- 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 7)
12 PagesFirst 5 6 7 8 9  Last
on Sep 26, 2008

Damn, you'll catch me at work ... I guess I'll have to wait until tonight to play the beta.

on Sep 26, 2008

First off, I'm VERY VERY excited to see espionage getting some attention.

 

Quick question/suggestion:

How about making the Spying ability increase spy competency?  For example, if you have +10 spying, each spy has a 10% greater chance of "discovering" some info.

That seems pretty doable within the framework of the current system (I would think).

 

Also, just to confirm... Have you properly scaled the new espionage changes for the largest campaigns and galaxies?  It would seem, if I knew there was enough time, I could simply send one spy to each enemy, and they would slowly build up to the highest level of espionage.  Maybe have spies expire after a certain period of time, losing a level of information for a while.

 

Thanks!

on Sep 26, 2008

Also, any word on how tech stealing works now?  Undefendable tech-stealing espionage sounds like a mixed bag, though it could be interesting.  Thanks for all your hard work .

on Sep 26, 2008

JustinSane4
Also, any word on how tech stealing works now?  Undefendable tech-stealing espionage sounds like a mixed bag, though it could be interesting.  Thanks for all your hard work .

That was how it wasin DL...completely unable to stop a race from stealing techs from you.  People screamed for DL's version of spying...they got it.

on Sep 26, 2008

OK, buttons are being pressed. Should be any moment now.

re: Tech Stealing - We didn't change that from DA, so however it worked there is how it should work here (we only tweaked how you reach the higher intel levels). When it arrives I'll be curious to get everyone's feedback.

on Sep 26, 2008

The tech-stealing aspect is where I'd like to see the currently worse-than-useless Espionage stat pointed to.

Instead of letting me spend more money on spies, which won't be a big deal since I wont need so freakin' many, I'd like espionage to increase techsteal rates.  That would make the races like Iconia very strong, allowing them to rely on spies to get thier technologies instead of the normal ways.  The downside of course, is that some other race has to get them before you can, and you might get Laser I when you have laser IV.

It could be quite interesting if codable.

Now the workday is REALLY going to seem long with 2.0's beta sitting on Impulse at home!

on Sep 26, 2008

Hrm...so while in DL once you maxed out your intel level and stopped paying for espionage on that race, you still stole techs.  In DA/TA (pre-2.0) you only stole techs while you had spies placed on a planet, had a high enough intel level and got damned lucky?

I digress, this weekend will be an all-out onslaught to the 2.0 espionage system to answer my questions.  Everything else I play with along the way will be just fluff however...I've put off my in-depth look into the espionage system ever since I heard it was getting re-tooled for 2.0.  It's high-time to rekindle that thread.

on Sep 26, 2008

Showing Version 1.99(rc).016 right now on Impulse.

Looks like the update is ready for D/L and that we will all have some feedback to issue for BoogieBac over the week-end.

on Sep 26, 2008

I must be doing something wrong. In Impulse I have "Show Pre-release Versions" checked and I have checked for updates but I'm not seeing the beta update anywhere on here.

on Sep 26, 2008

i'm not seeing it either.

on Sep 26, 2008

Same here Trubbs... I am sure I installed ToA thru impulse as well. Oh, I also tried using Us Server 1 and 2; and I have show prerelease option checked.

on Sep 26, 2008

Nothing here either!

 

Any chance of a zip update if Impulse wont play ball please?

on Sep 26, 2008

I am seeing it.  Which pains me, because I'm at work.

 

on Sep 26, 2008

So has nobody been able to download it? And, I hate to ask this, but can someone with a fast connection uninstall and reinstall to see if the Beta comes through?

Oh, and please give Impulse a restart (and your PC, if you're feeling frisky) to see if that kicks the file into cooperation.

(Boogiebac stomps off to scold the download.)

on Sep 26, 2008

Same here, tried server USA 1 and 2 in Impulse and nothing (with the show pre-releases checked). Tried closing out the background Impulse.exe as well (thought maybe something could be stuck in a cache).

12 PagesFirst 5 6 7 8 9  Last