- 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 3)
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on Sep 20, 2008

Borg999
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

Tech score helps with invasions (albeit only slightly), and some techs that may be "obsolete" might have innate bonuses (warp drive, for instance).  How smart would you want this algorithm to BE?

It's not -that- big a deal the way it is.

I tend to agree on nullifying or protecting against passives, with the exception of if only actives can steal tech, in which case IMHO nullifying passives wouldn't be necessary.

on Sep 20, 2008

Sole Soul


Tech score helps with invasions (albeit only slightly), and some techs that may be "obsolete" might have innate bonuses (warp drive, for instance).  How smart would you want this algorithm to BE?
.

 

I guess I don't understand your point. If my ships already have warp drive 2 installed, why would I want warp drive 1?

Makes no sense for a spy to steal it.

on Sep 20, 2008

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!!

Aw, come on. One of the Stardock game crew's greatest strengths is that they encourage and respond to constructive criticism. Sheesh, one of Brad's relatively recent threads is named "Please slam my game."

on Sep 20, 2008

One question for SD, I noticed a silver star in one of the screen shots above.

on Sep 20, 2008

Borg999

I guess I don't understand your point. If my ships already have warp drive 2 installed, why would I want warp drive 1?

Makes no sense for a spy to steal it.

Impulse I, Warp I, and Hyperwarp I each have passive boosts to speed (of 1 each).

If you cram 30 engines in your ships, it won't make much difference, but if you run low or no-engine designs, particularly with tiny/small hulls where you don't have -room- for engines, it helps a lot.

on Sep 20, 2008

Emperor_Seth
One question for SD, I noticed a silver star in one of the screen shots above.

That's a statement actually...

on Sep 20, 2008

Okay, why is there is a silver star?

on Sep 20, 2008

Ahh because it came second in the Star Oylmpics......As you can see, Nestor was the winner....

on Sep 21, 2008

I appreciate the continued support of Galciv2 and the work you've put into this free update.  I will say though I'd truly hoped some tweak would be made to make spying bonuses at least somewhat useful.  Being able to spend half of your income on spies (like the Iconians +100 espionage)) is something that really is not useful.  Something, anything, that makes the espionage bonus useful (increased tech steal die rolls, more spies for the same money, spies gain intelligence faster - something) would be much appreciated.  I do understand if that would be too much work to implement however.  You guys make a nearly-perfect game and polish it further, and there will still be those of us who want flawless, which is not a fair expectation .  

Thanks again.

on Sep 21, 2008

Ahh because it came second in the Star Oylmpics......As you can see, Nestor was the winner....

/facepalm

on Sep 21, 2008

on Sep 21, 2008

JustinSane4
I appreciate the continued support of Galciv2 and the work you've put into this free update.  I will say though I'd truly hoped some tweak would be made to make spying bonuses at least somewhat useful.  Being able to spend half of your income on spies (like the Iconians +100 espionage)) is something that really is not useful.  Something, anything, that makes the espionage bonus useful (increased tech steal die rolls, more spies for the same money, spies gain intelligence faster - something) would be much appreciated.  I do understand if that would be too much work to implement however.  You guys make a nearly-perfect game and polish it further, and there will still be those of us who want flawless, which is not a fair expectation .  

Thanks again.

I'll second that!

on Sep 22, 2008

Indeed, it would be nice if Espionage was changed to reduce the cost of spies (or something similar).

It would also nice to see Courage and Loyalty get a boost to "useful, but not entirely important" too, though.
Courage could directly act as a Soldiering bonus when defending against attacks, and Loyalty... well.. I dunno, I guess it could just get a boost in its power...

on Sep 22, 2008

Beta starts Wednesday...the 26th? Did you mean Wednesday the 24th? (I'm going to assume this unless proven otherwise)

on Sep 22, 2008

overdriveEX
Beta starts Wednesday...the 26th? Did you mean Wednesday the 24th? (I'm going to assume this unless proven otherwise)
.

GAH they must have meant 2012!!! That's the next time sep 26th falls on a Wednesday afterall....

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