- Never Play an Immense Map without 'Em -
Published on September 12, 2008 By ScottTykoski In GalCiv Journals

For the last few months the team has been toiling away on THREE seperate projects...Political Machine 2008, the unannounced fantasy strategy title, and GalCiv 2.0. And for those months we've kept players in the dark about 2.0...mostly because of the frantic, nose-to-the-grindstone pace we've maintained.

But now it's time....time to finally start talking about what will hopefully be the ultimate update to our little GC2 series

For those that don't know, GalCivII 2.0 is the final major update that we'll be producing. More updates are sure to trickle out, but in terms of huge new features being added, this will be our last huzzah Sad, but inevitable.

For this reason, we really wanted to pack it FULL with all the little features that were straightforward enough to keep the game balanced, but interesting/exciting enough to make 2.0 special.

The first of the new added features (and what's turned out to the the most suprisingly time-consuming) is the addition of Planetary Governors.

The necessity of this feature really came late in the testing of Immense galaxies in the Twilight gamma. There were just too many planets to deal with, and even queuing up planet improvements on initial colonization got cumbersome. Looking back, it's a feature that players have requested for a long time, so putting it in was a no-brainer. Also, for everyones future reference, the best way to get a feature added is to get the programmers annoyed by it's obmission

All you do is create a governor type (give it a name and short description) and fill that governors queue. As techs for better improvements are unlocked, the queue will automaticially update. Special tiles are searched for and properly utilized, and terriformed spots are filled as they become available.

The system is slick, and works well as a 'macromanagement' feature opposed to a 'let the AI handle my planet building'.

We hope to have all the new features in the beta (Thursday, September 25th), with a final release on Wedensday, October 8th.

Up Next Monday (Now Tuesday): Another Manager, and a Feature Requested Since Dreadlords 1.0...stay tuned!

 


Comments (Page 3)
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on Sep 14, 2008

di55ec7ion

I am german but i think "planetary governers" is wrong, am i right?

You are quite right. When I was writing the strings I kept wanting to spell "governor" as "governer." And I'm the team's English major. For shame.

on Sep 15, 2008

I've noted everyones suggestions/concerns and will be looking into proper solutions. The planet population/farming/morale situations and the ability to swap empire wide improvement production seem to be the major points...we'll see what we can do

on Sep 15, 2008

I havn't read what everyone said, but if you mean the ability to 1) make sure the slider is always at least breaking even and 2) telling it so move the slider so a certain persentage of people are happy, then that'd be great.

on Sep 15, 2008

Currently, when the Governor auto-upgrades factories or labs (or other planetary improvements) it queues them up in a random oder. It should take into account the bonus titles so that a factory on a 700% title is upgraded first followed by 300%, then 100%, and finally those on non-bonus titles.

Also, the Governor has a strange idea what an upgrade should be, for example, trying to update a Yor Collective to a newly unlocked factory type with a lower yeild and higher m. cost.

on Sep 15, 2008

Also, the Governor has a strange idea what an upgrade should be, for example, trying to update a Yor Collective to a newly unlocked factory type with a lower yeild and higher m. cost.

 

You mean to tell me that a 'general scope' governor should also have the ability to detect the multiple variation present in 12 different race trees?

And, keep track of all possible trade_ins_outs between AI and *you* the human player, and still find the most efficient macro-management handling of planetary upgrades when & then, the algorithm has to react to new available values?

 

If SD coders pull that one off - we might as well surrender to the very first AI that is smart enough to stage a war against our brains.

 

I play the game, the game doesn't play me. Less tedious is fun, being automatically fooled around *by design* is different.

on Sep 16, 2008

GW Swicord

I am german but i think "planetary governers" is wrong, am i right?
If I'm understanding how the feature will work, I'd agree that the name is a bit of an exaggeration; the term "governor" does imply that the thing would be making some choices on its own somehow, at least through a set of decision parameters that BoogieBac already says are too tall an order for 2.0.

But the more accurate alternatives might have just sounded to dull to the devs: "Custom Build Lists?" "Colony Development Plans?"

 

blablabla

 

i do just mean THE TYPO in the screenshot, nothing else !!!!

on Sep 16, 2008

Next Monday was yesterday.  Where's the next announcement?

on Sep 16, 2008

This single change may be enough to push me to purchase TA now.  My only other major gripe- micromanaging starbases.  If that's the next improvement, sign me up!  I'm continually amazed at Stardock.  You guys rock.

To clarify, I think Boogie mentioned being able to dynamically shift production empire wide, correct?  If that's true, it would really help responding to Mega Events.  For instance, if a disease is a new event and the fix is to do research, being able to shift production in addition to more resources toward research would be sweet.

I can easily see something that handles planetary improvements to be identical to how ships are governed.  Examples:

  • Change all planets producing X to producing Y.
  • Upgrade all planets with X to Y instead.
  • Delete X on all planets.

Now, if you had the time and it didn't add too much complexity, it would be sweet to assign your planets to a group and then have the governor only do something to that group.  So, if I created a group of planets called Research Sites and a group of Planets called Cash Cows, I'd be able to shift their current production or existing planetary infrastructure in the methods described above.  Less micromanagement in the long run and more time for fun and strategy.

Boogie- bring on that upcoming update info!

on Sep 16, 2008

https://forums.galciv2.com/324811

Yeah, yesterday was a bit crazy....sorry for the wait.

L.Reliant: I think you'll enjoy this one! 

on Sep 17, 2008

That's great, BoogieBac!  I was hoping it might just function identical to mining stations, but this seems like a reasonable compromise.  My only two ideas are:

*Will you be prompted if it tries to construct something and you don't have enought cash?

*Could we create custom build queues?  I guess I'm not exactly clear on how I should customize that list, but I could see saving a queue list and then having a drop-down to select from so I don't have to shift up and down production everytime.

Once again, nice work.

on Sep 17, 2008

Will you be prompted if it tries to construct something and you don't have enought cash?
I think, ATM, it'll skip any modules if you're in the red, but as long as you have 1 bc in the bank it'll upgrade. We're trying to keep prompts to a minimum when automation is enabled.

Could we create custom build queues?
Afraid not, but I really don't think you guys will feel lost without that pin-point precision. What we're trying to solve with this is when you have a conga-train of Constructors coming to a starbase and you just want it to build up quickly as possible. You can set the broad strokes ("I want this SB to be well defended and have good attack, but I dont care about boosting trade") and let the game take care of the nitty-gritty.

As always there are about 20 different ways to implement something like this. We went for the tightest, most straightforward approach for all new features so more time could be spent on additional goodies  

Once again, nice work.
Thanks! WIth GC3 still a twinkle in our eye, we really want to give the series as much longevity as possible. I hope these last few features help to that end.

on Sep 17, 2008

Can I just add how happy I am that you added the largest map size with the TA expansion?  It seems like that helped to highlight a lot of the pain points that GC2 suffers from- overt micro-management.  And addressing this with the new planet and starbase queues should go a long way in making the game more manageable (at least, it would seem to be that way).  I always found it odd that the only governor initially was for ships and not also other things that could use them.

One thing I'm not clear on, will we be getting the ability to dynamically change production like I mentioned?  (changing production of X to Y, etc.)?  That would really rock!

Thinking about the game play of GC2, you really start on a micro-management level, but later in the game, you want less and less focus on micro and more on the macro level, which is what you're helping to address.  When I have 100 planets, do I really want to be spending time adjusting what planet X is producing?  No!  I want to spend time on my strategy.  Now, what planet X produces can align with my strategy, but it's just a drop in the bucket compared to the major decisions I'd like to make instead.  All that micro-management gets in the way of fun and getting toward the good stuff (like conquering the galaxy!).

For GC3, if you can build in more abilities to automate/customize from the start, it will truly be an epic and enjoyable game throughout, both for small as well as gigantic galaxies.  I hope Not-MoM has some of these management tools in it, as well.

on Sep 17, 2008

OK I know this is so late in the game BUT...  would it be possible to have a list of your starbases similar to the planetary screen?  Left column shows its name, then type, then just the number of available modules that are non attack / defence followed by the attack and defence for the base.

I alwasy build a bunch of economy starbases but tend to lose track of them; both where they are and which are fully loaded. (The icon view will show a ship insead of the starbases if there is s ship present).

This would not only show where i need to send constructors but would also allow for the locating of bases since highlighting a bse and hitting "close" will bring you to that base as it does for planets in the planetary screen.

BTW I intended this for resource starbases as well.

While I'm asking.... could it also show available resources, like below the list of the player's star bases?

 

on Sep 17, 2008

OK I know this is so late in the game BUT... would it be possible to have a list of your starbases similar to the planetary screen? Left column shows its name, then type, then just the number of available modules that are non attack / defence followed by the attack and defence for the base.

i thought they showed up in the ship list?

tiny suggestion to game balance: change the base hull SBs use to a huge instead of large. maybe boost some of the attack/defense modules too.

on Sep 17, 2008

i thought they showed up in the ship list?

ummmm what ship list is that?  Have i been missing something in DA all this time?

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