Best GC2 Week...Ever?
Published on November 19, 2004 By ScottTykoski In GalCiv Journals

With the other developers making comments on the game design and code explanations, I'm going to use this time to give a synopsis of GalCiv2's progress in a Visual Segment I'd like to call "Best GalCiv2 Week Ever!", where I pick the top 5 images that best show how Galactic Civilizations 2 is progressed this week.


#5 - This ship is a test of the "Component" system we've worked up for creating Custom Ships in GalCiv2.  Here we have a fighter Hull Equipped with Phaser Weapons in the front, Engines in the back, and Stinger Missles Mark IV on the underside.


#4 - A (Quick) Concept Sketch for a Drengin Fighter Hull, this image shows how far I have to go on my ship concept art.  What's with the "Hershey Kiss" thing on the Tail-Fin?!  Time for this fool to pick up some books on industrial design 

#3 - All of the races from the original GalCiv will be back and better than ever!  Here we have a Work In Progress of the Arcean Leader, one of the key players in the "Dreadlords" campaign.


#2 - Another race that makes a reappearance in the game is the 'Drath', a mythical race that was imprisoned by Draginol to make room for his creation, the Altarians.  I've gone back to the drawing board with their design, trying to make them look more spiritualistic, and less like cavemen.

And now, for the #1 GalCiv2 image from this week...


#1 - While under-whelming at first appearance, this innocent scribble paves the path to a fun little game play feature that will prove useful throughout the game. But first, A little intro...

One of the major additions to GalCIv2 is an advanced Planetary Management model, where players will have a number of usable spaces on a planetary grid, of which they can fill with any number of social improvements.  Let say the player has landed on a new world with a Class value of 10.  In the original GalCiv, this would mean the planet will fill with unhappy citizens and only crank out a percentage of what a Class 15 planet would. In GC2, the Class value indicates the number of CURRENT usable slots to place planetary improvements (ex. A Class 10 could hold 10 planetary improvements).  

However, using Soil Enhancement, most planets can be Terraformed to a higher class of planet.  This only works on grid slots that have upgradeable terrain (ex. A swampy region could be upgraded to Grassland, where a deep ocean is stuck as a deep ocean) meaning the maximum possible Planet Class is also set from the moment the terrain is generated.  A Class 10 planet with 5 swampy regions, 2 desert regions, and 5 deep ocean regions could be terraformed to a Class 17 planet, for instance.  This makes initially unusable spaces useful to players that plan correctly.

This is all well and good, but we didn't want to spell out for the user "This is a Class 12 planet but it can be upgraded to a class 19", but we also didn't want to be too cryptic "This is a class 12 and you'll just have to wait and see if it have upgradeable spaces".  What we came up with was a new tool at the players disposal...a Planetary Scanner.  This would give them some information about the planet, but only pieces, based on the type of Scanning Mode you use.

At first, players would only have the "Atmospheric" scan, that displays the Planet Surface in normal mode but is partially obscured by the cloud cover, and the "Thermal" mode, that only shows you the land vs. ocean readout.  Then, as you get new technology, you can actually work up you sensors, until midway though the game most players will get the "Environmental" Scan mode, that let's them see everything right away, making planet scanning easier once the initial colony rush is done.

Later in the game, Once players start to build up espionage power against other races, they'll be able to use the scanner to view the planetary surfaces of enemy worlds and get a clear view of what's being built on what planets.  This way better preparation can be made for planets with strong defenses, ect.

While not COMPLETELY fleshed out, the use of a Planetary Scanner would help the player both in the beginning stages of the game, as well as in the later stages.  When colonizing, you may want to pick up that Class 6 planet if it can be upgraded to a class 20.  And when you're spying on your neighbors, you may want to know that they're building up their military capabilities behind you back.  And we believe this would be a fun, unique, and interactive way to display this info to the player.


Comments (Page 2)
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on Nov 24, 2004
ection on many of the design decisions to offer something different?
on Nov 24, 2004
want to make. If you want to play a game where the planets are that complex, get Space Empires V.

on Nov 24, 2004
I tend to side with the Idea that simple = fun. When trying to make a game for a mass audience, you have to take into account the amount of "learning commitment" the average player will withstand before they start to find the game boring.

It's one thing to get players to learn how to create a colony ship, land on a suitable planet, and properly build it into a thriving world. The learning process compounds as you have variations of planet quality based on race, different items to build to get a inhabitable planet up to a habital level, and different ways to invade worlds that don't match your desired environment type.

If the player is FORCED to over-think these aspects of colonization and invasion, some of the key game mechanics becomes a chore and the average gamer will start to get overwhelmed.

In the end, think of planets as a way to maximize Ship Creation, since the climax of the game revolves around battling other races (wether you're on the defensive or the offensive). Once time required for planetary management outweighs time required for ship-based game mechanics, the game's Fun Factor would dry up.
on Nov 24, 2004
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I plan to get both GC II and SE V. There is no such thing as too many 4X games!
on Nov 25, 2004
oes up.

Paul.
on Nov 25, 2004
anet (if you terraform all bad squares, etc). Makes it easier to decide if a planet is worth colonising.

paul.
on Nov 26, 2004
Maybe add a max planet quality number as well as a planet quality number. This would be the planet quality that you could achieve with your current technology on a particular planet (if you terraform all bad squares, etc). Makes it easier to decide if a planet is worth colonising

If I understand correctly, as soon as a new terraforming technology appears, we need to review all planets to see if this new tech has some effect about previously discarded planets that could now reach a correct maximum planet quality. Sound nice.
on Nov 26, 2004
In fact, if your planet list could be sorted by max quality (filtered by uninhabited plaents) then you could always keep an eye on those planets taht you have not colonised but could be useful is you get some terraforming techs.

Paul.
on Dec 12, 2004
asion tactics are used to conquer planets.
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