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

imageWith the 1.7 series done, we’re well on our way to version 1.8 which has a pretty substantial update in terms of the underlying plumbing of the game as well as new features.

A lot of work has been spent on the multiplayer parts of the game.  While few people currently play GalCiv III multiplayer, it is a part of the game that we want to improve the general robustness on as it, in turn, makes the single player game more robust.

We are also putting some work into the AI diplomacy. This is mostly about making the AI substantially more sophisticated when dealing with other players.

As you can see in the screenshot, we are also bringing back asteroid mining in 1.8.

Road Map 2 is in the works

image

For fans of Galactic Civilizations III this next year is going to be pretty exciting.  There’s going to be a stand-alone expansion for the game next year (and “expandalone”).  All DLC for GalCiv III will work on it as well but the main thing is that like GalCiv II: Dark Avatar and Twilight before it, this will be a major revamp of the entire game from top to bottom.

Now that the GalCiv III engine is maturing along with the completion of Ashes of the Singularity we can turn more attention to the next phase of GalCiv III.

Let’s take a look at our staffing today:

image

Each purple box represents a game team.  EXP teams are “expansion” teams that are mostly focused on content rather than engineering. The size of the box represents the staffing size for each project.

By the end of this year, the staffing will look more like this:

image

There’s a major Ashes of the Singularity expansion scheduled for 2016 and once that is completed, the expansion team will move to GalCiv III along with anyone we hire this Summer (pass the word around, we are hiring software developers).


Comments (Page 2)
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on Jun 05, 2016

Frogboy
Thanks.  Now, speaking only for myself, there are numerous features that I think GalCiv III needs before I think it'll overwhelm GalCiv II in every way:

 

    1. Espionage

 

    1. MUCH Deeper economics (goods, services, people)

 

    1. Politics

 

    1. More sophisticated diplomacy

 

    1. Deeper technology choices

 

    1. Better UI and deeper mechancis for managing truly massive empires

 

    1. Invasions that are not just deeper but fun to play out

 


And that's just the top of my head.  But those 7 things are things that will be part of the Crusade project.  

 

 

DROOL!

on Jun 06, 2016

tilyas89

Eitherway, my post isn't going to shift them or tryhards who use contorted logic to justify this.
No reason to get defensive. I am no "GalCiv3 needs multiplayer fanboy" or whatever you mistake me for.
tilyas89

Galciv, a game that takes hours to finish if not dozens, has never and will never be expanded more significantly by multiplayer improvements.
I shared your anaylsis:
zuPloed

GalCiv3 by design is a game which won't have a very big (PvP) player base. That simply is an issue for multiplayer in games which regularily take more then an hour and are turn based, where you don't do anything most of the time. A "PvE" player base (i.e. 2-3 friends want to play in the same galaxy) I could see happening, provided there are proper save features.
You are right, you won't see PvP like starcraft II. What you might, if at all, will see is tiny or little map 1v1's - rarely maybe 2v2's. Even for games that take an hour or two regularily you can find a small player base. Examples would be sins of a solar empire or supreme commander forged alliance.

The other thing you might see is a few friends playing the AI. Which I could see happening, given that there are proper save-game features for multiplayer.

The rest of my post is essentially a "what if"- heads up to stardock. Even if they get a few hundred people playing multiplayer regularily, these things will disappoint people and turn them away, sooner or later.

on Jun 06, 2016

sry double post, pls delete

on Jun 06, 2016

One of the reasons for lack of MP play is that a number of us can't get it to work properly, once it's robust I think we'll see more MP play.

on Jun 06, 2016

Intrepidation

One of the reasons for lack of MP play is that a number of us can't get it to work properly, once it's robust I think we'll see more MP play.

 

I love MP and this is the reason I have not tried it yet

on Jun 06, 2016

Frogboy


And that's just the top of my head.  But those 7 things are things that will be part of the Crusade project. 

 

and that would be... ?  An expansion pack, I guess?  A bigger campaing (yes, I like the campaign) ?

on Jun 06, 2016

redviper37

and that would be... ?  An expansion pack, I guess?  A bigger campaing (yes, I like the campaign) ?

Expansion due next year (Early I hope). It was first mentioned in the Aniversary Twitch stream.

on Jun 06, 2016

Frogboy


Quoting erischild,

The staffing adjustment is an important point to me.  I hope it means that some of the polish things can get done while Paul and others can keep general bugfix and development going.  Keeping up a stream of DLC is all very cool and I have already praised the latest example, but the work on the core ingredients is what will make GC3 a worthy successor to GC2.  It is already well on the way, and these decisions are encouraging.  Thanks, Brad.

 



Thanks.  Now, speaking only for myself, there are numerous features that I think GalCiv III needs before I think it'll overwhelm GalCiv II in every way:

 

    1. Espionage
    2. MUCH Deeper economics (goods, services, people)
    3. Politics
    4. More sophisticated diplomacy
    5. Deeper technology choices
    6. Better UI and deeper mechancis for managing truly massive empires
    7. Invasions that are not just deeper but fun to play out


And that's just the top of my head.  But those 7 things are things that will be part of the Crusade project.  

 

very nice 2, 3, & 4  especially

on Jun 07, 2016

If you can cram more stuff into the tech trees, that's always good, it's probably a psychological thing, but when you reach the end, it is time for a new game. That's why I also put it on the slowest progress possible. Much more enjoyable with something to look forward to, if we imagine it is all about the journey. Winning the game before they run out, is of course the superior way out of that dilemma. But hanging in there just to mess around, tend to be strangely fascinating. Heh. 

on Jun 07, 2016

Zarkov

If you can cram more stuff into the tech trees, that's always good, it's probably a psychological thing, but when you reach the end, it is time for a new game. [...] Much more enjoyable with something to look forward to, if we imagine it is all about the journey. Winning the game before they run out, is of course the superior way out of that dilemma. But hanging in there just to mess around, tend to be strangely fascinating. Heh. 
Seconded, I couldn't have put it better myself.

on Jun 07, 2016

Frogboy


Quoting erischild,

The staffing adjustment is an important point to me.  I hope it means that some of the polish things can get done while Paul and others can keep general bugfix and development going.  Keeping up a stream of DLC is all very cool and I have already praised the latest example, but the work on the core ingredients is what will make GC3 a worthy successor to GC2.  It is already well on the way, and these decisions are encouraging.  Thanks, Brad.

 



Thanks.  Now, speaking only for myself, there are numerous features that I think GalCiv III needs before I think it'll overwhelm GalCiv II in every way:

 

    1. Espionage

 

    1. MUCH Deeper economics (goods, services, people)

 

    1. Politics

 

    1. More sophisticated diplomacy

 

    1. Deeper technology choices

 

    1. Better UI and deeper mechancis for managing truly massive empires

 

    1. Invasions that are not just deeper but fun to play out

 


And that's just the top of my head.  But those 7 things are things that will be part of the Crusade project.  

 

espionage why did you remove the feature before you were ready to fix or improve it. Much dealer economics the economic wall of two was fine, but if you used.a moderate resource requirement then it would be fine. You would have to modify resources to give a little each turn. Deeper technology choices. A couple of things here. First free techs from anomalies would be better if you couldn't get them elsewhere. Still a fan of combined research. Would like to make my own tech tree in custom factions choice on the game. 

on Jun 07, 2016

 Hi Brad,

Any chance that Game X is Sins of a Solar Empire 2?

on Jun 08, 2016

Looks excellent, Brad! Thanks for the hard work.

Any hints on how the administration will work?

on Jun 08, 2016

I remember advocating for espionage in GCII.once implented, it just didn't mesh with the rest of the game.

Of all the features mentioned, I would put it on the bottom of the list.

 

 

on Jun 08, 2016

Borg999

I remember advocating for espionage in GCII.once implented, it just didn't mesh with the rest of the game.

Of all the features mentioned, I would put it on the bottom of the list.

 

 

 

^^^ Well one thing I miss is being able to get techs I dont have during invasions. Also being able to stop or slow another ai's tech lead can help out. I'd like a system that gives us a chance to steal techs. 

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