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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 :) ).
50,403 views 192 replies
Reply #176 Top
don't have to controll placement of buildings, troop deployment, etc
End of quote


I'd second this. I don't want the game to collaspe into micromanagement of troop levels and ground combat issues. It's a space strategy game not a ground tactical combat game.

Some eye candy would be nice so long as it doesn't detract from playing the game.

Paul.

~SDC~
Reply #177 Top
I agree, we shouldnt have to make any building placement. All im saying is that I want some 3d view of the planet, and a 3d view of the battle.
Reply #178 Top
The game looks like it could be great but it is hard to tell when it takes about 10 seconds for every mouse click. Can the game move a little faster, who am i kidding, a lot faster. if it moved any slower it would be stopped. Will be looking for your next upgrade.
Reply #179 Top
I like the glimpses I get with the beta. Since it is beta I understand the crashes etc. I would suggest a few things that it needs though. When you are aiming a ship at a planet there is no visual indication that you picked this location. Another problem is that the planet view doesn't expand when you colonize. So if you click a little too fast, you may have landed on the planet and not know that it has happened. A list of occurances to go back through would be nice. I am loving the changes however, VERY NICE!

~SDC~
Reply #180 Top
As Huxley Hobbes mentioned in post #172 at the bottom of section six.

I think the ability to script fleets and/or governors is a great idea.
Reply #181 Top
HOLY COW this sounds very good is it still gonna be turn based or wil lyou have the option to make it like continuos (errrr bad spelling forgot ho to spell it 1am here) continuos turned base? liek in Fallout tatics (PC) where you can take turns or just have turns keep generating in real time makes the game seem almost real time but with a few draw backs of it isnt.

Sounds alot like ORB too...i like ORB, ORB was a good game i liek how you can mine asteriods and stuff fun fun.

I'll definitly buy GC2 from the way it sounds already....lets hope its better then how they make it sound =P hehehe
Reply #182 Top
Oh yeah sorry for the double post. But i think GC2 would be super awsome if you had the camera like you have it in ORB....how many people have played ORB? its awsome hehe what i'd liek to see

1. nice flowing camera movement
2. a ability to see the universe from a 3d view or a 2d view like in GC.
3. multiplayer would be nice...but drawn out?
4. a system where you can look at planets from a 3d view and pan around it.
5. The ability to set up like "space turrents"
6. oh yeah BIGGER maps the gigantic sized maps in GC arnt big enough for me. i want ones like 3 times that size. that'd be sweet...but taxing on some peoples computers i bet.
7. Almost 100% control over visual effects as well as particles ect.
Reply #183 Top
1) All ships that have a travel limit and must be resuppplied, either by returning to a base, planet or supply ship. Weapon use has to be resupplied.

2) Supply Ships!

3) Repair ships. They can travel with fleets when developed or singularly.

Been out of the loop for a longgg time but this looks interesting to me. Brad and company do quality work so this will be something to look forward to.
Reply #184 Top
Personally I just hope they try something new (for them) and add some CUSTOMER SERVICE to the GalCiv2 package. Because it appears to me that they just walked away from us poor bastiges that bought the AP add-on for GalCiv1. The damned thing has never worked properley for me (and many others it seems) ......and yet we don't even get the courtesy of a responce from them on their own bloody forum!

~SDC~
Reply #185 Top
Personally I just hope they try something new (for them) and add some CUSTOMER SERVICE to the GalCiv2 package. Because it appears to me that they just walked away from us poor bastiges that bought the AP add-on for GalCiv1
End of quote

When do you think that AP was released?


[Message Edited]
Reply #186 Top
a few things that would be nice......

1 - being able to choose a minumum planet class when making a custom map.

2 - being able to choose the probability for there being a planet at a star. sometimes i would like to play a game where there are all killer planets at almost every star. or having few planets, but every one is a paradise. i know you can do this manually, but on a large map it takes a long time. (yes i know the star determines this, but i want a set minimum.)

3 - having some different map types to start from. i am working on a map that starts each home world out with a large cluster (10-20) of really high class planets. that way each race can heavily fortify a sector around their home world.

4 - remembering when i give them something. i will give a race like 100 ships yet when i need 1 thing, they won't give me anything. even if i am almost done in, and allied with a very powerful race, i have to wait for them to give me something. instead of always demanding stuff from them, there should be an option to ask for things. it would also be nice to have my allies be as generous as i am.

5 - the ability to put ships in orbit around a space station.

6 - maybe a special ability that each race has. something only they can do.
Reply #187 Top
a couple of other things that would be nice....

- being able to raise issues at UP meetings. that way i can have a vote to outlaw a terror star if i know my enemy is building one.

-it would be nice to be able to copy and paste a sector in the map editor, or mirror sides, that way you only have to design one side and it would all be symetrical.
Reply #188 Top
The map screen I have seen, http://www.gamespot.com/pc/strategy/galacticcivilizations2/screens_6132472.html?page=2 , is not something I would want to play off of. In addition, it's just plain UGLY. The best thing I think they could do is have the local planets only show up when you highlight the star. And then they would be in a convienent row or colum next to it. Or they could just allow you to switch to the old GalCiv 1 interface.

As for features, here some things I believe are not already discussed.

1) Why can't I build ROBOT soldiers to conquer my enemies? This could be easy to implement: the proper technology, and build a different kind of transport, with the robots included.
2)Why can't you ask/insist aliens to join your empire? Particularly if they're minors who look up to you like gods and are about to be conquered.
3)It would great for the building of trade improving starbases if you could summon up trade lines on the main screen. Similarly, you should be able to see what alien trade routes are going to your worlds. Or through your territory. So you can tax 'em.
4)Some screen that tells us when our expensives leases wil be up.
5)Diplomatic agreements with aliens to increase your ships range (through their territory).
6)Civ's ability to trade maps.
7)Be able to dedicate money to spreading your culture beyond your own borders. Trade-like "friendliness" effects, but costs you money.
8)Population growth improvements. I would think that hospitals would improvement longevity and reduce infant mortality, thus bolstering population, but instead they increase starship quality.
9)Botnay Bay Option: Builds a cheap colony ship that'll autopilot around until finds an empty world to colonize. Morale on the launching planet will improve with it's criminals and discontents shot off into space. The new colony would form a new minor race. They probably won't like you, but if the Drengin are ready to conquer them, reconciliation might be in order.
10)Simplified mode. Computer would handle lots of the more new "management" options so that new players learn the over-arching structure of the game and impatient players can get on with it.
11)Internal Politics: You should be able to interact with your opposition leader just like any of the aliens. Concide to his Party's demands to improve morale. Or have him killed.


Other things mentioned.

1)Autoship building is a definate. It should probably have a "High Tech Warship" and a "Cheap Warship". The same for "Defense" ships, "Scout" ships, etc. I also agree that you should be able to force all multiplayers or AIs to use this option. It would be vital to helping newbies.
2)Improved Editing Software: At least to the level of Starcraft. Perferably Civ3 with it's built in modding capacity.
3)Good and Evil Spy options: These might be missions you can order undertaken or events you have a chance to capitalize on.
4)Improved Manual: All of the significant information, influence and economy models, and civilization variables needs to be spelled out. And a large fold-out tech tree. Absolutely Vital.
5)More types of Starbase modules: I would like to see ones for Morale and Terraforming.
6)Boarding actions: Always lots of fun. Great your enemy finds that Precursor Ranger at turn 20. Or if they have fully loaded Starbase.
7)There's been talk about controlling expenitures on a planet level. That would be great, but rather than a slider, I propose you have options in the production boxes. Your military would have all your ships listed, plus a row for "Research" "Economy" or "Social". Selecting one of those would send your military production budget to either of those. As for redirecting research, a little click-on box with a pop-up would do the same.
8)Special Planet Traits: I enjoyed these in the MOOs, and they would give each planey character and varying degree of tactical importance. Some should be obviously good, while other should start out bad, be manageable into something beneficial with enough time (and proper alignment).
9)Outposts: Something MOO3 touched on but mangled. Like Starbases, but on planets, and with a different set of functions and bonuses. Re: listening post (removes fog-of-war in the sector), mining colony (adds to econonmy), research station (research boost, dangerous research is done here), space gulag (improves morale back home by sending deviants far, far away), garbage dump (improvements a nearby planet's PQ by turing potential landfills into free space), refueling depot (improves your ships' range as though it were a colony).
10)Diplomacy: Some simple things. A tone selection. If the Yor are about to destroy you, the Drengin might be more receptive to begging for weapons technology rather than demanding it as tribute. And so on. The ability to offer something, and ask the other party to propose something back, a la Civ3. More agreements. Trade Embargo, Trade Alliance, Research, Destablization of a mutual enemy, Intelligence Sharing, etc.
11)Migration: This could be anything from refugees to one of those new minor races setting up shop. If they want to land in your territory, they have to negotiate with you first. Of cource if you tell them "no", they might not listen. But you would have conquered them anyway.....
12)Fleets: I don't think they should be measured by their size, but by thier complexity. A bunch of fighters is simple to command. A carrier group is another story. There should a Galactic Achievement that produces a fleet admiral every year or so. Each Admiral conveys bonus and a negative to its group, plus 3 or 4 "tactics" (like a planetary invasion, but in space).

And to the guy who said GavCil 2 should drop political parties, Political Parties are part of what makes GalCiv so unique! Replacing parties with racial bonuses only helps lock race into certain paragrams. The War Race or the Espionage Race or the Diplomacy Race. With parties, you have a chance right of the bat to decide if you want emphasize your race's built-in strong points, cover for it's weaknesses, or add another skill that's complementary. Depth like that is never a bad thing.

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Reply #189 Top
I had to create an account just to say this, but it was worth it: Multiplayer. Please. Please please please :) The one thing that keeps me playing more Space Empires or MOO than GalCiv is the lack of multiplayer. I realize most people play against purely AI, but I like nothing more that to get online or lan with 2 or 3 others. GalCivs AI is the best out there, but nothing beats (or often comes close to) the human element! I believe that the lack of multiplayer really holds this great series back, and neither the creators nor the players want that :)
Reply #190 Top
Now that I've said that, I have one other suggestion. I'd like to see some larger galaxy maps... something epic, where a single game will span hundreds of worlds and take a few good months to complete. That would be simply wonderful ;)
Reply #191 Top
It's interesting coming back and reading this. ^_^ What happened to those other two races you'd had planned initially? ;p Or are they going to be in the first expansion?
Reply #192 Top
I agree- pretty crazy to be able to read this and then go play the actual game :p