Brad Wardell's site for talking about the customization of Windows.

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Microsoft Surface Pro love

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I got GalCiv III to run on my Surface Pro 4 by manually updating the video drivers to the latest ones by Intel.  The official drivers from Microsoft are a year old and those drivers claimed to be DirectX 11 capable drivers (they were not) and so the game would crash when trying to do a DirectX 11 specific call.

If you have an embedded Intel video adapter, do yourself a favor and head over to Intel's site and download the drivers.  I had to download the ZIP file and then extract it and then manually install the driver as it isn't digitally signed.

The biggest issue I have with my Surface Pro 4 is that it throttles. Badly. It would play GalCiv III like a champ if it weren't running at 860Mhz.

 

Balancing Thoughts

There is no perfect balance because what is balanced is in the eye of the beholder.  That said, we are looking at adding more options (such as disabling espionage) to allow players to customize their game experience further. 

Population is going to be tweaked so that 1 point of population = 1 raw production. This will require some balance changes on morale and farms and such but this is the most elegant way to make population be more powerful.  Planets will tend to start with 1 population.

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Ultimate asteroid field: Don't hate the player, hate the game (please don't hate the game!)

Tourism will eventually be tied to your cultural influence. We are starting to keep track of how many tiles you control and how many are congruent to your capital world.

Minor races are going to be getting friskier in the future (as in, provide opportunities for early game limited wars).

AI won't offer to trade with you if they don't like you (results in weird offers)

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AI generated offers are awesome when relations are decent.

 

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Cultural conquest is coming along nicely.

 

Polish Polish Polish

Right now, much of our work is on polishing the UI, making quality of life fixes and fixing bugs that we get reported.  We are also trying to make modding a lot easier so that people can enable subscribe and unsubscribe from mods more easily.

 

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Your Civ's racial abilities will show up on the stats screen

AI

The AI is something we continually update as we get new saved games from players and just play test over and over again.  Each time we play, we see something that we think can be improved on.

I'm in the debugger now.  So more to come.


Comments (Page 3)
on Jul 19, 2017

Hi,

A vast amount of work is obviously being done by Brad personally and his team and this is very much to be applauded. Rather than going through all the points, I do feel that  the "population tweak" of going from square root  to 1-1 should be addressed because this would not be a "tweak" at all but a total game changer.

In the base game, population was key, then in the initial version of Crusades it was made almost irrelevant and now it's proposed that  it be made central again.  I agree that the square root (ie to the power of 1/2) was Draconian but would suggest to the 2/3 which gives pop 1 prod 1; 8,4; 27,9; 64,16 and 125, 25 to take the integer cases. To balance this, you could nerf the asteroid effect by adding up all those helping a particular planet and then also taking a power say 3/4 ("because of duplication") which would give: 1, 1; 2, 1.7; 3, 2.3; 4, 2.8; 5, 3.3; 6, 3.8; 7, 4.3 and 8, 4.8  rounding to one decimal place. 

This would still leave the second level malevolent bonus of +10 raw production on the home planet very powerful and arguably overpowered but would make it less necessary to start by going for this bonus. Perhaps a new raw power tech building could also be added near the  start of the tech tree. Not as powerful as a Durantium Refinery  which when rushed totally transformed a planet but say a +2 or +3. And if that were the case the discarded Hives could be reinstated for the Thalans, maybe as +3 rather than +4 which I believe was what it was.

This would all obviously speed up the opening and perhaps if it's desired not to make it too quick, require some balancing effect on the cost of colony ships? As presently constituted, research would also be expedited  and that also needs thinking about.

Cheers,

 

Jon

 

 

 

 

 

 

on Jul 19, 2017

Give implodinggoat   a cookie! Except for point 7 that I would debate, he deserves karma + 10!

(yes, tech tree is branched, but thats by design, not mistake. The more branched the tree is, the less you can have it all and the more specialized, unique the players path is. So tech tree shall remain to stay branched in my opinion).

on Jul 19, 2017

I'm against tech tree pruning, but have no time to comment on the other points of imploadinggoat right now.

on Jul 19, 2017

Ok, now with a bit more time:

1: More Planets should be locked behind colonizing tech in order to slow expansion.

Good idea.

2:  Extending your ships range should be tied into building shipyards, starports, and starbase modules in order to slow expansion .

I could live without it. Also too much work for Stardock, I fear.

3: The ideology system still stinks and is WAY too dependent on colonization events.  Ideology points should be tied into the influence system.

I could also live with the current "ideology" system, but to be more independent of colonization would be nice (and wouldn't favor wide emipres that much). Also the bonuses should scale with galaxy size and game progress. To e. g. get 600 research points late in the game is a joke.

4:  Give the player more control over generation of citizens by tying their generation into morale.

Good idea.

5:  Espionage could use some work.

Fully agreed.

6:  Minor Races (city states) should be expanded not removed.

Fully agreed.

7:  The Tech Tree needs pruning.

No.

on Jul 19, 2017

I'd rather the tech tree be more branched (again) 

on Jul 19, 2017

Triple_Crown

Give implodinggoat   a cookie! Except for point 7 that I would debate, he deserves karma + 10!

(yes, tech tree is branched, but thats by design, not mistake. The more branched the tree is, the less you can have it all and the more specialized, unique the players path is. So tech tree shall remain to stay branched in my opinion).

Tech Tree pruning is debatable, I added it on at the end and I don't feel as strongly about it as I do the other points. 

I just think there are a few branches of the tech tree mainly in the military branch that are a little weak or that I tend to avoid just because I'm not familiar with them.   In particular things like carriers and jamming and the fleet wide buffs to defenses or weapon types I rarely invest in rather than just pursuing the next level of weapons or defenses and I feel like if these things were wrapped in with the weapons tech, the defense tech or perhaps the hull size tech then I'd be more likely to experiment with them.  

Maybe that's just an issue with me and the way I play and not the tech tree.

on Jul 20, 2017

If synthetics had a low population then this would be have to be balanced out in other ways.

on Jul 20, 2017

Oh yeah.  You know, I had another idea:  why not just base production on the lesser value of your population or approval?   I.e. if you have 4 population but 6.3 approval, you get 4 production.  But if you have 16 population and 6.3 approval, you get 6.3 production.   Simple as that.

The present model disincentivizes growth, and devalues all the fertility improvements/techs.  Because you can't stop/reverse your growth, and the approval bonus impacts ALL your production.  I am more apt to build fertility stuff if my growth zooms past my approval, but so what--I just can't use that excess until I build more approval. 

on Jul 20, 2017

I can see the benefits of simple models, but what about just a bit more complex:

production (social and ships): affected by square root pop + asteroid mines (but lesser rate as it is now)

research: base research square root of population, not affected by asteroid mines, some research buildings would benefit from full population.

wealth income and influence tied to pop 1:1.

 

So high pop planets give much more money and influence, potentially higher reseach, less effect on actual production.

on Jul 20, 2017

Population is going to be tweaked so that 1 point of population = 1 raw production

Great news!

Right now, much of our work is on polishing the UI, making quality of life fixes and fixing bugs that we get reported.

Also great news! Thanks!

on Jul 27, 2017

If you look at the recent Crusade builds and go to the Stats tab, you may notice that we are now tracking how many tiles you own and how many tiles are congruent with your capital world.

The direction we want to take is that one of the paths to victory is economic power through ownership of tiles (a type of trade).  

So in essence, you'd control tiles and get $$$ from vessels that need to travel through your tiles and tie tourism and many other economic elements to it.

This would allow players to have an active (as opposed to abstract) strategy of trying to expand their influence for other reasons than influence victories.

on Jul 27, 2017

Frogboy

If you look at the recent Crusade builds and go to the Stats tab, you may notice that we are now tracking how many tiles you own and how many tiles are congruent with your capital world.

The direction we want to take is that one of the paths to victory is economic power through ownership of tiles (a type of trade).  

So in essence, you'd control tiles and get $$$ from vessels that need to travel through your tiles and tie tourism and many other economic elements to it.

This would allow players to have an active (as opposed to abstract) strategy of trying to expand their influence for other reasons than influence victories.

Sounds great

on Jul 28, 2017

Will all tiles be of equal value or tiles that are near or connect habitable worlds be more valuable?

on Jul 28, 2017

Gauntlet03

Will all tiles be of equal value or tiles that are near or connect habitable worlds be more valuable?

Maybe a multiplier based on distance from a colony would do the trick.

 

on Jul 28, 2017

We just need Influence to mean much.   

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