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 1)
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on Nov 21, 2004
You guys don't get many comments for these blogs on Galciv2, but I just wanted to let you know that there is at least one person who finds them very interesting. Please keep them up. I thoroughly enjoy Galciv, and will be renewing my subscription to TotalGaming.net to get the beta and eventually the game. Keep up the good work.
on Nov 21, 2004
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on Nov 22, 2004
Thanks Guys! Even though the Alpha won't be released for a few months, we still want to start getting player feedback ASAP. I mean, we may be making the game, but you'll be the ones playing it

If we ever bring up a game mechanic that you think will detract from the enjoyment of the game, please feel free to call us out on it. Or, if you have a way to make a new feature of idea better, just chime in! We'll be writing these journals every friday through the games release, so you'll have many opportunities to make your voices heard!
on Nov 22, 2004
ts allow them to be overcome, thus adding further colonisation later in the game?

Paul.
on Nov 22, 2004
r>
Or as a methane planet would it only be useful for an outpost and maybe underground mining.

Paul.
on Nov 22, 2004
Solitair:

An interesting point. I don't know if we're going to deal with that sort of situation (If its a class 10 or below to start off with every improvement has a dome over it) or if were going to actually have different types of atosphere the player will have to deal with. My initial concern is that it'll add realism, but it'll just make it more of a Pain to start a colony on dumpier planets, but we'll chat about it in an upcoming meeting and see if it'd ba a fun addition to the colonization portion of gameplay.
on Nov 22, 2004
that same planet to be say a 5 for them?
on Nov 23, 2004
I don't think we're going to differenciate the worth of a planet based on the race. Mostly with the player being able to play as the different races this time around, I think this sort of complexity will just make things more complicated then they need to be (ex. What happens if youre at war with the Water Race, you invade their planet and suddenly you have a worthless colony on your hands)

Also, switching between races meens the player would have to re-learn what's a good planet, and whats a bad planet.

Of course, we always want to include things if theyd add a fun new mechanic to the game...any ideas how we could get around these road blocks and make planetary variations enjoyable to the gamer rather than tedius?
on Nov 23, 2004
e.

I'm assuming this won't happen in GC II, but maybe in GC III...
on Nov 23, 2004
different research tree, completey different ships, if your race even needs ships at all, would be great fun.
on Nov 23, 2004
Here's a suggestion I would have, different terrains can have different buildings built upon them, with the right techological improvement. That water world that's 75% water is useless now but with the invention of off-shore mining I can now create mines and be able to harvest the resources on that world. Or underwater-sea colonization so I can build more inhabitable regions. Perhaps there can even be bonuses for certain buildings upon a terrains so then we can decide, ok I have this mountain terrain that's teriffic for mining, but I would like more space for population, and weigh in the different decisions there. That way you can decide the strategic value of a world and decide based upon your tech level whether its worth colinization now, or leave it alone Also you could have the ability to have special worlds, like a technological world that's full of resources that aids labs, and another world that's a pre-cursor mining colony which gives huge bonuses. Plus it can really take into the randomness of the world generation, rather than having random events driving bonuses you can now have worlds that are full of "specials" that drive it.
on Nov 23, 2004
I'm with elmo3, being able to have different requirements for different races would probably make the interest level last a lot longer.
I'm sure it would also add quite a lot of deveopment time too, though....
on Nov 24, 2004
I'm with elmo3, being able to have different requirements for different races would probably make the interest level last a lot longer.

But could also bit tricky to correctly implement for the AI. And don't forget that it must be fun for the player. They shouldn't spend too much time trying to figure if the planet is suitable, or what they can expect from production. And they shouldn't spend too much time trying to figure the most efficient way to use a planet

BTW, does anyone here remember Ascendancy? I haven't like the way they have handled planetary improvements: Planets have colored squares on it (the bigger the planet, the more square there were). The color of square have some effects about the output of a planet depending on the improvement built on it..The following FAQ http://dlh.net/cheats/pc/english/ascendancy/faq.html shows how calculation are made. And it is scarry. I hope we won't experience a such thing with GalCiv 2
on Nov 24, 2004
One of the things I hated about Master of Orion 3 was the overly complex way planets were handled. They used a similar zoning system complete with race-based planet desirability and I have to say it didn't add anything. Zoning might be cool, especially if it's easy to figure out what the best thing to build is on each kind of zone and if terraforming is easy to do.

Race-based desirability isn't such a cool feature though - at least I've never seen it implemented well in any of the games I've seen it in. It usually just ends up either leaving the player with a fragmented populace that's not happy on any planet or requires so much automation to rearrange colonists that it limits the fun and control you actually have. I'd rather it be easy to play and have the difficulty/realism added through the AI than actually being built into the game design.
EDIT: Hmm, what I said doesn't really make much sense. But I hope it helps anyway.
on Nov 24, 2004
d it was Stars!, though it was not as good though.

paul.
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