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Galactic Civilizations II concept thread

Galactic Civilizations II concept thread

I want to keep a running public journal on some of the thoughts we have on Galactic Civilizations II which won't be out for over a year but the beta should show up early next year.

# Fleets #
You will have fleets. Not just grouped ships but fleet battles. They won't be fancy though, more akin to Warlords type style. But nubmers will matter. However, the # of ships you can have in a fleet will be dependent on your logistics ability. So no "mega" fleets (unless you put your research in that direction).

# Ship Design #
You will have ship design. You will be focusing on the actual components. You will have X number of "class slots" (we will have this for ease of refitting ships in space on the fly for you). X will probably be something like 8 or 10. The way your ships look will depend on your components. The 3D engine will put the pieces together for you visually.

# Ship Battles #
Ships will have 3 classes of weapons: Beam weapons, mass drivers, and Missiles. There will be tech trees on each pattern of this. The defenses will be shields (for beams), armor (for mass drivers) and point defense (for missiles).

This will be where much of the strategy will come in for the warrior. Which technologies do you try to go up? You'll have to pay attention to what your enemies have. If The Drengin have Mark VI phasors and the Arceans have Mass Driver Mark VI then you're likely only going to have enough technology to fully counter one of them.

# Sectors #
Planets will be natively part of the sector. Not a seperate screen. That means we'll have things like asteroids and nebula which will SLOW you (to simulate having to fly around them in 3D, it's going to be a 2D map in a 3D engine).

# Cultural Influence #
Instead of looking at numbers, you'll look at the map. The 3D engine will have irregularly shaped boundary lines. If your planet is surrounded on all sides by a particular player's "space" then you can watch is zoom in on your planet turn after turn. When it touches your planet, it changes sides. So it'll be up to you to battle that sort of thing with your star bases and such.

# Planets #
Planet quality # wont' be the end all, be all thing. Instead, planet quality will determine the POTENTIAL of the planet. Planet building will be based on slots in a randomly generated surface (i.e. planets will look different from one another in this). A class 20 planet has more grids than a class 10. But someone working really hard on that class 10 is going to have an advantage over the guy who's barely making use out of his class 20.

This will add to the strategy: Guns or butter. Improve your worlds or put your energies into other things?

# Budgeting #
You'll have much more fine tune control of your budget on a per planet basis (now that we have planets in the sector we have a lot more freedom).

# Races #
There will be 12 races to choose from of which 8 can be active at any one time. Our current PRELIMARY plan is that you will be able to play as any of them.

So those are some thoughts for now on what we have planned. The game's release date is scheduled right now for 4Q2005 but we're not promising that as we won't release it until it's finished. And while that phrase has become cliche, in our case, since we do open betas with our customers, it'll be you guys who largely tell us when we're done. I.e. none of that vaporware nonsense.

I hope you like some of the things we're hoping to do with it. BTW, thank you to all who have purchased GalCiv and especially the expansion pack Altarian Prophecy (whose sales are funding GalCiv 2's development :) ).
51,514 views 192 replies
Reply #76 Top
Thought of some Galactic movements for Galciv 2 for :( planets to defect too and to get up to general dodgyness. I've also added a quote that would give you a picture of what they're like.

Good
Fundementalists
Alignment- Pure Good
Entrance criteria- Evil civ planet
Traits= Will not trade with evil civs
Quote= "After many years living under the yoke of tyrants and opressers we have realised the truth, that the world is carved up in too shades, black and white, light and dark. We have left the shadow that is evil and must now bask in the light that is goodness. There can be no negotiation or compromise with our former masters- it is better to die on your feet than live on your knees"

Angels of Justice
Alignment- Pure Good
Entrance criteria- Created from Fundermentalists by event if good is doing badly in the galaxy.
Traits- Attacks evil and neutral civs without mercy, High combat stats and militery production, will not trade with evil civs
Quote= "The time for tolerance is over, those who are not with us serve the enemy. We will purify the galaxy with the blood of the currupt. Every evil-doer that knows true justice is one more step to the salvation of the galaxy. As for those who preach tolorance they will share in their fate. Fear us for we are the angels of justice and we bring death to the corrupt and freedom to the righteos"

Socialists
Alignment- Good
Entrance criteria- All
Traits- High morale abilities
Quote= "We must bring about the end of the capitalist system and bring about a new socialist order throughout the galaxy!"

Peace Leugue
Alignment- Good
Traits- Peaceful- fight only in self defense-
Entrance criteria- worlds from civilizations that fight too much
Quote= "In a galaxy frought with wars of violance and agression based on misunderstandings and disputes we must stand firm and mantain a haven so that in time perhaps they will see the virtue of peace and join us in it's love"

Neutral
I-Leugue
Alignment- Nuetral
Traits- Peaceful, Traders
Entrance criteria- All
Quote= "The supreme orginizational system is a system in which the greatest power is held not by galactic- but by planets themselves"

Armed Pacifists
Alignment- Neutral
Traits- Declare war on those that attack other civs
Entrance criteria- formed by random event if Peace Leugue is at war
Quote= "The warmongers of the galaxy keep such an iron grip on their people that they can attack others with impunity. We must intervene on behalf of the attacked and thus speak to the attacker in a language he and his people understand"

The Third Way
Alignment- Nuetral
Traits- none
Entrance criteria- worlds from extremist civilizations pure good/evil
Quote= "The phenonomons known as "good" and "evil" are inbalances of the soul and need to be controlled. Between light and darkness safety lies between them. Both the light and the darkness will blind you to wisdom. The wise follow the third way now it is open"

Grey Knights
Alignment- Neutral
Traits- Attack good or evil whichever is strongest
Entrance criteria- Formed from Third way when either good or evil is becoming too powerful.
Quote= "Balance must be restored"

Evil
The Dread Disciples
Alignment- Pure Evil
Traits- Enough said
Entance criteria- Worlds from good civilizations
Quote= "They fear our power so they spread lies about us. Except all those lies are true."

The Black Fist
Alignment-Pure Evil
Traits- Warlike
Entrance criteria- Formed from Dread disciples if good grows too strong
Quote- "You want to know what the future looks like? Look away weakling, the future is a boot, my boot stamping on a human face"

Free Technologists
Alignment-evil
Traits- Peaceful, good at research
Quote- "Nothing and definately not petty morality or sentiment can be allowed to stand in the way of progress."

The Cult of the Draginol
Alignment-Evil
Traits- If they are allowed to control a planet the Draginol will return.
Quote= "The throne lies empty, we are it's guardians"
Reply #77 Top
YOu know what would be a good template for leaders?

Victoria.

Have you be able to generate admirals from your "Star Academy"- with Random traits (can be good or bad)- and would give effects to your fleet. You'd generate leadership points to activate your leaders like a resource based mostly on population, with some influences based on improvements, warmongering, production.


I'd also like to see a fleet morale.

I wouldn't mind two of the Terran leaders to be named Lohengramm and Kircheis. ^_^
Reply #78 Top
Great idea, basing leadership on Victoria. Perhaps you could have alien and mercenery leaders in your fleets also. The possibilities are limitless.

For political leaders, I'd like a system like in Hearts of Iron. You have a list of positions in the government and you assign random leaders to positions of power and can also be kicked out also. The party head however cannot be changed or replaced until his death at which point you (the player) can 'create' an entirely new party head.

The opposition parties are governed by the AI and their party heads are generated from a list of common names for the race as are all alien parties. If they take power you step into the new governments shoes so your old party becomes an AI controlled opposition party.
Reply #83 Top
Whats boring is to read your message over and over. >:(
Reply #84 Top
Hey Gomman, what's with all this 'boring' stuff? I mean whats the use? Are you airing your opinion about something, because if you are you arn't making yourself very clear.
Reply #85 Top
Hey Gomman, what's with all this 'boring' stuff? I mean whats the use? Are you airing your opinion about something, because if you are you arn't making yourself very clear.
End of quote


Why even ask for clarification from someone whose opinions are clearly so limited? Personally, I'd say let the forum admins handle the troll and move on... but YMMV... ;)
Reply #86 Top
Here here.. Bard of Prey good point.. ;)
Reply #87 Top
Why even ask for clarification from someone whose opinions are clearly so limited? Personally, I'd say let the forum admins handle the troll and move on... but YMMV...
End of quote


LOL :D LOL :D LOL Good point, only one question: what does YMMV mean?
Reply #88 Top
Good point, only one question: what does YMMV mean?
End of quote


'Your Mileage May Vary'... it's borrowed from car ads, and basically just a way of saying 'but your opinion/experience may be different'. :)
Reply #89 Top
'Your Mileage May Vary'... it's borrowed from car ads, and basically just a way of saying 'but your opinion/experience may be different'.
End of quote


Ok thanks Bard of Prey, thats out of the way. I just thought it was pointless and a little annoying for Gomman to keep posting 'boring' over and over again, and thats why I posted what I posted. :)
Reply #90 Top
You should be able to colonize a planet even though another planet in the same solar system has been colonised by someone else. How come once you colonise one planet, you have claims on the whole solar system?

~SDC~
Reply #91 Top
8) super combat transports with higher troop carrying capabilities
End of quote

Why? you can just stack them. If I was to send an invasion fleet through a hostile galaxy I would never send all of my troopes on the same ship, I would spread them out, possibly use different routs. Many small targets are harder to hit, and I dont think there would be much of an economical benefit in building one huge transport as oposed to many smaller.

What I would like is simple interface, good overview-screens where you can manipulate the basic properties of the items in the list, ie. a colonies list, where you can set priorities and buildques. A planets list where you can target uncolonized planets for colonization (including number of colonists) or enemy planets for invasion. Then based on the players AI-settings, the AI would then select the most apropriate ship or planet for the job.

I also want to be able to tell my admirals, that I want such and such ship (or fleet) at such and such location, at a given time, ASAP, or at the earliest convinience. But I also want to be able to tell each planet exactly what to do.
Reply #92 Top
Having just read my way through the replies, if even half of what is discussed is included GC2 should be fanastic!!! :D . My pet wish added, to all the others, would be to have more external random events along the lines of
1.metors (possible damage to planets/ships with associated problems depending of techs etc.)
2.migrations from 'space vermin' to roaming 'space gypsies' to 'roving priates' or a 'crusade type movment'
3. possibility of random but time sensitive wormholes
4. supernovas - random event star exploding in ...years etc
5. When a new minor race comes along why not give it a 'task force' based on a percentage of what everyone else has (ie 10% of average) rather than just a planet.... that would keep you on your toes rather than dispatching the nearest transporter straight away to take 'em out.

Anyway enough of my rambling ...looking forward to 2005 :)

~SDC~
Reply #93 Top
If I missed this one on the first read-through, forgive me. What I'd most like to see added is the ability to focus individual planets on different economic balances than the empire as a whole. I constantly wish for this ability at the beginning of a game, as my colonization strategy involves massive transport building at first, then having each new planet building one transport quickly to claim another system. I'd like to be able to drop the military spending on my inner planets, so they can focus on research and improvements, while the outer planets continue to churn out transports.

Additionally, I'd like to focus a planet on social production for quick trade good production, or designate a central shipyard that won't contribute to research. The ability to set up specialized planets would greatly contribute to the overall strategic elements.

Of course with this addition, it would be a great idea to expand the planetary quality system to include bonuses to certain types of work on a given planet(or planetary class) separate from overall habitability.
Reply #94 Top
Sorry if this has already been pointed out.

I would like to have a better AI as far as the alliances are concerned.
If I have an ally and - say - there are just 2 remanining planets in the corners of the squareverse, there should be an option for agreeing that we could split the forces (provided that we both have troops etc).

This of course requires a better AI also for the aliens, as they need to add an extra dimension in their own strategies.

Btw I am not thinking (yet) to have a Galactic Army in a true sense. Just an option to agree - in case of alliance - on the major "tasks" to be performed by the allies.

Anyhow... I can't wait anymore... and I haven't mastered AP yet! :) :)

~SDC~
Reply #95 Top
A nice thing would be, if not always for the good races the events have the worst outcome, but that the good and the evil have (sometimes) a decison with a positive and a negative effect.
Reply #96 Top
A nice thing would be, if not always for the good races the events have the worst outcome, but that the good and the evil have (sometimes) a decison with a positive and a negative effect.
End of quote


But evil people are not evil because feel like it, its because it yield the quickist returns. If good dicisions had a better efect than evil, evil players would be good (if that makes any sense).
Reply #97 Top
It is very annoying to have a planet churning out (for example) 95 social a month take 2 month to build something for 100 and waste 45% of the production. It is not realistic -

"OK lads, we've got a big queue of jobs but as you finished that job on the 1st, you can take the rest of the month off on full pay" - like that's going to happen, what's more realistic is:

"OK lads, we can get this job finished this month if you do a bit of overtime, come in on Saturday and I'll pay double and give you an extra day off"

Fine I hear you say but how could that be incorperated into the game.

My proposal is that if at the end of a month a planet is within 5% of a months production to finishing, the project should finish and the next month would have 3 times the amount added to the previous months production subtracted to allow for the overtime payments.

Complex to explain, simple to program and much more realistic.
[Message Edited]
Reply #98 Top
But evil people are not evil because feel like it, its because it yield the quickist returns.
End of quote


They are? Oh I guess that doesn't apply to me then. LOL :D LOL :D ( This is intended to be a joke.)
Reply #99 Top
Agree with the comments about the game flow being a bit sterile now and again.

Like to see more unpredictable events during gameplay.
Could be triggered by possibly reaching a certain stage of development, and also at the same time if your status has slipped or gained relative to other races etc etc. Real life is unpredictable at times despite peoples best efforts to keep it otherwise.

Very curious to see where you take this game, that is why I bought the 2nd version (Alterian Prophecy)

Reply #100 Top
I want to see a more subtle form of cultural influence, an influence that shifts alignment in civs that are influenced and causes a morale loss dependant on the difference of civ morality (a drengin world in the middle of a sea of Altarian) is going to be greatly at odds with it's masters back in Drenginia as the Altarian culture sinks in, but a good Torian world won't suffer as much and a pure good civilization not at all. Hence shifting morality is a way (but a somewhat surrender-monkey) of surviving politicly in the face of alien culture.

However it is still possible to culturally assimilate a civilization, the key is the homeworld. All :) colonies look to their homeworld as the paragon of their civilizations culture, if you can put enough pressure on a civs homeword then that culture becomes the culture of it's colonies and hence it's links with your civilization. This results in a culturally assimilated state, which while not ending the existance of the civ changes it greatly.

A culturally assimilated civ gives all it's cultural influence to it's cultural master and can thus be used to influence other civs.
It always has the same alignment as it's cultural master, if it's masters alignment changes it does too.
A culturally assimilated civ will under normal circumstances be of close relation with it's master
If a civ that is culturally asimilated gains more influence then it becomes the master of the relationship and hence gains all it's former master's culture.
Culturally assimilated civs always vote the same as their master in U.P elections.
Culturally assimilated civs try and ally with their masters at the first opportunity.

You can also use cultural pressure as a means to bring creatures of your own race back into the mother civilization, ie cultural assimilation on your own race's worlds saps morale regardless of alignment due to the strengthening of bonds with the species own homeworld and the weakening of the influence of their most likely conquerer as well as smuggled funds, supplies and propoganda from sympathisers among the race's civ.