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Published on March 12, 2021 By Frogboy In GalCiv III Dev Journals

We aren't ready to announce anything specifically yet but I wanted to give you a sneak preview of some of the things we have going on around here.

First, there probably won't be a lot more journal entries for GalCiv III.  There will be more updates to GalCiv III but they will fall under bug fixing only.  The team has been staffed up (and we're hiring more) to focus on "GalCiv Next".

So what are some of the broad strokes?  In no particular order these are the things that have been on our mind:

How to have big maps and play tall. You're going to hear this concept a lot: A map of maps.   

More player actions. We really liked the artifacts as a concept because they let the player actively do things in the world.  We are looking at expanding on that.

Crazy big tech tree without it being a mess to manage. Like every GalCiv game we've ever done, we are going to be trying a lot of different new ways of managing techs.   What I can say is that we would really like to have a much, much larger tech tree in the future.

Invasions. We don't like the invasions in GalCiv III.  It's...fine.  But I feel like I'm popping balloons rather than engaging in some titanic battle for control of an entire planet.

Combat. We would like to see combat move away from being an all or nothing thing in a single turn.

Citizens++. Citizens were introduced in Crusade.  But we would really like the entire game revolve around citizens to the point where population = citizens and it is all about what you do with them.

Much, much, much bigger empires. In 4X games, including GalCiv, I think we've been approaching colonies backwards.  We always default to forcing players to micromanage their cities, planets, whatever and then add some sort of AI manager system to try to automate planets.  As a result, the game designs always try to discourage/punish players for having too many colonies which I find off-putting.

Instead, why not encourage players to have as many colonies as they want but by default, they are just simple resource generators? That is, they provide money, resources, research to their sponsor world.  Then, when you find a particularly interesting world, you flip the concept of a "governor" on its head and assign a citizen to govern the planet which means THEN you manage the planet.   And in doing so, we make sure that consuming a citizen to become a governor is a pretty big deal since that citizen could be doing something else important.  So imagine a game where you have 400 colonies of which say you directly manage your best few yourself?

Because in GalCiv III, we basically made class 1 through 10 planets rare because who wants to manage these worlds? This was a missed opportunity.  Now we can have lots of meh planets that simply act as the raw resource providers to their sponsor world which in turn you are managing to do super awesome stuff (think of the min-maxing going on there!).

Vastly bigger map differentiation.  The smallest maps in the future will probably feel roughly the same as they currently do.  But the largest sized maps will make the maps in GalCiv III look piddly with a lot more strategic depth to it as well.

We want multiplayer to be viable. Putting aside that most people don't play 4X games multiplayer, we would like there to be gameplay modes that you could play with a total stranger in less than an hour if you'd like.  These special modes would be available for single player too.

NO CAMPAIGNS. All the story and special scripting would instead be integrated into the game as events and such to help make the sandbox game more interesting.  

So that's just some thoughts.  We'll be talking more about it in the future.

 


Comments (Page 9)
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on May 06, 2021

If they aren't done differently I would be surprised. Imo any system that requires resources should ensure there is always ways to get those resources and that doesn't seem to be the case with the current system. Could that be a starting point?

on May 07, 2021

I don’t think the resource systems need to completely be reworked I think colonization of subpar planets for essential resources adds a dynamic to the game. However when there isn’t enough of something in the galaxy and the is literally no way to get any and you can’t work around it that is some bull. I’ve abandoned games that I consider stuck or needing to take an extra 300 turns to finish. I think the way around this is to include missions types for every resource. The galactic market helps tremendously but I wish there was a galactic black market that everyone has access to no matter the government but the cost of goods is either X4 or X10 but it is unlimited. There should be a way to acquire any resource you NEED but plenty of other ways you are going to use first. My ship weapons are always whatever I have the most of so it changes most games. Also if I’m playing synthetic I wouldn’t dream of using mass drivers that is population waiting to be built not weapons.

on May 07, 2021

I disliked having to micro manage late game colonies. I never used the governors or divided up my winnings as affiliate allies. Its ONE empire, ya'll pay fealty to Larsenex and taxes! In return ya'll get 'protection and lucrative planetary building projects. 

I like the idea our 'management' of planets has been trimmed down. I just dont want to lose the sense of managing a large and growing empire. > you Yes you Admiral, you are going to Planet dogtownXY33 and need to be governor! Publius > you are going to TDN1099 and will manage that planet and every other colony in the sector. No rebellions! 

on May 07, 2021

Merci jai aimé bocoup ces idéés.

Un modding plus facile devrait également être abordé.

 

 

 

 

 

192.168.100.1 192.168.1.1

on May 07, 2021

What about the planet invasions, how will this work?  Will star bases be able to defend planets?

on May 07, 2021

I like the concept of starbases defending very nearby planets. Working a bit like ships do in preventing an attack, but happens for all planets under x tiles away. tieing it to a module or an optional toggle (even better is usually both) is good. should be easy enough to implement check if has nearby starbase = true.  can be invaded = false. this already works very well with with ships

related to modules, can we please be able to delete stuff on a starbase up to and including the ring level? related to delete, could you stick with unless it gives a one time perk or creates a situation that makes no sense we can delete it and move it? i am thinking i can't delete a city full of people. but an empty one is easy.

if there is any type of similar building mechanic involving colony capitals can we please get the option to pick where it goes, or migrate the building over so many turns. a just deal with it approach is no longer good enough for this kind of game. if not, maybe always at least pick a place with the most potential land around it, because why would you make life harder for yourself and not settle there?

on May 07, 2021

Charch

I like the concept of starbases defending very nearby planets.

 

Or just be able to build Dyson spheres/swarms or Matrioshka brains..

on May 08, 2021

Megastructures would be pretty awesome, but possibly beyond the timeframe in which the game takes place. I think the closest we'll have to megastructures will be those Precursor worlds. Although GalCiv 4 could possibly introduce megastructure type stuff left behind by Precursors.

on May 09, 2021

Seilore

this is disappointing.  I like several class 16 planets, or even that rare class 26.  These are amazing.  Not many are in the galaxy but when you find one it's like a hidden treasure.  Then again I also enjoy upgrading the planets to 63 with the artifacts...   I personally love managing my planets individually, I like control, I can't stand turning over a good portion of my empire to smaller auto managed states...  I don't care if it takes me 3 months to play, I like long stretched out strategy games.    Please don't take planet management away, please leave it as an option.

Yes I also enjoy the possibly rather obsessive business of optimising planets and would certainly second this (though I don't want my games to go on for months and normally abort with a tech victory fairly soon). 

The reason that the late game in the current iteration of galciv3 can become tedious is partly or mainly because we don't have a mechanism for ignoring planets for long. Adding a five or ten turn economic button would surely not have been that hard (ie repeat economic project 5 times or 10x) or you could simply have a button store  production each turn until told otherwise. That after all is what the AI essentially does when it runs out of improvements.

So I dislike the idea of not being able to micromanage small planets when I want to though I'd like a good mechanism for ignoring them when I do want to. 

I see that planets of size >=10 would  perhaps  pass within human control. Have people considered the effect of the AI governor choosing  to undertake terraforming which increases the planet's size.? 

Personally I don't care about combat at all - or planetary invasions - as long as they are consistent and sensible though of course many other people do and they should certainly be catered for (the fortified phalanx in fort on mountain causes battleship bombarding it to explode in civ2 I found v annoying).  

Anyway, this is a ,lovely franchise and I look forward to Galciv4.   

Cheers,

Jon

 

on May 09, 2021

i want combat to be minimally time consuming, and work well. be clearly explained and consistent. watching pretty battles and building cool ships optional. combat is not my meat or potatoes here. it is the condiments or bacon bits.

not related but you can toggle repeat project on aid economy and ignore that planet for the rest of the game quite easily.

on May 09, 2021

Charch

not related but you can toggle repeat project on aid economy and ignore that planet for the rest of the game quite easily.

Many thanks Charch,

I simply hadn't noticed when they added that button. It'll save me hours of mild irritation.

Cheers,

Jon

 

 

 

on May 10, 2021

I am really glad they made it so planets don’t auto upgrade by default and that you have to toggle it on always screwed me with synthetics. I just avoided the advanced manufacturing technologies. So I wouldn’t run out of damn durantium.

on May 10, 2021

even worse can be life support tech since then every single auto ship will take that resource. i never take that tech because of it, and you don't need that (really any) support anyways late game, unless your playing sparse and don't want to include starbases to extend range.

on May 10, 2021

unless it is early game and i am exploring sensors and engines are lot more useful than range. a few transport designs, and their escort ships sure.

on May 10, 2021

Fulgrymm

Megastructures would be pretty awesome, but possibly beyond the timeframe in which the game takes place. I think the closest we'll have to megastructures will be those Precursor worlds. Although GalCiv 4 could possibly introduce megastructure type stuff left behind by Precursors.
I wouldn’t be so sure they are talking about building a dyson swarm as we speak. 

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