a 3D engine).

# Cultural Influence #
Instead of looking at numbers, you'll look at the map. The 3D engine will have irregularly shaped boundary lines. If your planet is surrounded on all sides by a particular player's "space" then you can watch is zoom in on your planet turn after turn. When it touches your planet, it changes sides. So it'll be up to you to battle that sort of thing with your star bases and such.

# Planets #
Planet quality # wont' be the end all, be all thing. Instead, planet quality will determine the POTENTIAL of the planet. Planet building will be based on slots in a randomly generated surface (i.e. planets will look different from one another in this). A class 20 planet has more grids than a class 10. But someone working really hard on that class 10 is going to have an advantage over the guy who's barely making use out of his class 20.

This will add to the strategy: Guns or butter. Improve your worlds or put your energies into other things?

# Budgeting #
You'll have much more fine tune control of your budget on a per planet basis (now that we have planets in the sector we have a lot more freedom).

# Races #
There will be 12 races to choose from of which 8 can be active at any one time. Our current PRELIMARY plan is that you will be able to play as any of them.

So those are some thoughts for now on what we have planned. The game's release date is scheduled right now for 4Q2005 but we're not promising that as we won't release it until it's finished. And while that phrase has become cliche, in our case, since we do open betas with our customers, it'll be you guys who largely tell us when we're done. I.e. none of that vaporware nonsense.

I hope you like some of the things we're hoping to do with it. BTW, thank you to all who have purchased GalCiv and especially the expansion pack Altarian Prophecy (whose sales are funding GalCiv 2's development :) ).
51,449 views 192 replies
Reply #26 Top
LOL at CenturionV. That's quite a list there, mister. :)

Anyway, I would like to see enforced boundries. No more rival ships running around in your territory unless you gave them permission. No more building up your fleet next to an enemy planet and then declaring war. etc. etc. etc.

Also ... at the risk of getting tomatos thrown at me ... I like the simultaneous turn feature that was presented in Birth of the Federation.
Reply #27 Top
Sounds great,
A couple of thoughts and questions:

1. What are the plans metaversewise? Will you keep using game submission for the further development of your AI etc.? Since meny of the GalCiv2 players will be GalCiv1 players, I think the metaverses should be linked somehow.

2. It really should have improved Top menu, and should remember options settings better - I know this is petty, but it bugs me. I like turning the music off and playing my own background music, so each time I open GalCiv, I have to start the game before I can silence the music.

Yours,
<
Dancer
Reply #28 Top
Also,
In the AI deparment, I'd like to see 2 seperate variables for the Computer AI, when calculating game difficulty:
1. Computer Intelligence
2. Cheat/Resource Bias level


<
Dancer
Reply #29 Top
oo i know
the destroy colony option, i know it just removes the population but i think it would be really nice if you could wreck the planet as well or blow it up withouth using a giant laser, i think it would cost more, kinda like the invasion thing,

espianoge could be a bit better. Aside from getting some techs now and then and prevnting events and being able to check up on them. Like if i know everyhing i should get some sort of military bonus against that race, or be able to affect them in other ways-- dont hate but kinda like the cia thing in superpowers
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Reply #30 Top
The idea of planets being like those in Ascendancy is interesting. Will there be different types of tiles on the planets (colors give bonuses to certain types of buildings) like Ascendancy too or will all tiles be the same, only varying in quantity between PQs?
Reply #31 Top
I really like GalCiv1, so GalCiv2 sounds great.

But some of the ideas posted on this thread really give me the shivers... GalCiv is a great strategy game (really it is!) and gameplay is its power, micromanagement is always the worst thing you can do. Anyone that doesn't have nightmares about MOO3 every single night, should be taken of the development team immediately!

The resource/production thinking in galvic is great (factories only expand production capacity and only 1/3 is free), the dependence on economy, trade and diplomacy is even more important and finally the AI of course. These things make the game better than civ3.

For Galciv2 do's and don'ts

Do's
- Fleets with logistic penalty (always auto fleet)
- Fleet battle system like the one in warlords
- planet quality will determine the POTENTIAL of the planet (with slots)
- More emphasis on diplomacy and the united planets (pass own laws)
- Better technology tree navigation, like in civ3 (I downloaded the game so I don’t have a fancy manual…)
- Espionage and destabilisation pop up random events menu with three options.
- ship design, but really simplistic. Only slots with attack, defence, speed & various specials. (option to turn off ship design!)

Don’ts
- Ship design, with too much options. 3 type of attacks, 3 type of defences. This turn the game into a micromanagement frenzy
- 3D galaxies, galaxies should stay in 2D (a 3D engine however is OK)
- Multi-turn battles, real-time battles. Anything that makes a battle take longer than 2 seconds is wrong.
- Planetary orbits, planetary navigation other than in the main map. This takes so long and wrecks the gameplay.

Well I think that’s about it, probably missed some points but they will come back to me…

Have fun developing!


~SDC~
Reply #32 Top
I'm sure this has been mentioned before, but what about a galactic auction.
One where both council & independant races can be chosen (or all of them).
Multiple items can be put up for bid and a winner can be chosen by the user (and with the option of still not choosing anyone at all). :d
And a special "tech auction", where multiple winners can be choosen (to pay for the tech). :notsure:
I assume the AI won't use the galactic auction very often (if at all).
Reply #33 Top
Oh, one thing I REALLY loved was the weaponry/defenses triad. It makes sense, really, that different races would focus on different types of weapons and armor. A race could also focus on being even in all categories, being lower down on all them overall [compared to other races] but being more flexible. It's an excellent concept, really, and if it's implemented right, the game would be greatly enhanced by them. I've always enjoyed employing strategy, so having different weapons and armor is a great way to do that.
Reply #34 Top
Two things that would make me ecstatic:

1) A manual that has the proper numerical/mathematical depth - I want to know how damage in combat, population growth, espionage etc. is calculated.

2) Designing ships is kind of fun, but PLEASE have some basic ship templates that will automatically examine the tech you have and build a reasonable ship around typical roles - bomber, starfighter, capital ship etc. Having to design every last ship in MOO really turned me off, as I always felt like I was screwing something up.
Reply #35 Top
I'd like to see an Auto-Spend option- a little box by the spending slider that, when enabled, automatically keeps your net income at the lowest positive number. You wouldn't have to adjust the slider every time a trade route started over, etc

Just an idea ;)
Reply #36 Top
Another thing- wormholes. These would make the game great fun.

You research the controlled wormhole tech which allows you to build a "wormhole consturctor". Like starbases, you con build a wormhole anywhere. Once you've built more than one, when you move a ship on to a wormhole then it asks you which wormhole you would like to come out at. This would be very helpful on larger maps where your enemy is across the galaxy.Eventually, you could create a network of them and go almost anywhere very quickly.

However, since they are "built", they can be destroyed, but can also be upgraded defensively (like a starbase).Each wormhole would also cost maintainence.

All majors are open to the tech, but a civ can only use their own wormholes. If the UP law about allied assistance with starbases is passed, it would apply to wormholes- you could use your ally's, and vice versa. Their is a challenge, though (look at the Yor pouring out of that wormhole...)- you'd have to find ways to combat it, but hey! more fun playing GalCiv!

If this concept appeared in GalCiv II, I'd be estatic.
Reply #37 Top
MOVIES ! :)

Technology movies , each time you descover new technology - play a movie or animation related to this technology or show this piece of equipment like full screen , the text that we have now is good too but it's like main thing now , make it secondary and include tech statistics , like this weapon have 20pt firepower and such .



~SDC~
Reply #38 Top
I really like Dancer's idea. A difficulty regarding exactly WHAT the computer will do, and a difficulty regarding how much "cheat" the computer gets. I may not be able the best strategist, but I'd love to see the comp try some of the better moves without having the +x% production that goes along with the increased production.
Reply #39 Top
Suggestion 1:

How about giving selected cities their own 'go to' sticky icon on the main screen. You might like to have A, B and C have a 'go to' icon, where A is the most productive, B is the most researchy (is that a word) and C is the one closest to Race X. In the end game when I have 50 worlds, I don't really mind what my baby planets are doing. But that one PQ 80 planet that I've nurtured through the game, that one counts!

Hmm... maybe I should be evil...


Suggestion 2:
Have a template 'mod' style. All the user like me wants to do is download the prog, click on the mod, and have it copy files into all the right places for me. When I boot up Galciv 2, a quick menu "saying A,B,C mod detected, please click the ones you want" would be great.

I know everyone else here is a skinning whiz and can program backwards in their sleep. Some users, like me, struggle with turning the computer on. Making using mods easy would be really appreciated and encourage mod use.
~SDC~
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Reply #40 Top
I relly like the idea of having the planets in the sector instead of on the screen and the nebula idea is awesome. :HOT: I also like the idea of having the border being on the map like on Rise of Nations. Can't wait till its released! :D
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Reply #41 Top
I would like to see the ability to create key shortcuts, I play on a laptop, and playing with the pad is a real pain sometimes, if everything had a key binding that would be nice. Also, a GoTo type command would be nice. Send a ship to a particular planet or rally point without having to click the mouse 4 times.

~SDC~
Reply #42 Top
i for one would like to see civ-specific weapons/abilities near the end of the tech tree, if possible, and i'd also like to see more into Nano-Technology!!! Scientists today think it will be a big part of our future
Reply #43 Top
also planets should have randomised "special resorces"
E.G. "Phase Crystals" +1 Weapons
"Tri-Latinum" +1 Defence
"Abundant Fossil Fuels" +1 Speed

You know
Reply #44 Top
also planets should have randomised "special resorces"
E.G. "Phase Crystals" +1 Weapons
"Tri-Latinum" +1 Defence
"Abundant Fossil Fuels" +1 Speed

You know
Reply #45 Top
I think I must be one of a few people who really don't care about multiplayer. Unless you play on the very small maps I can not imagine ever finishing a game of multi-player. The amount of turns it takes on the larger maps is very significant, and the problem with turn-based games is everybody plays at their own speed.

However, based on the responses of the players, multi-player seems to be important to a lot of people, so certainly it should be considered. I personally just can't imagine ever finishing a game on anything Large or greater.
Reply #46 Top
I think I must be one of a few people who really don't care about multiplayer.
End of quote


No, you're just one of the (relatively) few people who hang out on internet message boards who don't care about multiplayer. I'm with you, btw... :)

I also hope Stardock remembers all the (excellent IMHO) reasons multiplayer was left out of GalCiv, and that it becomes an 'if we get time' option, rather than a central feature of the design...
Reply #47 Top
I loved the warlord's style stack setup.....I play the game on my pocket pc all the time. I think the logistics limitation will balance the mega-fleets very well.

1. I think the weapons/defense triad is a great idea....giving the combat a dimension of depth like unto the warlords bonuses for terrain and so forth.

2. Love the idea of nebulas/asteroids.....perhaps ship enhancments/penalties that allow bounuses/negatives near or in nebulas or asteroids?

3. the per planet budgeting is a real winner. I used it heavily in the MOO games
Reply #48 Top
I echo the sentiments of Tytan and others in the per planet spending issue.

One other thing...allow us to sentry, or "park" constructors as a button in the selctd ship mini-screen. (Yes, I STILL haven't figured out how to use way points!!) (:( (:(
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Reply #49 Top
I have noticed one thing about GalCiv that is pretty poorly done, and hasnt been fixed even in the newer versions: Galatic Resources arent very imaginitive or significant. There are six things you can mine, but all of them are simply ways to upgrade abilities such as morale, military, etc (which, of course, we can already modify with starbases, abilities, gov types, etc.) Why not make those resourses ACTUAL resources? Certain types of materials that can allow you to build different types of ships, planetary improvements, etc.? It would give the game another layer of realism, instead of just giving the user yet another way to upgrade ability points.

Just a thought...
Reply #50 Top
NO multplayer ! (at least don't make it central feature it can be as "addition" but shouldn't reduce single player to
multiplayer game agains computer oponent - we need storyline ! )

Also racial bonuses can be fun .


~SDC~