Hotseat possible?

Well I enjoyed GC1 a lot, so I was excited to play 2. I love the way things are looking and generally I am very happy (though I am a little worried about the new weapon type thing, but we will see when it gets more playable.

I do wonder though: is there any talk of hotseat or internet play? Hotseat in MOO2 was a lot of fun, so if possible, that would be an amazingly cool thing to have (since my friends and I already spend a lot of time comparing notes on our Empires).

In turn-based games, there is always the issue of people taking too long, but a tern timer that insists on a maximum time to complete a turn could solve that. Just my top wish for GC2!
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Reply #1 Top
A good multiplayer you can play even on GalCiv 1 is Game of the month

A group like a forum has someone set up a game acording to certain agreed settings and makes a save at start.

everyone plays the start game with only the alowed mods (including a mods banned variant) and you then compair notes with proof on whom did the best
Reply #2 Top
I do wonder though: is there any talk of hotseat or internet play?


Brad has said that GC2 will not have Multiplayer by any means, but it may be added in an expansion after release next year.

Alternatively, I've just gotten the OK from him to make Galactic Empires, a free web-based TBS built on the engine I made for my own game ( http://www.northwood.co.nr ). GE will be based on the metaverse conflicts and empire fan fictions, at last bringing multiplayer to GC, after a fashion
Reply #3 Top
Congrats, Darth Kryo!
Reply #4 Top
Kryo, I'd be interested in seeing how you go about doing that. I had briefly played with the idea myself and had written a small bit of code to do map generation and such but didn't have enough free time to complete it.
Reply #5 Top
Kryo, I'd be interested in seeing how you go about doing that. I had briefly played with the idea myself and had written a small bit of code to do map generation and such but didn't have enough free time to complete it.


At least initially it'll mostly work the same way as the first game based on the engine (a fantasy TBS based on a drawn map, with fixed borders between provinces)... so that means it'll have "hyperspace routes" instead of a free-movement grid map. I plan on having systems as well as deep-space installations as the "provinces" here to begin with, and we'll see where we go from there.

I have figured out how to handle the grid map, but the way movement and territory control are handled in the engine would need completely redone, so the grid-map will probably wait a while. Work on GE should begin in earnest within a week or two, as soon as I finish the rewrite of the turn-processing code that I'm currently working on...

GE may not look and play *exactly* like GalCiv (to start, anyway), but it's as close as we're going to get for a while to real multiplayer (and it's free!)