GalCiv II preview at Gamespot

G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

Beta 3 of Galactic Civilizations II has had a hands-on preview over at
Gamespot. As some of you probably know, Galactic Civilizations is a PC
strategy game. The very very first version of it came out like a million
years ago or so back in 1994. The concept of it was actually put together
here on comp.sys.pc.games.strategic back in summer of 1993 (when I was in
college). Much has changed since then of course. ;-D. For example, my
socks normally match but I digress.

The final game is supposed to ship this upcoming February. I'm not sure how
many of you reading this played the first one, but here are a few highlights
of what's different about the sequel:

1) You can play as any race.
2) It has a 3D engine instead of a 2D sprite based one
3) Performance for most players will probably be better on the new one than
the first one
4) You can run it at any resolution from 1024x768 on up with each screen
intelligently scaling based on DesktopX tech.
5) You can design your own ships.
6) There is fleet combat now.
7) There is a new combat system in now.
8) The tech tree is being redone.
9) Each planet is unique.
10) Totally different colony management system that offers more strategic
depth with less micro-management.
11) Cleaner UI (can view things from any angle, any zoom level, etc.)

Here's a couple of screenshots from beta 3.
http://www.galciv2.com/screenshots/gc-sept05e.jpg
http://www.galciv2.com/screenshots/gc-sept05f.jpg

Quite a few people have described it (including Gamespot) as a kind of
marriage between MOO2 and the first GalCiv. That's not our intent but the
ship design stuff is proving to be one of the most popular features (and you
can really go to town with your designs and they are saved for future games
automatically).

For those of you into these kinds of games, feel free to let me know what
kinds of features you'd like seen in over the first one and assuming it's
within our scope, we'll see what we can do about getting it in.

Here's the Gamespot link:
http://www.gamespot.com/pc/strategy/galacticcivilizations2/preview_6132472.html

Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II (http://www.galciv2.com)
Stardock: http://www.stardock.com
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

On Sun, 4 Sep 2005 01:43:21 -0400, Brad Wardell wrote:

> The final game is supposed to ship this upcoming February.

Will it be distributed traditionally or electronically? Or differently put,
will I be able to pick it up at my local game store in Germany?

Preview looks promising!

M.
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

Michael Vondung wrote:
> On Sun, 4 Sep 2005 01:43:21 -0400, Brad Wardell wrote:
>
>
>>The final game is supposed to ship this upcoming February.
>
>
> Will it be distributed traditionally or electronically?

That's what I want to know, too.

I want to buy it based on the above description alone, but I have to be
able to order it on disc.
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Briarroot" <woodsyl@iwon.com> wrote in message
news:11hltmcr1b46n9a@corp.supernews.com...
> Michael Vondung wrote:
>> On Sun, 4 Sep 2005 01:43:21 -0400, Brad Wardell wrote:
>>
>>
>>>The final game is supposed to ship this upcoming February.
>>
>>
>> Will it be distributed traditionally or electronically?
>
> That's what I want to know, too.
>
> I want to buy it based on the above description alone, but I have to be
> able to order it on disc.

It'll be at stores in North America and Europe pretty much at the same time
this February. It should have significantly wider distribution than GalCiv
I did. We're working to set up pre-orders with Gamestop/EB, Walmart, Best
Buy, CompUSA, Fry's, etc.

Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II (http://www.galciv2.com)
Stardock Corp. http://www.stardock.com
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Brad Wardell" <bwardell@stardock.com> wrote in message
news:UYqdnSTljdHuFIfeRVn-gQ@comcast.com...
>
> The final game is supposed to ship this upcoming February. I'm not sure
> how many of you reading this played the first one, but here are a few
> highlights of what's different about the sequel:
>
> Here's a couple of screenshots from beta 3.
> http://www.galciv2.com/screenshots/gc-sept05e.jpg
> http://www.galciv2.com/screenshots/gc-sept05f.jpg

Looks great, very vibrant. Are we still going to get to see blazing suns of
varying colours as well though or is it only planets that we see now? The
green and purple etc suns was always great, added some wonder to the game.

Thats one additional pre-order.

Ceo-
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Ceowulf" <ceo@NOSPAMii.ATALLnet> wrote in message
news:431a937f$0$15547$5a62ac22@per-qv1-newsreader-01.iinet.net.au...
> "Brad Wardell" <bwardell@stardock.com> wrote in message
> news:UYqdnSTljdHuFIfeRVn-gQ@comcast.com...
>>
>> The final game is supposed to ship this upcoming February. I'm not sure
>> how many of you reading this played the first one, but here are a few
>> highlights of what's different about the sequel:
>>
>> Here's a couple of screenshots from beta 3.
>> http://www.galciv2.com/screenshots/gc-sept05e.jpg
>> http://www.galciv2.com/screenshots/gc-sept05f.jpg
>
> Looks great, very vibrant. Are we still going to get to see blazing suns
> of varying colours as well though or is it only planets that we see now?
> The green and purple etc suns was always great, added some wonder to the
> game.
>

Yea there's lots of different colored suns. Like GalCiv I, suns with good
planets around them are yellow. But even there we plan to put in some more
distinctions so that there's more difference between them.

Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II (http://www.galciv2.com)
Stardock Corp. http://www.stardock.com



> Ceo-
>
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Ceowulf" <ceo@NOSPAMii.ATALLnet> wrote in message
news:431a937f$0$15547$5a62ac22@per-qv1-newsreader-01.iinet.net.au...
> "Brad Wardell" <bwardell@stardock.com> wrote in message
> news:UYqdnSTljdHuFIfeRVn-gQ@comcast.com...
>>
>> The final game is supposed to ship this upcoming February. I'm not sure
>> how many of you reading this played the first one, but here are a few
>> highlights of what's different about the sequel:
>>
>> Here's a couple of screenshots from beta 3.
>> http://www.galciv2.com/screenshots/gc-sept05e.jpg
>> http://www.galciv2.com/screenshots/gc-sept05f.jpg
>
> Looks great, very vibrant. Are we still going to get to see blazing suns
> of varying colours as well though or is it only planets that we see now?
> The green and purple etc suns was always great, added some wonder to the
> game.

Meh, I just read the GameSpot preview, and yep theres the sun. So the
screenshot you showed is a zoom in of a solar system I wonder?

Looks good anyway thanks for the heads up.

Ceo-
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Ceowulf" <ceo@NOSPAMii.ATALLnet> wrote in message
news:431a93c3$0$15512$5a62ac22@per-qv1-newsreader-01.iinet.net.au...
> "Ceowulf" <ceo@NOSPAMii.ATALLnet> wrote in message
> news:431a937f$0$15547$5a62ac22@per-qv1-newsreader-01.iinet.net.au...
>> "Brad Wardell" <bwardell@stardock.com> wrote in message
>> news:UYqdnSTljdHuFIfeRVn-gQ@comcast.com...
>>>
>>> The final game is supposed to ship this upcoming February. I'm not sure
>>> how many of you reading this played the first one, but here are a few
>>> highlights of what's different about the sequel:
>>>
>>> Here's a couple of screenshots from beta 3.
>>> http://www.galciv2.com/screenshots/gc-sept05e.jpg
>>> http://www.galciv2.com/screenshots/gc-sept05f.jpg
>>
>> Looks great, very vibrant. Are we still going to get to see blazing suns
>> of varying colours as well though or is it only planets that we see now?
>> The green and purple etc suns was always great, added some wonder to the
>> game.
>
> Meh, I just read the GameSpot preview, and yep theres the sun. So the
> screenshot you showed is a zoom in of a solar system I wonder?
>
> Looks good anyway thanks for the heads up.

You can zoom in and out on the map as far out or in as you want. Some of
the guys here play the game purely in strategic mode (looks almost like a
board game) where everything is represented in symbols. I don't have any
screenshots of that handy on-line to show that mode but it was inspired by
the ST:TNG episode "Yesterday's enterprise" where there's a tactical map of
Klingon vs. Federation battles going on.

Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II (http://www.galciv2.com)
Stardock Corp. http://www.stardock.com


>
> Ceo-
>
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

On Sun, 04 Sep 2005 09:27:40 -0400, Briarroot wrote:

> I want to buy it based on the above description alone, but I have to be
> able to order it on disc.

The reason I had asked is because I don't have a credit card, still have
only an ISDN connection and live in Germany, so if there is no way to
purchase it from a local vendor, I'll be out of luck (well, except for
sending cash to Stardock). Provided there is a way to buy the game without
card and from Europe, I'll buy purchase a copy for sure. There are barely
*any* games in this genre anymore.

M.
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Michael Vondung" <mvondung@gmail.com> wrote in message
news:1kyheb9h442zb$.1pa6na98wj1tp.dlg@40tude.net...
> On Sun, 04 Sep 2005 09:27:40 -0400, Briarroot wrote:
>
>> I want to buy it based on the above description alone, but I have to be
>> able to order it on disc.
>
> The reason I had asked is because I don't have a credit card, still have
> only an ISDN connection and live in Germany, so if there is no way to
> purchase it from a local vendor, I'll be out of luck (well, except for
> sending cash to Stardock). Provided there is a way to buy the game without
> card and from Europe, I'll buy purchase a copy for sure. There are barely
> *any* games in this genre anymore.

Paradox (Hearts of Iron, Europa Universalis, etc.,) is distributing it in
Europe. There should be a German version of the game available at roughly
the same time. We've built a really close partnership with them over the
past year. We're going to try to make sure translations are available early
on.

Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II (http://www.galciv2.com)
Stardock Corp. http://www.stardock.com

>
> M.
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

>But this is a good point, it might be useful to make it so >that players
>could, to some degree, override the global sliders to have >some planets
>focus on different things (like ship production).

>Any suggestions on the best way to implement that UI->wise? I.e. don't want
overcomplicate the UI

You could create a UI screen for each planet with the same sliders and a
global check box. If the global check box has a check in it (which should
be the default), the global settings are used and shown. If not, the player
can set local settings which will be used instead.
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

Brad Wardell wrote:
> "Briarroot" <woodsyl@iwon.com> wrote in message
> news:11hltmcr1b46n9a@corp.supernews.com...
>
>>
>>I want to buy it based on the above description alone, but I have to be
>>able to order it on disc.
>
>
> It'll be at stores in North America and Europe pretty much at the same time
> this February. It should have significantly wider distribution than GalCiv
> I did. We're working to set up pre-orders with Gamestop/EB, Walmart, Best
> Buy, CompUSA, Fry's, etc.

Great! No worries... :)
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

On Sun, 4 Sep 2005 12:58:47 -0400, Brad Wardell wrote:

> There should be a German version of the game available at roughly
> the same time.

Is there still a chance to make the game bilingual so that the user can
pick their preferred language during installation? I don't mind playing
games in German, but whenever possible, I prefer the original over the
localized version. It's just a small thing, though. EU and HoI are still
readily available here, so getting GalCiv2 won't be a challenge,
thankfully!

If you guys need beta-testers for the localized version or for some native
Germans to look over the translated text/strings, I'd happily offer a hand.

M.
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

Brad Wardell <bwardell@stardock.com> wrote:
>
> In Galactic Civilizations I, planets had planet classes from 1 through 26.
> People usually colonized planets of class 15 or better.
>
> On the planets, there would be a listbox of improvements players could build
> on the planet. As a practical matter, players built every improvement they
> could throughout the game. To decrease micro-management, governors were
> made available where people coudl queue up their construction but
> realistically it meant that all planets were pretty much the same.

Yes it did. I always try to differentiate a bit, simply because I like it
and I think it's realistic, but in the long run they still ended up pretty
much the same. So I'm really happy that planets will be a lot more
specialised in GalCiv 2.

> In Galactic Civilizations II planets look like this:
> http://www.galciv2.com/screenshots/gc-sept05c.jpg
>
> Classes 1 through 26 are still there but now the class number determines how
> many useable tiles there are on the planet. A typical planet now is a class
> 8 planet -- 8 tiles. Players can queue up what they want to build on a
> given planet. The player doesn't even have to be notified on construction
> status if they don't want, a green tile will appear on the main map letting
> you know when a given planet has gone through its queue.

So every planet has a custom build queue? That's great. Queues are good.
But does this now replace the governor queues? Perhaps it would be useful
if, on colonisation, you could asign the new colony one from a few standard
queue templates (editable by the player?), and once you've thought a few
turns about that planet's role in your empire, you can customise it. This
would be very similar to the way queues work in Stars!. But if each
building has a tile asigned to it, automated queues may not work. In any
case, the way you described it, it sounds very playable. (But keep in mind
that first impressions can be deceptive, so keep the idea in the back of
your mind in case players ever get tired of selecting the same standard
build queue for each new colony.)

> IMO, it drastically reduces micro-management and puts strategic depth into
> how one handles planets since now you'd have a population center world or a
> research world or an industrial world and so forth based on your particular
> needs and strategy.

I really love this specialisation aspect. I think I'd said it already, but
it's worth repeating.

>> You could asign
>> different build queues to planets and had centralised sliders to divide
>> between ships, buildings and research, but in the end you want some
>> planets to build ships, and others to do the research or build wonders
>> and trade goods, so every turn I'm fiddling with the centralised sliders
>> and checking the effects on the individual planets in order to get the
>> most out of it and not waste any production. (It also looks like unused
>> production still costs money, but I never checked if that's really true.)
>
> Well one big difference off the bat is that in GalCiv II, if a planet isn't
> producing anything, you aren't charged for its shields. So players didn't
> get stuck having to play with the global sliders constantly due to not
> wanting to spend money on things they aren't using.

Not having to pay for unused production capacity is great. But ofcourse
that's not gonna stop me from trying to get the most out of my production
capacity.

> But this is a good point, it might be useful to make it so that players
> could, to some degree, override the global sliders to have some planets
> focus on different things (like ship production).
>
> Any suggestions on the best way to implement that UI-wise? I.e. don't want
> to overcomplicate the UI but such a feature would be nice and not terribly
> hard to implement.

That's a good question. I don't know. Tweaking individual sliders for
every single planet is way too much micromanagement, ofcourse. If you
still have governors, you could tie the sliders to the governors, so
you'd have shipbuilding governor that spends most on ships (and probably
has manufacturing and shipyards in his build queue), and the research
governor that lets his planets spend most on research (while building
research labs, I suppose).

But I can imagine you don't have governors anymore, and besides, it
would probably make more sense to keep these sliders on the economic
screen. Multiple sets of sliders on the economic screen might clutter
it too much.

Personally I like the simple system of Stars! a lot: Every planet has
a build queue that includes both ships and planetary structures, and
any production that's left after finishing the queue goes to research.
You can choose to have some or all planets spend a globally adjustable
percentage of their production on research. But I don't think this
system translates well to the GalCiv approach.

How about this: Have a single set of global sliders, but for each planet
you can choose to ignore it and check one of three check boxes: spend
everything on ships, spend everything on buildings, or spend everything
on research. Spending everything on buildings is useful for newly
colonised planets that need to catch up quickly, while the other two
are useful for planets that have built everything they need and can
now focus on their specialisation. This is simple, and still gives
quite a bit of control over individual planets. You could even identify
the 3 alternative production strategies with an icon and show it on maps
and planet lists, so you can quickly identify your developing colonies,
your shipbuilding centers, and your research centers.

>> Something else that I would really like, is the option to play against
>> the smartest, most devious AI you can think of, but on a completely
>> level playing field: no economic bonuses for them, no ganging up on
>> the human, etc. I love the tough AI in GalCiv, but I can see that they
>> get bonuses that I don't, while at the same time they're still a bit
>> slow and aren't as devious as a human opponent would be. If that's the
>> best you can do (as it is with most games with their brain-dead AI),
>> well, that'd be the only option to keep the game challenging, but you
>> once mentioned that you actually dumbed the AI down because it was too
>> nasty. I'd like to play against the nastiest AI you can think of, but
>> on equal footing, if that's possible.
>
> Indeed. I don't know how much time there would be but it might be possible
> to put in a preferences field so that power players such as you could have
> the AI play at its maximum intelligence without resource advantages.

I'd really love that. Ofcourse I'm only a single player, and you probably
can't afford to cater to the wishes of every individual player, so I'll
understand if you don't include this option. But you never know, there
might be other die-hards like me that would like that kind of play.

> The reason why in GalCiv I we "dumbed" the AI down is because the AI,
> playing no-holds-barred, was not very fun in our view. Computer players
> can, by their nature, calculate optimal paths. For example, take
> colonization -- we could easily have made it so that the AI was even nastier
> at that. Just have the AI see if someone else's ship was going to reach a
> planet before their ship and then find a different planet. We decided
> colonization was tough enough so we have it wait until the other player
> actually colonizes the planet before the AI takes notice.

For most players that kind of cleverness might be a bit too nasty, but
I use those very same tactics, and if I were playing against humans,
some of them would probably do it too, so it'd only be fair if the AI
did it too. I don't mind a bit of a challenge. And especially if the
AI loses its economic advantages, it's gonna need the extra smarts to
have a chance. Ofcourse in the case of colonisation, it also has the
benefit of already knowing the location of the yellow stars (unless
you're changing that to), so for colonisation it might actually still
be fair to give the AI some disadvantage to compensate.

> Then there was starbase stuff we dumbed down. The AI would never get bored
> of building gazillions of constructors and literally making their sectors
> invulnerable to attack by just making use of stacking advantages.

I've done that too at times, although I don't really do it anymore. This
is a very defensive strategy, and as AI, sooner or later you're gonna be
attacked by the human. The human player can often count on not being
attacked quite that hard by the AI. But if you were to make the AI more
vicious, the human might also be forced to do something like this, in
which case it would be fair if the AI did it too.

> So in GalCiv II, we'll probably take a similar strategy. That said, it
> wouldn't be super hard to put in an update the ability for power gamers to
> have the AI play probably very similarly how someone would play it on-line.
> Every nasty tactic taken to the nth degree. ;)

I would really love it if you did that, although I'm aware that I'm
probably a minority.

>> As for AIs ganging up on the human, I don't think that happens much in
>> GalCiv (which is good!), but there's one area where it does: tech trade.
>
> Indeed. And it still does thi to a certain degree. It's not that they gang
> up so much as the AI never gets bored of opening up the trade window to
> check to see fi there's a potential trade opportunity.

Well, neither do I. As soon as I develop new tech, I check the diplomacy
screen and often go on a tech trading frenzy. When I know I have tech
that others don't, I also check the diplomacy screen quite regularly, to
see if I can get something interesting for it. And then sell that to
everybody else, ofcourse.

>> If I can't sell tech on the same turn I receive it,
>> this tech trade strategy won't work as well. But what might be even
>> more interesting is to still require some research for techs you receive
>> from other players. This would still make some sense, because your
>> scientists need to adapt the new tech to your own technology base, your
>> engineers need to be educated in the new tech, etc. If trading tech gave
>> the receiver a 50% discount (or 90%, if you prefer), trading tech won't
>> be quite as much of a killer that the AI needs to be reluctant to do it
>> with the human. And if at the same time the AIs are a more willing to
>> trade tech with each other, I think this aspect of the game would be a
>> lot more balanced.
>
> That is pretty interesting. I don't know if it could be implemented that
> way without adding another laye rof complexity. But I think the general
> concept -- having players not be able to get a bunch of money being a trade
> merchant is possible. You could, for instance, have the value of teh tech
> be dependent on the # of players who already have it.

Could also be an interesting approach, although I have no idea yet what
influence that would have exactly. I think the most important thing that
makes tech trading so attractive is the ability to sell tech that you
just got from another player that same turn. If you only really got the
new tech at the start of the next turn, I think that would slow it down
enough to make it more reasonable. And perhaps selling a tech to one
player could trigger the AI to check if it can sell that same tech to
other players too. That way you can only sell someone else's tech to
others if the original developer of the tech is for whatever reason
unable or unwilling to do so.

> Thanks! And thank you for your excellent suggestions. I'm printing this
> out now actually. ;)

I'm glad my comments are so useful.


mcv.
--
"Serenity is a very personal work with political resonance and a
heartfelt message about the human condition and stuff blowing up.
'Cause let's face it, nobody cares about that 'human condition'
stuff... in fact if you notice it, try to keep it to yourself."
-- Joss Whedon on his new film
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Michael Vondung" <mvondung@gmail.com> wrote in message
news:1cu4tnzhj2jk$.1ec91apkxv3hv$.dlg@40tude.net...
> On Sun, 4 Sep 2005 12:58:47 -0400, Brad Wardell wrote:
>
>> There should be a German version of the game available at roughly
>> the same time.
>
> Is there still a chance to make the game bilingual so that the user can
> pick their preferred language during installation? I don't mind playing
> games in German, but whenever possible, I prefer the original over the
> localized version. It's just a small thing, though. EU and HoI are still
> readily available here, so getting GalCiv2 won't be a challenge,
> thankfully!
>
> If you guys need beta-testers for the localized version or for some native
> Germans to look over the translated text/strings, I'd happily offer a
> hand.
>

Yea, I'm not sure how that will end up working. It depends on how the
various localizations go in terms of timing.

Brad

> M.
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Michael Share" <mshare@midsouth.rr.com> wrote in message
news:8rISe.68630$2Q3.56904@tornado.ohiordc.rr.com...
> >But this is a good point, it might be useful to make it so >that players
>>could, to some degree, override the global sliders to have >some planets
>>focus on different things (like ship production).
>
>>Any suggestions on the best way to implement that UI->wise? I.e. don't
>>want
> overcomplicate the UI
>
> You could create a UI screen for each planet with the same sliders and a
> global check box. If the global check box has a check in it (which should
> be the default), the global settings are used and shown. If not, the
> player
> can set local settings which will be used instead.

So you see this as a seperate screen then? I.e. the user would go to their
planet screen and then click a button to go to a second screen to tweak
that?

Brad

>
>
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"mcv" <mcvmcv@xs4all.nl> wrote in message
news:431b6d70$0$11069$e4fe514c@news.xs4all.nl...
> Brad Wardell <bwardell@stardock.com> wrote:
>>
>> In Galactic Civilizations I, planets had planet classes from 1 through
>> 26.
>> People usually colonized planets of class 15 or better.
>>
>> On the planets, there would be a listbox of improvements players could
>> build
>> on the planet. As a practical matter, players built every improvement
>> they
>> could throughout the game. To decrease micro-management, governors were
>> made available where people coudl queue up their construction but
>> realistically it meant that all planets were pretty much the same.
>
> Yes it did. I always try to differentiate a bit, simply because I like it
> and I think it's realistic, but in the long run they still ended up pretty
> much the same. So I'm really happy that planets will be a lot more
> specialised in GalCiv 2.
>
>> In Galactic Civilizations II planets look like this:
>> http://www.galciv2.com/screenshots/gc-sept05c.jpg
>>
>> Classes 1 through 26 are still there but now the class number determines
>> how
>> many useable tiles there are on the planet. A typical planet now is a
>> class
>> 8 planet -- 8 tiles. Players can queue up what they want to build on a
>> given planet. The player doesn't even have to be notified on
>> construction
>> status if they don't want, a green tile will appear on the main map
>> letting
>> you know when a given planet has gone through its queue.
>
> So every planet has a custom build queue? That's great. Queues are good.

Correct. They're different per planet since every planet is different. If
you get a planet with, for example, two tiles that have ancient ruins on
them that double research production IF you put a research lab on the tile,
then that's going to probably make the player more inclined to put research
labs there.

By contrast, on another planet, you may only build farms to increase
population to get the tax revenue.

In GalCiv I, you built 1 of each improvement. In GalCiv II, you can build
as many of the same improvement as you want, the limit is the # of tiles.

> But does this now replace the governor queues? Perhaps it would be useful
> if, on colonisation, you could asign the new colony one from a few
> standard
> queue templates (editable by the player?), and once you've thought a few
> turns about that planet's role in your empire, you can customise it. This
> would be very similar to the way queues work in Stars!.

When you play it you'll see what I mean but it's a totally different style.
GalCiv I was like the Civilization style, GalCiv II planets are more akin to
Simcity or something. You literally start building your planet any time you
want, they don't even seem like queues when you're playing.

>But if each
> building has a tile asigned to it, automated queues may not work. In any
> case, the way you described it, it sounds very playable. (But keep in mind
> that first impressions can be deceptive, so keep the idea in the back of
> your mind in case players ever get tired of selecting the same standard
> build queue for each new colony.)
>

Yea, originally we were going to have some sort of governor design your
planets for you. But once we got playing, it's so easy to just land on a
planet and in seconds design out how you want your planet to be used.

>> IMO, it drastically reduces micro-management and puts strategic depth
>> into
>> how one handles planets since now you'd have a population center world or
>> a
>> research world or an industrial world and so forth based on your
>> particular
>> needs and strategy.
>
> I really love this specialisation aspect. I think I'd said it already, but
> it's worth repeating.

Thanks. Yea, a lot of people felt that GalCiv I planets were generic.
Where was the mineral rich world? Where was the fertile world? So we
decided to take it one step further and have planets broken up into actual
tiles where a given tile MIGHT have a special resource.

Here are two different planets:
http://www.galciv2.com/screenshots/gc-sept05d.jpg
http://www.galciv2.com/screenshots/gc-sept05c.jpg

Now, on each planet, you can find a couple tiles that have a little white
icon on them. That means there is some special bonus on that tile if you
build a particular improvement on them.

>
>>> You could asign
>>> different build queues to planets and had centralised sliders to divide
>>> between ships, buildings and research, but in the end you want some
>>> planets to build ships, and others to do the research or build wonders
>>> and trade goods, so every turn I'm fiddling with the centralised sliders
>>> and checking the effects on the individual planets in order to get the
>>> most out of it and not waste any production. (It also looks like unused
>>> production still costs money, but I never checked if that's really
>>> true.)
>>
>> Well one big difference off the bat is that in GalCiv II, if a planet
>> isn't
>> producing anything, you aren't charged for its shields. So players didn't
>> get stuck having to play with the global sliders constantly due to not
>> wanting to spend money on things they aren't using.
>
> Not having to pay for unused production capacity is great. But ofcourse
> that's not gonna stop me from trying to get the most out of my production
> capacity.
>
>> But this is a good point, it might be useful to make it so that players
>> could, to some degree, override the global sliders to have some planets
>> focus on different things (like ship production).
>>
>> Any suggestions on the best way to implement that UI-wise? I.e. don't
>> want
>> to overcomplicate the UI but such a feature would be nice and not
>> terribly
>> hard to implement.
>
> That's a good question. I don't know. Tweaking individual sliders for
> every single planet is way too much micromanagement, ofcourse. If you
> still have governors, you could tie the sliders to the governors, so
> you'd have shipbuilding governor that spends most on ships (and probably
> has manufacturing and shipyards in his build queue), and the research
> governor that lets his planets spend most on research (while building
> research labs, I suppose).

Yea, of course then it puts too much in the hands of the computer IMO.

Here's the usual treadmill that we're trying to avoid:

Step 1: Put in super cool but complex feature.
Step 2: User notices it creates micro management.
Step 3: Developer puts in "governors" who take care of managing complex
feature.
Step 4: User observes that the AI behind the governors isn't as good as they
would be at managing it.
Step 5: User feels forced into doing it by hand (doing all the
micromanagement) in order to play as well as possible.

This is why, for instance, we don't have tactical fleet battles (i.e.where
the player literally controls what weapon is going to fire at what ship at
what time). It would be fun for those people who are into that but for
those who just are inclined to hit the "Auto battle" button, it means they
won't be playing the game optimally since no AI is going to be as good as a
good player.

Same in terms of setting up per planet spending ratios. It's not hard to
let players have per planet spending ratios. But if we do that, then the
player may feel like the HAVE to adjust every single planaet (Because the
computer players certainly will). And then if we have "governors" doing it,
then we might as well not have the feature.

What I was thinking was that maybe instead of setting ratios per planet we
allow players to set an "Emphasis". That this screen:

http://www.galciv2.com/screenshots/gc-sept05c.jpg

That the planet could put an "emphasis" on military, social, or research
that would boost production in that area away from the other areas. It
would be a set amount but I think it might be more realistic and would keep
the micro-management down.


>
> But I can imagine you don't have governors anymore, and besides, it
> would probably make more sense to keep these sliders on the economic
> screen. Multiple sets of sliders on the economic screen might clutter
> it too much.

We're trying to avoid having governors in II. They worked well in GalCiv I
but they always feel like a cop-out. It's like jumping up and down saying
"Hey everyone, we know we didn't design this feature really well but fear
not, we'll let governors take care of it!". In GalCiv I, the governors
weren't handled by AI, they were simply fancy names for build queues. ;)

>
> Personally I like the simple system of Stars! a lot: Every planet has
> a build queue that includes both ships and planetary structures, and
> any production that's left after finishing the queue goes to research.
> You can choose to have some or all planets spend a globally adjustable
> percentage of their production on research. But I don't think this
> system translates well to the GalCiv approach.

That's pretty similar to what we're doing here. The planet stuff in II is
radically different.

For example, in GalCiv I, the planet class determined how much stuff it
produced. Then improvements added % bonuses to it.

In GalCiv II, buildings do specific amounts of research. A Factory might
produce 5 shields of production. Period. So the benefit of a class 10
planet over a class 5 is that you could fit 5 more factories on the class 10
planet.

Example:

GalCiv I: Class 20 planet.
Base production = 20.
Population: 10m = 100% bonus.
Fusion Power Plan = 25% bonus.
Production = 20 * 2 * 1.25 = 50 production

GalCiv II: Class 20 planet.
Translates to having 20 tiles to build things on.
Player builds:
10 factories that each provides 5 production each.
2 farms to increase population cap to 20 million.
1 Extreme Entertainment Center which provides 5 entertainment units (morale
is no longer some fuzzy thing, it's population per entertainment unit).
3 research centers that each provide 5 research production.
1 embassy that increases the planet's influence
1 start port so that planet can build ships
1 banking center to increase tax revenue
1 colony capital (required)

Much of the economcis in GalCiv I were a bit voodoo. Players just knew
"bigger planet == better". But there wasn't much strategy in it. The guy
who got the bestest planets early on was likely going to win. There was no
real strategy to how one ran their planets.

In GalCiv II, there is since now there's a strategic decision as to WHAT you
build on the planets.

>
> How about this: Have a single set of global sliders, but for each planet
> you can choose to ignore it and check one of three check boxes: spend
> everything on ships, spend everything on buildings, or spend everything
> on research. Spending everything on buildings is useful for newly
> colonised planets that need to catch up quickly, while the other two
> are useful for planets that have built everything they need and can
> now focus on their specialisation. This is simple, and still gives
> quite a bit of control over individual planets. You could even identify
> the 3 alternative production strategies with an icon and show it on maps
> and planet lists, so you can quickly identify your developing colonies,
> your shipbuilding centers, and your research centers.

Sounds like we're thinking along the same lines. I am not so much for an
all or nothing approach but I do like the idea of enabling the player to
place an emphasis on a particular area.

>
>>> Something else that I would really like, is the option to play against
>>> the smartest, most devious AI you can think of, but on a completely
>>> level playing field: no economic bonuses for them, no ganging up on
>>> the human, etc. I love the tough AI in GalCiv, but I can see that they
>>> get bonuses that I don't, while at the same time they're still a bit
>>> slow and aren't as devious as a human opponent would be. If that's the
>>> best you can do (as it is with most games with their brain-dead AI),
>>> well, that'd be the only option to keep the game challenging, but you
>>> once mentioned that you actually dumbed the AI down because it was too
>>> nasty. I'd like to play against the nastiest AI you can think of, but
>>> on equal footing, if that's possible.
>>
>> Indeed. I don't know how much time there would be but it might be
>> possible
>> to put in a preferences field so that power players such as you could
>> have
>> the AI play at its maximum intelligence without resource advantages.
>
> I'd really love that. Ofcourse I'm only a single player, and you probably
> can't afford to cater to the wishes of every individual player, so I'll
> understand if you don't include this option. But you never know, there
> might be other die-hards like me that would like that kind of play.

;) As the AI coder, I too would like to have an option where the aI player
puts it all on the line. We could even have it start sending swearing
messages and then if you're about to win have a dialog saying "Player has
disconnected" and then simulate a ping flood. ;)

>
>> The reason why in GalCiv I we "dumbed" the AI down is because the AI,
>> playing no-holds-barred, was not very fun in our view. Computer players
>> can, by their nature, calculate optimal paths. For example, take
>> colonization -- we could easily have made it so that the AI was even
>> nastier
>> at that. Just have the AI see if someone else's ship was going to reach a
>> planet before their ship and then find a different planet. We decided
>> colonization was tough enough so we have it wait until the other player
>> actually colonizes the planet before the AI takes notice.
>
> For most players that kind of cleverness might be a bit too nasty, but
> I use those very same tactics, and if I were playing against humans,
> some of them would probably do it too, so it'd only be fair if the AI
> did it too. I don't mind a bit of a challenge. And especially if the
> AI loses its economic advantages, it's gonna need the extra smarts to
> have a chance. Ofcourse in the case of colonisation, it also has the
> benefit of already knowing the location of the yellow stars (unless
> you're changing that to), so for colonisation it might actually still
> be fair to give the AI some disadvantage to compensate.
>
>> Then there was starbase stuff we dumbed down. The AI would never get
>> bored
>> of building gazillions of constructors and literally making their sectors
>> invulnerable to attack by just making use of stacking advantages.
>
> I've done that too at times, although I don't really do it anymore. This
> is a very defensive strategy, and as AI, sooner or later you're gonna be
> attacked by the human. The human player can often count on not being
> attacked quite that hard by the AI. But if you were to make the AI more
> vicious, the human might also be forced to do something like this, in
> which case it would be fair if the AI did it too.

Yea, there's a LOT of nasty stuff the AI could do. We'd monitor the forums
and some playe rwould come up with a really ruthless strategy and think
"Man, can you imagine if the AI did that?" and of course, it's tempting
since computers don't ever get "tired" of soemthing. Most "cheese" tactics,
for intance, involve some sort of exploit that's repititious in nature.

Imagine a computer AI that exploits its own game? lol

>
>> So in GalCiv II, we'll probably take a similar strategy. That said, it
>> wouldn't be super hard to put in an update the ability for power gamers
>> to
>> have the AI play probably very similarly how someone would play it
>> on-line.
>> Every nasty tactic taken to the nth degree. ;)
>
> I would really love it if you did that, although I'm aware that I'm
> probably a minority.
>
>>> As for AIs ganging up on the human, I don't think that happens much in
>>> GalCiv (which is good!), but there's one area where it does: tech trade.
>>
>> Indeed. And it still does thi to a certain degree. It's not that they
>> gang
>> up so much as the AI never gets bored of opening up the trade window to
>> check to see fi there's a potential trade opportunity.
>
> Well, neither do I. As soon as I develop new tech, I check the diplomacy
> screen and often go on a tech trading frenzy. When I know I have tech
> that others don't, I also check the diplomacy screen quite regularly, to
> see if I can get something interesting for it. And then sell that to
> everybody else, ofcourse.
>
>>> If I can't sell tech on the same turn I receive it,
>>> this tech trade strategy won't work as well. But what might be even
>>> more interesting is to still require some research for techs you receive
>>> from other players. This would still make some sense, because your
>>> scientists need to adapt the new tech to your own technology base, your
>>> engineers need to be educated in the new tech, etc. If trading tech gave
>>> the receiver a 50% discount (or 90%, if you prefer), trading tech won't
>>> be quite as much of a killer that the AI needs to be reluctant to do it
>>> with the human. And if at the same time the AIs are a more willing to
>>> trade tech with each other, I think this aspect of the game would be a
>>> lot more balanced.
>>
>> That is pretty interesting. I don't know if it could be implemented that
>> way without adding another laye rof complexity. But I think the general
>> concept -- having players not be able to get a bunch of money being a
>> trade
>> merchant is possible. You could, for instance, have the value of teh
>> tech
>> be dependent on the # of players who already have it.
>
> Could also be an interesting approach, although I have no idea yet what
> influence that would have exactly. I think the most important thing that
> makes tech trading so attractive is the ability to sell tech that you
> just got from another player that same turn. If you only really got the
> new tech at the start of the next turn, I think that would slow it down
> enough to make it more reasonable. And perhaps selling a tech to one
> player could trigger the AI to check if it can sell that same tech to
> other players too. That way you can only sell someone else's tech to
> others if the original developer of the tech is for whatever reason
> unable or unwilling to do so.

So yea, we coudl make it so that the amount an AI player would want for a
given tech (or pay for) would be now based on the # of players who have it.
That really wouldn't be very hard to do. That's a good idea, mcv.

>
>> Thanks! And thank you for your excellent suggestions. I'm printing this
>> out now actually. ;)
>
> I'm glad my comments are so useful.
>
Definitely!

Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II (http://www.galciv2.com)
Stardock Corp. http://www.stardock.com

>
> mcv.
> --
> "Serenity is a very personal work with political resonance and a
> heartfelt message about the human condition and stuff blowing up.
> 'Cause let's face it, nobody cares about that 'human condition'
> stuff... in fact if you notice it, try to keep it to yourself."
> -- Joss Whedon on his new film
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

Hi!
>> It wouldn't be super hard to put in an update the ability for power gamers to
>> have the AI play probably very similarly how someone would play it on-line.
>> Every nasty tactic taken to the nth degree. ;)
>
> I would really love it if you did that, although I'm aware that I'm
> probably a minority.
Well, not so small minority. I too would like to see that implemented!
BR, Iztok
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Brad Wardell" <bwardell@stardock.com> wrote in
news:RfCdneUOe8ViLobeRVn-iQ@comcast.com:

> "mcv" <mcvmcv@xs4all.nl> wrote in message
> news:431b6d70$0$11069$e4fe514c@news.xs4all.nl...
>> Brad Wardell <bwardell@stardock.com> wrote:
>>>
>>> In Galactic Civilizations I, planets had planet classes from 1
>>> through 26. People usually colonized planets of class 15 or better.
>>>
>>> On the planets, there would be a listbox of improvements players
>>> could build on the planet. As a practical matter, players built
>>> every improvement they could throughout the game. To decrease
>>> micro-management, governors were made available where people coudl
>>> queue up their construction but realistically it meant that all
>>> planets were pretty much the same.
>>
>> Yes it did. I always try to differentiate a bit, simply because I like
>> it and I think it's realistic, but in the long run they still ended up
>> pretty much the same. So I'm really happy that planets will be a lot
>> more specialised in GalCiv 2.
>>
>>> In Galactic Civilizations II planets look like this:
>>> http://www.galciv2.com/screenshots/gc-sept05c.jpg
>>>
>>> Classes 1 through 26 are still there but now the class number
>>> determines how many useable tiles there are on the planet. A typical
>>> planet now is a class 8 planet -- 8 tiles. Players can queue up
>>> what they want to build on a given planet. The player doesn't even
>>> have to be notified on construction status if they don't want, a
>>> green tile will appear on the main map letting you know when a given
>>> planet has gone through its queue.
>>
>> So every planet has a custom build queue? That's great. Queues are
>> good.
>
> Correct. They're different per planet since every planet is different.
> If you get a planet with, for example, two tiles that have ancient
> ruins on them that double research production IF you put a research lab
> on the tile, then that's going to probably make the player more
> inclined to put research labs there.
How build queues would do with those special tiles? It would be nice to
specify the building order (which can generally be derived from some
template) and not having to take care of placing research lab on those
tiles with ancient ruines. Basically, it there're some research facilities
in the queue, it's nice for those ancient ruins to be held until the turn
of research building comes
>
> By contrast, on another planet, you may only build farms to increase
> population to get the tax revenue.
>
> In GalCiv I, you built 1 of each improvement. In GalCiv II, you can
> build as many of the same improvement as you want, the limit is the #
> of tiles.
I like it. Btw, wasn't it optimal in GalCiv I to develop planets
differently too? AFAIR, building every improvement on each planet was too
costly and it wasn't paying off (at least on the hardest level).
>
>> But does this now replace the governor queues? Perhaps it would be
>> useful if, on colonisation, you could asign the new colony one from a
>> few standard queue templates (editable by the player?), and once
>> you've thought a few turns about that planet's role in your empire,
>> you can customise it. This would be very similar to the way queues
>> work in Stars!.
>
> When you play it you'll see what I mean but it's a totally different
> style. GalCiv I was like the Civilization style, GalCiv II planets are
> more akin to Simcity or something. You literally start building your
> planet any time you want, they don't even seem like queues when you're
> playing.
To me it sounds more similar to MOO 1, which is nice :)

> >But if each
>> building has a tile asigned to it, automated queues may not work. In
>> any case, the way you described it, it sounds very playable. (But keep
>> in mind that first impressions can be deceptive, so keep the idea in
>> the back of your mind in case players ever get tired of selecting the
>> same standard build queue for each new colony.)
>>
>
> Yea, originally we were going to have some sort of governor design your
> planets for you. But once we got playing, it's so easy to just land on
> a planet and in seconds design out how you want your planet to be used.
Does it mean that you have to assign which building goes to which tile for
every planet? So, for example, if you discovered a planet with 10 regular
tiles and 2 tiles with ancient ruines what would be your step to schedule
development of this planet? Ideally, I'd like to be able to use prepared
templates and just say "develop this planet according to this plan" (and
have plans persistent from game to game). I see some problems in this plan
though. It's impractical to create templates for every combination of
speciality and every possible number of tiles. So probably, I'd have "large
research center" plan and "small research center" plan suitable for large
and small planets respectively. But then, what should be done with
remaining tiles (or building that don't fit). Truncating the tail of the
queue may not be the best way. For example, my "small research center" may
be 2 factories + 6 labs. In this order, because I want to build factories
(or whatever accelerate construction) first so then labs will get built
quicker. However, on the planets with 7 tiles, I don't waste tiles for 2
factories, so I may want to have 1 factory dropped rather than a lab
despite having that factory early in the queue. Another situation is that
my preferred plan may actually be 2 factor + 6 labs, replace one factory
with a lab, replace another factory with a lab. With all that plans start
to look quite complicated. On a good side, created once those plans will
get reused in many games. Such a feature may sound a bit too hardcore
though...
>
>>
>>>> You could asign
>>>> different build queues to planets and had centralised sliders to
>>>> divide between ships, buildings and research, but in the end you
>>>> want some planets to build ships, and others to do the research or
>>>> build wonders and trade goods, so every turn I'm fiddling with the
>>>> centralised sliders and checking the effects on the individual
>>>> planets in order to get the most out of it and not waste any
>>>> production. (It also looks like unused production still costs money,
>>>> but I never checked if that's really true.)
>>>
>>> Well one big difference off the bat is that in GalCiv II, if a planet
>>> isn't producing anything, you aren't charged for its shields. So
>>> players didn't get stuck having to play with the global sliders
>>> constantly due to not wanting to spend money on things they aren't
>>> using.
>>
>> Not having to pay for unused production capacity is great. But
>> ofcourse that's not gonna stop me from trying to get the most out of
>> my production capacity.
>>
>>> But this is a good point, it might be useful to make it so that
>>> players could, to some degree, override the global sliders to have
>>> some planets focus on different things (like ship production).
>>>
>>> Any suggestions on the best way to implement that UI-wise? I.e. don't
>>> want to overcomplicate the UI but such a feature would be nice and
>>> not terribly hard to implement.
>>
>> That's a good question. I don't know. Tweaking individual sliders for
>> every single planet is way too much micromanagement, ofcourse. If you
>> still have governors, you could tie the sliders to the governors, so
>> you'd have shipbuilding governor that spends most on ships (and
>> probably has manufacturing and shipyards in his build queue), and the
>> research governor that lets his planets spend most on research (while
>> building research labs, I suppose).
>
> Yea, of course then it puts too much in the hands of the computer IMO.
Maybe allow to create limited number (limited to prevent micro-
optimization-fest by creating a special profile for every planet) of
spending profiles that have individual sliders? For example, military
profile, research profile, cultural profile etc... Each planets can be
assigned to a certain profile. With limited number of profiles it would be
possible to put all of them on the same screen as well.


>>>> Something else that I would really like, is the option to play
>>>> against the smartest, most devious AI you can think of, but on a
>>>> completely level playing field: no economic bonuses for them, no
>>>> ganging up on the human, etc. I love the tough AI in GalCiv, but I
>>>> can see that they get bonuses that I don't, while at the same time
>>>> they're still a bit slow and aren't as devious as a human opponent
>>>> would be. If that's the best you can do (as it is with most games
>>>> with their brain-dead AI), well, that'd be the only option to keep
>>>> the game challenging, but you once mentioned that you actually
>>>> dumbed the AI down because it was too nasty. I'd like to play
>>>> against the nastiest AI you can think of, but on equal footing, if
>>>> that's possible.
>>>
>>> Indeed. I don't know how much time there would be but it might be
>>> possible to put in a preferences field so that power players such as
>>> you could have the AI play at its maximum intelligence without
>>> resource advantages.
>>
>> I'd really love that. Ofcourse I'm only a single player, and you
>> probably can't afford to cater to the wishes of every individual
>> player, so I'll understand if you don't include this option. But you
>> never know, there might be other die-hards like me that would like
>> that kind of play.
>
> ;) As the AI coder, I too would like to have an option where the aI
> player puts it all on the line. We could even have it start sending
> swearing messages and then if you're about to win have a dialog saying
> "Player has disconnected" and then simulate a ping flood. ;)
>
>>
>>> The reason why in GalCiv I we "dumbed" the AI down is because the AI,
>>> playing no-holds-barred, was not very fun in our view. Computer
>>> players can, by their nature, calculate optimal paths. For example,
>>> take colonization -- we could easily have made it so that the AI was
>>> even nastier at that. Just have the AI see if someone else's ship was
>>> going to reach a planet before their ship and then find a different
>>> planet. We decided colonization was tough enough so we have it wait
>>> until the other player actually colonizes the planet before the AI
>>> takes notice.
>>
>> For most players that kind of cleverness might be a bit too nasty, but
>> I use those very same tactics, and if I were playing against humans,
>> some of them would probably do it too, so it'd only be fair if the AI
>> did it too. I don't mind a bit of a challenge. And especially if the
>> AI loses its economic advantages, it's gonna need the extra smarts to
>> have a chance. Ofcourse in the case of colonisation, it also has the
>> benefit of already knowing the location of the yellow stars (unless
>> you're changing that to), so for colonisation it might actually still
>> be fair to give the AI some disadvantage to compensate.
>>
>>> Then there was starbase stuff we dumbed down. The AI would never get
>>> bored of building gazillions of constructors and literally making
>>> their sectors invulnerable to attack by just making use of stacking
>>> advantages.
>>
>> I've done that too at times, although I don't really do it anymore.
>> This is a very defensive strategy, and as AI, sooner or later you're
>> gonna be attacked by the human. The human player can often count on
>> not being attacked quite that hard by the AI. But if you were to make
>> the AI more vicious, the human might also be forced to do something
>> like this, in which case it would be fair if the AI did it too.
>
> Yea, there's a LOT of nasty stuff the AI could do. We'd monitor the
> forums and some playe rwould come up with a really ruthless strategy
> and think "Man, can you imagine if the AI did that?" and of course,
> it's tempting since computers don't ever get "tired" of soemthing. Most
> "cheese" tactics, for intance, involve some sort of exploit that's
> repititious in nature.
>
> Imagine a computer AI that exploits its own game? lol
I imagine that instead of coding AI to take advantage of some exploit it
may be easier to close the exploit :) Personally, I'd prefer to have AI
that plays as well as it can. When AI has big economic advantages the game
seems to become much less flexible, because to overcome the disadvantage
the player has to stick to a limited number of strategies AI can't cope
well. Surely, AI will have some advantage due to number crunching, but with
a good UI, it shouldn't be hard to keep that advantage relatively minimal
in comparison to creative strategical decisions :)


>>> So in GalCiv II, we'll probably take a similar strategy. That said,
>>> it wouldn't be super hard to put in an update the ability for power
>>> gamers to have the AI play probably very similarly how someone would
>>> play it on-line. Every nasty tactic taken to the nth degree. ;)
>>
>> I would really love it if you did that, although I'm aware that I'm
>> probably a minority.
>>
>>>> As for AIs ganging up on the human, I don't think that happens much
>>>> in GalCiv (which is good!), but there's one area where it does: tech
>>>> trade.
>>>
>>> Indeed. And it still does thi to a certain degree. It's not that
>>> they gang up so much as the AI never gets bored of opening up the
>>> trade window to check to see fi there's a potential trade
>>> opportunity.
>>
>> Well, neither do I. As soon as I develop new tech, I check the
>> diplomacy screen and often go on a tech trading frenzy. When I know I
>> have tech that others don't, I also check the diplomacy screen quite
>> regularly, to see if I can get something interesting for it. And then
>> sell that to everybody else, ofcourse.
>>
>>>> If I can't sell tech on the same turn I receive it,
>>>> this tech trade strategy won't work as well. But what might be even
>>>> more interesting is to still require some research for techs you
>>>> receive from other players. This would still make some sense,
>>>> because your scientists need to adapt the new tech to your own
>>>> technology base, your engineers need to be educated in the new tech,
>>>> etc. If trading tech gave the receiver a 50% discount (or 90%, if
>>>> you prefer), trading tech won't be quite as much of a killer that
>>>> the AI needs to be reluctant to do it with the human. And if at the
>>>> same time the AIs are a more willing to trade tech with each other,
>>>> I think this aspect of the game would be a lot more balanced.
>>>
>>> That is pretty interesting. I don't know if it could be implemented
>>> that way without adding another laye rof complexity. But I think the
>>> general concept -- having players not be able to get a bunch of money
>>> being a trade merchant is possible. You could, for instance, have
>>> the value of teh tech be dependent on the # of players who already
>>> have it.
>>
>> Could also be an interesting approach, although I have no idea yet
>> what influence that would have exactly. I think the most important
>> thing that makes tech trading so attractive is the ability to sell
>> tech that you just got from another player that same turn. If you only
>> really got the new tech at the start of the next turn, I think that
>> would slow it down enough to make it more reasonable. And perhaps
>> selling a tech to one player could trigger the AI to check if it can
>> sell that same tech to other players too. That way you can only sell
>> someone else's tech to others if the original developer of the tech is
>> for whatever reason unable or unwilling to do so.
>
> So yea, we coudl make it so that the amount an AI player would want for
> a given tech (or pay for) would be now based on the # of players who
> have it. That really wouldn't be very hard to do. That's a good idea,
> mcv.
To me tech trading in GalCiv I felt kind of exploitive, because you could
see the tech right after buying it. And making AI less willing to trade
with player in the following patch only made usage of this exploit almost
mandatory on the hardest level. I don't think that making tech price
dependent on # of races having it is the best plan. In some situations AI
may want to sell tech cheaper to balance other races war balance, or most
of the races may want to keep the tech from somebody else. I like one turn
delay idea more. It may also be more interesting to delay not the
consequent trade, but tech availability. So that the bough tech will become
available to the player only on the next turn.

Please don't feel I'm criticizing here. I would just feel silly repeating
"That's nice" and "I like this feature" dozens of times, so I've
concentrated on something which looked uncertain :)

Alex.
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Brad Wardell" <bwardell@stardock.com> writes:

> The final game is supposed to ship this upcoming February.

I won't preorder or whatever, but barring exceptional circumstances,
you can consider my copy sold.

Will there again be an option for online download-and-CD purchase?
That was something I liked with the first; I live in France, and
played GalCiv way before it was translated/imported - plus, I usually
like original versions better than translations (at least when the
original's in English).

--

Philippe Duchon (duchon@labri.fr)
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"alexti" <QQalextiQQ@videotron.few.useless.chars.ca> wrote in message
news:Xns96C7EE2E567BCsfjshTTalextiFJFsdsi@24.71.223.159...
> "Brad Wardell" <bwardell@stardock.com> wrote in
> news:RfCdneUOe8ViLobeRVn-iQ@comcast.com:
>
>> "mcv" <mcvmcv@xs4all.nl> wrote in message
>> news:431b6d70$0$11069$e4fe514c@news.xs4all.nl...
>>> Brad Wardell <bwardell@stardock.com> wrote:
>>>>
>>>> In Galactic Civilizations I, planets had planet classes from 1
>>>> through 26. People usually colonized planets of class 15 or better.
>>>>
>>>> On the planets, there would be a listbox of improvements players
>>>> could build on the planet. As a practical matter, players built
>>>> every improvement they could throughout the game. To decrease
>>>> micro-management, governors were made available where people coudl
>>>> queue up their construction but realistically it meant that all
>>>> planets were pretty much the same.
>>>
>>> Yes it did. I always try to differentiate a bit, simply because I like
>>> it and I think it's realistic, but in the long run they still ended up
>>> pretty much the same. So I'm really happy that planets will be a lot
>>> more specialised in GalCiv 2.
>>>
>>>> In Galactic Civilizations II planets look like this:
>>>> http://www.galciv2.com/screenshots/gc-sept05c.jpg
>>>>
>>>> Classes 1 through 26 are still there but now the class number
>>>> determines how many useable tiles there are on the planet. A typical
>>>> planet now is a class 8 planet -- 8 tiles. Players can queue up
>>>> what they want to build on a given planet. The player doesn't even
>>>> have to be notified on construction status if they don't want, a
>>>> green tile will appear on the main map letting you know when a given
>>>> planet has gone through its queue.
>>>
>>> So every planet has a custom build queue? That's great. Queues are
>>> good.
>>
>> Correct. They're different per planet since every planet is different.
>> If you get a planet with, for example, two tiles that have ancient
>> ruins on them that double research production IF you put a research lab
>> on the tile, then that's going to probably make the player more
>> inclined to put research labs there.
> How build queues would do with those special tiles? It would be nice to
> specify the building order (which can generally be derived from some
> template) and not having to take care of placing research lab on those
> tiles with ancient ruines. Basically, it there're some research facilities
> in the queue, it's nice for those ancient ruins to be held until the turn
> of research building comes

That's the thing, it's not like the build queues in GalCiv I. It's more
along the lines of Simcity zoning. You literally go to a planet and can
double click on a given improvement and it will build in the highlighted
tile. So the player can essentially zone out an entire planet in <5 seconds
once they're used to it.

Then, as better improvements come along (better factories or new wonders or
whatever) they can revisit the planet and modify as they so choose.

>>
>> By contrast, on another planet, you may only build farms to increase
>> population to get the tax revenue.
>>
>> In GalCiv I, you built 1 of each improvement. In GalCiv II, you can
>> build as many of the same improvement as you want, the limit is the #
>> of tiles.
> I like it. Btw, wasn't it optimal in GalCiv I to develop planets
> differently too? AFAIR, building every improvement on each planet was too
> costly and it wasn't paying off (at least on the hardest level).

Sure, but every planet was still basically the same. On every world, you
would always build the same several improvements, usually in the same order
because the only thing that made one planet different from another was its
planet class.

Now in GalCiv II, you may want your industrial world. You couldn't have
industrial worlds in GalCiv I since you could only build ONE of each type of
improvement.

>>
>>> But does this now replace the governor queues? Perhaps it would be
>>> useful if, on colonisation, you could asign the new colony one from a
>>> few standard queue templates (editable by the player?), and once
>>> you've thought a few turns about that planet's role in your empire,
>>> you can customise it. This would be very similar to the way queues
>>> work in Stars!.
>>
>> When you play it you'll see what I mean but it's a totally different
>> style. GalCiv I was like the Civilization style, GalCiv II planets are
>> more akin to Simcity or something. You literally start building your
>> planet any time you want, they don't even seem like queues when you're
>> playing.

> To me it sounds more similar to MOO 1, which is nice :)

It could be. I don't remember MOO 1 that well. But the idea is to make each
planet feel somewhat unique.

>
>> >But if each
>>> building has a tile asigned to it, automated queues may not work. In
>>> any case, the way you described it, it sounds very playable. (But keep
>>> in mind that first impressions can be deceptive, so keep the idea in
>>> the back of your mind in case players ever get tired of selecting the
>>> same standard build queue for each new colony.)
>>>
>>
>> Yea, originally we were going to have some sort of governor design your
>> planets for you. But once we got playing, it's so easy to just land on
>> a planet and in seconds design out how you want your planet to be used.

> Does it mean that you have to assign which building goes to which tile for
> every planet? So, for example, if you discovered a planet with 10 regular
> tiles and 2 tiles with ancient ruines what would be your step to schedule
> development of this planet? Ideally, I'd like to be able to use prepared
> templates and just say "develop this planet according to this plan" (and
> have plans persistent from game to game). I see some problems in this plan
> though. It's impractical to create templates for every combination of
> speciality and every possible number of tiles. So probably, I'd have
> "large
> research center" plan and "small research center" plan suitable for large
> and small planets respectively. But then, what should be done with
> remaining tiles (or building that don't fit). Truncating the tail of the
> queue may not be the best way. For example, my "small research center" may
> be 2 factories + 6 labs. In this order, because I want to build factories
> (or whatever accelerate construction) first so then labs will get built
> quicker. However, on the planets with 7 tiles, I don't waste tiles for 2
> factories, so I may want to have 1 factory dropped rather than a lab
> despite having that factory early in the queue. Another situation is that
> my preferred plan may actually be 2 factor + 6 labs, replace one factory
> with a lab, replace another factory with a lab. With all that plans start
> to look quite complicated. On a good side, created once those plans will
> get reused in many games. Such a feature may sound a bit too hardcore
> though...

Intiailly we were going to have general "zoning" managers. But then as we
got down to playing the game, managing a planet in GalCiv II is so much
easier than the first one that we decided not to go that route. The player
decides what's being built on each tile. However, we're only talking on
average 5 to 10 tiles per planet. And the UI has been optimized to make it
easier to crank those out (fire and forget).

As time goes on and we get more feedback, we can look at other things to add
in there to make personaliziation even easier.

>>
>>>
>>>>> You could asign
>>>>> different build queues to planets and had centralised sliders to
>>>>> divide between ships, buildings and research, but in the end you
>>>>> want some planets to build ships, and others to do the research or
>>>>> build wonders and trade goods, so every turn I'm fiddling with the
>>>>> centralised sliders and checking the effects on the individual
>>>>> planets in order to get the most out of it and not waste any
>>>>> production. (It also looks like unused production still costs money,
>>>>> but I never checked if that's really true.)
>>>>
>>>> Well one big difference off the bat is that in GalCiv II, if a planet
>>>> isn't producing anything, you aren't charged for its shields. So
>>>> players didn't get stuck having to play with the global sliders
>>>> constantly due to not wanting to spend money on things they aren't
>>>> using.
>>>
>>> Not having to pay for unused production capacity is great. But
>>> ofcourse that's not gonna stop me from trying to get the most out of
>>> my production capacity.
>>>
>>>> But this is a good point, it might be useful to make it so that
>>>> players could, to some degree, override the global sliders to have
>>>> some planets focus on different things (like ship production).
>>>>
>>>> Any suggestions on the best way to implement that UI-wise? I.e. don't
>>>> want to overcomplicate the UI but such a feature would be nice and
>>>> not terribly hard to implement.
>>>
>>> That's a good question. I don't know. Tweaking individual sliders for
>>> every single planet is way too much micromanagement, ofcourse. If you
>>> still have governors, you could tie the sliders to the governors, so
>>> you'd have shipbuilding governor that spends most on ships (and
>>> probably has manufacturing and shipyards in his build queue), and the
>>> research governor that lets his planets spend most on research (while
>>> building research labs, I suppose).
>>
>> Yea, of course then it puts too much in the hands of the computer IMO.
> Maybe allow to create limited number (limited to prevent micro-
> optimization-fest by creating a special profile for every planet) of
> spending profiles that have individual sliders? For example, military
> profile, research profile, cultural profile etc... Each planets can be
> assigned to a certain profile. With limited number of profiles it would be
> possible to put all of them on the same screen as well.

That is possible, but at that point, you really don't need a computer AI,
you could just integrate that into the UI which is something we're looking
at.
<snip>

>> Yea, there's a LOT of nasty stuff the AI could do. We'd monitor the
>> forums and some playe rwould come up with a really ruthless strategy
>> and think "Man, can you imagine if the AI did that?" and of course,
>> it's tempting since computers don't ever get "tired" of soemthing. Most
>> "cheese" tactics, for intance, involve some sort of exploit that's
>> repititious in nature.
>>
>> Imagine a computer AI that exploits its own game? lol
> I imagine that instead of coding AI to take advantage of some exploit it
> may be easier to close the exploit :) Personally, I'd prefer to have AI
> that plays as well as it can. When AI has big economic advantages the game
> seems to become much less flexible, because to overcome the disadvantage
> the player has to stick to a limited number of strategies AI can't cope
> well. Surely, AI will have some advantage due to number crunching, but
> with
> a good UI, it shouldn't be hard to keep that advantage relatively minimal
> in comparison to creative strategical decisions :)

It depends on the scale. For example, on a really large galaxy, the AI's
advantages grow significantly because it can simply keep track of things.

One of my disappointments in the AI in GalCiv I was the ship handling. It
was VERY difficult to keep the AI ships together. So sometimes, even at
higher levels, AI ships would attack piece meal instead of as a collected
force as they were supposed to. There were a lot of solutions for this but
all of them, on larger-sized galaxies especially, caused the game to slow
down too much as the AI kept having to pull its forces back together.

The fleets in GalCiv II help immensely along with the new battle system (3
types of attacks vs. 3 types of defenses).

>> So yea, we coudl make it so that the amount an AI player would want for
>> a given tech (or pay for) would be now based on the # of players who
>> have it. That really wouldn't be very hard to do. That's a good idea,
>> mcv.
> To me tech trading in GalCiv I felt kind of exploitive, because you could
> see the tech right after buying it. And making AI less willing to trade
> with player in the following patch only made usage of this exploit almost
> mandatory on the hardest level. I don't think that making tech price
> dependent on # of races having it is the best plan. In some situations AI
> may want to sell tech cheaper to balance other races war balance, or most
> of the races may want to keep the tech from somebody else. I like one turn
> delay idea more. It may also be more interesting to delay not the
> consequent trade, but tech availability. So that the bough tech will
> become
> available to the player only on the next turn.

I see what you're saying. So you think a solution might be to have
something that instead of buying a tech you actually get "info" on it that
gives you say, 75% of the research cost of the technology to be given to you
and the player has to say finalize the research? I.e. something liek that
anyway?

>
> Please don't feel I'm criticizing here. I would just feel silly repeating
> "That's nice" and "I like this feature" dozens of times, so I've
> concentrated on something which looked uncertain :)

Not at all, these are great suggestions!

Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II (http://www.galciv2.com)
Stardock Corp. http://www.stardock.com

>
> Alex.
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"Philippe Duchon" <duchon@labri.fr> wrote in message
news:ysyll2bde2e.fsf@brillant.labri.fr...
> "Brad Wardell" <bwardell@stardock.com> writes:
>
>> The final game is supposed to ship this upcoming February.
>
> I won't preorder or whatever, but barring exceptional circumstances,
> you can consider my copy sold.
>
> Will there again be an option for online download-and-CD purchase?
> That was something I liked with the first; I live in France, and
> played GalCiv way before it was translated/imported - plus, I usually
> like original versions better than translations (at least when the
> original's in English).

Yep. It'll be available for download same-day.

Brad

>
> --
>
> Philippe Duchon (duchon@labri.fr)
>
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

Brad Wardell <bwardell@stardock.com> wrote:
> "Michael Share" <mshare@midsouth.rr.com> wrote in message
> news:8rISe.68630$2Q3.56904@tornado.ohiordc.rr.com...
>> >But this is a good point, it might be useful to make it so >that players
>>>could, to some degree, override the global sliders to have >some planets
>>>focus on different things (like ship production).
>>
>>>Any suggestions on the best way to implement that UI->wise? I.e. don't
>>>want
>> overcomplicate the UI
>>
>> You could create a UI screen for each planet with the same sliders and a
>> global check box. If the global check box has a check in it (which should
>> be the default), the global settings are used and shown. If not, the
>> player
>> can set local settings which will be used instead.
>
> So you see this as a seperate screen then? I.e. the user would go to their
> planet screen and then click a button to go to a second screen to tweak
> that?

I think too many seperate screens would be a bad idea. That's also why
I prefer a simple choice between the global setting or 3 more specialised
build strategies. Sliders per planet gives more control, but it also
encourages micromanagement and either it clutters an existing screen, or
you get an extra screen that you need to visit regularly, even if just
to check what it was again that you were doing at that planet.

If you decide to implement sliders for each planet, I'd suggest you add
to the planet's main screen a small but clear representation of the slider
settings, and if you click on it, you get a popup where you can adjust
the sliders. I think something like that would work.


mcv.
--
"Serenity is a very personal work with political resonance and a
heartfelt message about the human condition and stuff blowing up.
'Cause let's face it, nobody cares about that 'human condition'
stuff... in fact if you notice it, try to keep it to yourself."
-- Joss Whedon on his new film
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

"mcv" <mcvmcv@xs4all.nl> wrote in message
news:431c5c31$0$11073$e4fe514c@news.xs4all.nl...
> Brad Wardell <bwardell@stardock.com> wrote:
>> "Michael Share" <mshare@midsouth.rr.com> wrote in message
>> news:8rISe.68630$2Q3.56904@tornado.ohiordc.rr.com...
>>> >But this is a good point, it might be useful to make it so >that
>>> >players
>>>>could, to some degree, override the global sliders to have >some planets
>>>>focus on different things (like ship production).
>>>
>>>>Any suggestions on the best way to implement that UI->wise? I.e. don't
>>>>want
>>> overcomplicate the UI
>>>
>>> You could create a UI screen for each planet with the same sliders and a
>>> global check box. If the global check box has a check in it (which
>>> should
>>> be the default), the global settings are used and shown. If not, the
>>> player
>>> can set local settings which will be used instead.
>>
>> So you see this as a seperate screen then? I.e. the user would go to
>> their
>> planet screen and then click a button to go to a second screen to tweak
>> that?
>
> I think too many seperate screens would be a bad idea. That's also why
> I prefer a simple choice between the global setting or 3 more specialised
> build strategies. Sliders per planet gives more control, but it also
> encourages micromanagement and either it clutters an existing screen, or
> you get an extra screen that you need to visit regularly, even if just
> to check what it was again that you were doing at that planet.
>
> If you decide to implement sliders for each planet, I'd suggest you add
> to the planet's main screen a small but clear representation of the slider
> settings, and if you click on it, you get a popup where you can adjust
> the sliders. I think something like that would work.

What do you think of the "emphasis" button instead? That way, you can have
different planets have different focuses without having another screen or
making an existing screen look complex?

BTW, I found a decent screenshot of the strategic mode. Strategic mode is
if you zoom out on the map, the game looks like a board game. It's not as
"pretty" but you could literally play the entire game zoomed out like this
as if you were a general moving pieces on a board.

http://www.galciv2.com/screenshots/beta3/Previe11.jpg

Brad
--
Brad Wardell
Project Manager: Galactic Civilizations II (http://www.galciv2.com)
Stardock Corp. http://www.stardock.com


>
>
> mcv.
> --
> "Serenity is a very personal work with political resonance and a
> heartfelt message about the human condition and stuff blowing up.
> 'Cause let's face it, nobody cares about that 'human condition'
> stuff... in fact if you notice it, try to keep it to yourself."
> -- Joss Whedon on his new film
 
G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)

Brad Wardell <bwardell@stardock.com> wrote:
> "mcv" <mcvmcv@xs4all.nl> wrote in message
> news:431c5c31$0$11073$e4fe514c@news.xs4all.nl...
>> Brad Wardell <bwardell@stardock.com> wrote:
>>> "Michael Share" <mshare@midsouth.rr.com> wrote in message
>>> news:8rISe.68630$2Q3.56904@tornado.ohiordc.rr.com...
>>>> >But this is a good point, it might be useful to make it so >that
>>>> >players
>>>>>could, to some degree, override the global sliders to have >some planets
>>>>>focus on different things (like ship production).
>>>>
>>>>>Any suggestions on the best way to implement that UI->wise? I.e. don't
>>>>>want
>>>> overcomplicate the UI
>>>>
>>>> You could create a UI screen for each planet with the same sliders and a
>>>> global check box. If the global check box has a check in it (which
>>>> should
>>>> be the default), the global settings are used and shown. If not, the
>>>> player
>>>> can set local settings which will be used instead.
>>>
>>> So you see this as a seperate screen then? I.e. the user would go to
>>> their
>>> planet screen and then click a button to go to a second screen to tweak
>>> that?
>>
>> I think too many seperate screens would be a bad idea. That's also why
>> I prefer a simple choice between the global setting or 3 more specialised
>> build strategies. Sliders per planet gives more control, but it also
>> encourages micromanagement and either it clutters an existing screen, or
>> you get an extra screen that you need to visit regularly, even if just
>> to check what it was again that you were doing at that planet.
>>
>> If you decide to implement sliders for each planet, I'd suggest you add
>> to the planet's main screen a small but clear representation of the slider
>> settings, and if you click on it, you get a popup where you can adjust
>> the sliders. I think something like that would work.
>
> What do you think of the "emphasis" button instead? That way, you can have
> different planets have different focuses without having another screen or
> making an existing screen look complex?

It's slightly less control, but a lot less micromanagement, so I think
that's better. Just a button for emphasis on ships, emphasis on buildings,
or emphasis on research. And if you don't want 100% spent on that category,
perhaps you could spend 50% on that category and the other 50% according
to the global settings, or something like that.

Also, I still like the icons idea, so planets with emphasis on something
are easily identified. That's a lot harder to do with sliders for each
planet.

> BTW, I found a decent screenshot of the strategic mode. Strategic mode is
> if you zoom out on the map, the game looks like a board game. It's not as
> "pretty" but you could literally play the entire game zoomed out like this
> as if you were a general moving pieces on a board.
>
> http://www.galciv2.com/screenshots/beta3/Previe11.jpg

Looks good. Perhaps I'm gonna use that too. In any case, the ability to
zoom out is really great. In GalCiv 1 I often wanted to see stuff that
was on or just beyond the edge of the screen, so I had to scroll all
over the place.


mcv.
--
"Serenity is a very personal work with political resonance and a
heartfelt message about the human condition and stuff blowing up.
'Cause let's face it, nobody cares about that 'human condition'
stuff... in fact if you notice it, try to keep it to yourself."
-- Joss Whedon on his new film