- A further look into Version 2.0 -
Published on September 19, 2008 By ScottTykoski In GalCiv Journals
Continuing our in-depth look at 2.0 brings us to the new Galaxy Setup options, as well as the Espionage changes people have been looking for. Again, as with all new things in 2.0, we aren't looking to revolutionize, just to bring these features to a natural completion before work on GCIII begins (which is still a way off, but still looming).
 
 
New Galaxy Options
 
As Brad (Frogboy/Draginol) pointed out in his official Preview of 2.0, we've gone in and added some options for the Placement of Special Environmental Worlds, as well as the Frequency of traditional Random Events.

When the Environmental Worlds option is cranked up, approximately 75% of the galaxy's habitable worlds will be of an Extreme class (Toxic, Aquatic, etc). This is a great way to play if you like a long, drawn out Exploration phase of the game. Placed at it's lowest setting, the galaxy will only have around 10% of habitable planets requiring special technologies to inhabit, making the Colony rush closer to Dreadlords, but keeping those technologies somewhat vital.
 
The Random Events setting works in a similar fashion. You can turn them off entirely, or you can set them to happen around 4 times more frequently. This results in a fairly hectic game, where you're never quite sure of your galactic footing.
 
 
 
Espionage
 
Changed back in the first 'Dark Avatar' expansion, the new Espionage system enjoyed a love/hate relationship with the players. Some people liked the new options, allowing the placing spys to strategically disable an enemies infrastructure. Other players disliked being forced to perform blatantly offensive maneuvers to gain higher levels of intelligence on their neighbors.
 
The new system adds 'Empire Wide' spying option to your 'Espionage Details' screen. Here you can place permanent spys on a race, which will gather up information and raise your 'Espionage Level' and unlock more information on them. These spys ONLY gather information (passive in nature), cannot be nullified, and dictate the espionage level that you can reach.
 
Spys placed on planets will also gather information on a race, but at 1/3 the rate.
 

We've also added the ability to spy on Minor races. Yahoo!
 
 
 
The Beta Release
 
Like most things we do, Version 2.0 is going to have a Beta period starting (barring any major problems) next Wednesday, the 26th of September. For those not playing Mega Man 9 next week (which is what I'll be doing), you'll be able to try your hand at the update, playing with all these fresh new features and helping to ensure the game is still balanced (and stable). This will be released on Impulse, with the final version making it up onto Stardock Central as well.
 
Next Wedensday: We wrap up our 2.0 journals with some nice new Negotiation tweaks, Campaign updates, as well as all the dangling improvements that'll make 2.0 rock!

Comments (Page 2)
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on Sep 19, 2008

I was always more interested in passive spying anyway. Nice to know I wont need to bankrupt my economy just to get some info on people in a timely fashion.

on Sep 19, 2008

*claps*

Sounds good. I hope the negotation upgrades are good... sad that UP ain't updated... or is it?

on Sep 19, 2008

I griped *lots* about being forced to harm a neighbor just to learn about them, so I'm pretty darned pleased to see the empire-wide location for spy units. But I can't deny that I was hoping the "fix" would include some way to assign resources to empire-wide counterintelligence.

our massive 'GCII possibilities'

Don't you mean GCIII by now? I've actually begun to expect a new category for GCIII to appear shortly after y'all wrap up the 2.0 effort. I expect a fair share of folks will at least putter with GC2 over the next couple of years, and it seems like "out of scope ideas" could help make the core engine work going on for NotMoM yield base code that's as flexible as possible.

on Sep 19, 2008

, Campaign updates!

what do you guys mean by campaign updates?

on Sep 19, 2008

Don't you mean GCIII by now?

Correct, GCIII    I'll edit accordingly. 

on Sep 19, 2008

Good enough to me!

I sure would have liked a true 'sabotage' option integrated in an entirely new espionage system, but it makes sense to use the opportunity to enhance what we already have with the newly added passive principles while keeping in mind sky's the limit for GCIII. Code_wise, any extra feature(s) simply ran the risk of destabilizing gameplay too much.

Espionage is more of a strategic concept which *could* destroy the entire dynamics of this game if wrongfully rendered; as the past 'versions switch' proved to us.

 

Nice touch with the 'Extremes count' & the 'Events control', fine-tuning these two is some additional customization which will allows even more (or better!) variable conditions.

 

I would have loved to see Extremes become increasingly valuable by cranking the odds of high bonus tiles on any; say, a single Predator Mine per Immense map when 10% (rare) is selected as option *would* make that one or two Toxic planets a treasure to fight for... etc.

 

Sometimes, it's all in the smallest details (including those yet to come!).

on Sep 19, 2008

I want to make a suggestion to this new espionage system.  I'd like to see the necessity to continue spying on races if you want to see updated information/updated tech researched or even for tech stealing.  The reason is in the beginning we may not be able to counter all the spies (especially playing suicidal as cash is tight in the beginning) and I would hate to see that specific races know everything about me from early/mid-game on before I have a chance to start countering.

Likewise, the reverse is also applicable.  A human player should not know everything about a race for all of the game length just because they hit that race with spies early on.  The system should account for some maintenance to continue our information stream and/or tech stealing.

 

Just my two cents.

-Jonathan

on Sep 20, 2008

For those not playing Mega Man 9 next week (which is what I'll be doing), you'll be able to try your hand at the update, playing with all these fresh new features and helping to ensure the game is still balanced (and stable).

WHAT!!!!

You are making me choose between Megaman 9 and this game's newest beta (2.0 of all things)? Here I thought the Drengin were evil, but this... this... Arghh!

/joke

on Sep 20, 2008

All joking aside, its nice to see the spying problem addressed (and improved by being able to spy on minors).

Keep up the good work!

on Sep 20, 2008

Although not directly related to the new espionage system, please make espionage bonuses more useful. As it stands now, i believe they only allow you to spend more bcs towards spying. This is nigh useless and any race that is forced to take it as a bonus is gimped as a result. Please make it more worthwhile, like reducing the costs of spys or increasing the info gather rate.

on Sep 20, 2008

All these features and i don't have to pay another cent.

What more can we say about the support to us GC2aholics that hasnt already been said.

on Sep 20, 2008

Neilo, come on.  Now is not the time to show our appreciation for the unbelievable amount of effort that these people are putting in, obviously out of a sense of love for the work and their craft, since they're not making any more money off it.

Now is the time to complain that the new features aren't exactly what we wanted, and that we're disappointed that our other 83 different features we thought would be way awesome weren't also implemented!!

At least... I guess that's how it works here?

on Sep 20, 2008

BoogieBac
Exactly...costs should stay reasonable for those playing a passive espionage game. It's only when you're trying to use the spys in an agressive manner do their cost start hurting.

Or if you use them to defend from agressive neigbours by nuliffying anything that comes to you, even when not cost effective to do so (due to inflating prices).

Like using 3000BC worth spy (due to inflaction), to nullify enemy spy on stock exhance that gives no more then 30BC per turn.

on Sep 20, 2008

@p22

1) The AI should (presumably) not drop as many spies on your planets anymore, as they don't have to simply to gain intelligence on you (that'd be in the civ spying screen).

2) Play a race that gets CE tech and build them, ffs.  THEN nullify the spy.  And the 20% morale bonus isn't -bad-, either.

on Sep 20, 2008

A couple of quick thoughts

I think there should be a way to nulify a passive spy, or a least protect against them (e.g.the hunter-seeker algorithym in SMAC)

Tech stealing. I understand it's random, but there is no sense in a spy stealing laser I if you already have laser II (for example). There should be a built in check that prevents a spy from stealing an "obsolete" tech.

My two cents

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