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.
Hhhhhhmmmmmmmmm I am kinda hungry... DONUT it is!!!
AWESOME news. I think I played GC3 to death.
Is there a time frame for possible release?
The galaxies are big I don’t know if adding depth is going to be manageable. The largest maps already stress some impressive systems. I don’t think adding another dimension should really be what they focus resources on.
Also I would be against wrap around galaxies. It doesn’t make sense for a logically not that a video game has too but I am opposed.
I am in favor of an extremely late game tech called worm hole founding technology that requires you to finish the entire tech tree with some stupid expensive research at the end that would let us build targeted worm holes so we can mop up large map games a little faster. I don’t want this to influence games unless the game is already over.
I don’t need to play an extra 180 turns once I’ve won. Yes I could turn on surrenders but damnit the Iconians surrendered to the Yor and I turned it off permanently after that.
Same thing happened to me. If GC4 has surrenders, don't let an AI surrender to another AI that it's not at war with.
So, I've been watching YouTube videos of ship combat from other 4X games, and they look suitably epic for space settings with massive fleets on both sides being visible in the same frame. By contrast, GalCiv3's battle viewer feels like it pales in comparison.
Part of it is because the battle viewer may have various camera options, but none that's centred around the midpoint of the ongoing battle at a 45° angle. The best you can do with it is the "Top Down" view - which makes both fleets look like pieces on a chess board more than anything - or the "Free" view, which is finicky to control at best.
For GC4, you guys should take a leaf from - yes, gonna have to go there - Stellaris. Take a look at this to see what I mean:
I know, the battle itself looks like a right tangled mess, but you gotta admit the angle of the camera is better than the one we currently get with GC3.
Hell, we don't even have to go that far afield; you can look closer to home, and take a leaf from Sins of a Solar Empire instead:
GC4 ship combat should hopefully look more similar to these.
On another note, please overhaul the entire Trade mechanic.
Currently in order to build a Trade route, I have to design and build a freighter ship that I would otherwise not have cause to build very often at all.
In fact, my freighter may not have enough range to get to the planet of the other race that I want to trade with. Which means I have to research Support modules and build Starbases to extend the range sufficiently such that my freighter can reach its destination.
Also, which planet in my empire should I build my freighter from, and which planet on the other side should I choose to send it to? It's not at all clear how the choice of one planet or another affects how much profit I can stand to make from the trade route.
Lastly, once the trade route is established, I get... what's practically peanuts compared with my other sources of income, such as Wealth buildings and (especially) Tourism.
It's a helluva lot of effort for not much in terms of payoff, is what I'm saying.
For GC4:
How about simplifying the whole thing by folding it into Diplomacy?
You could research a tech that allows you to set up a Trade Treaty with another race, much like the other types like Exploration, Non-aggression etc. etc.
Once you set up a Trade Treaty with another race, it could be represented by a trade route linking the Capitals of both races.
You could then make it such that freighters are automatically produced and controlled to move back and forth along the route, just like it worked in GC2.
Or to make it more interactive, you could allow players the option to build Freighters from any of their Shipyards, which would then automatically move along the trade route as well. How much you profit from the trade route is based on how many Freighters you can build and send on it, and it gives you a reason to build a Hypergate lane across the trade route so your Freighters can benefit from it as well.
It also gives more possible options on the Diplomacy front. For example, you could make Trade Sanctions a thing that players can use.
I almost never watch the battles. So I’m indifferent except the thought that updating and changing this will cost development time and then if implemented will consume PC resources.
I don’t think trade needs to be changed how it works. I think it works well. I wholeheartedly agree trade routes need to be readjusted their income is beyond pitiful normal trade routes shouldn’t be something you can just straight ignore with every empire. It should be a meaningful part of the game.
It would be nice if lifted a page from Civ and tell you how much each trade route would be worth although I not a programmer and I am aware there are a lot of possible trade routes so this might consume an over abundance of resources, there aren’t that many cities in civ. Maybe a tool that lets you get estimates for a trade route so you can get an idea before you send the freighter.
If this is about changing the battle viewer in GC3 to feature improved graphics, then sure, I'd agree. No point wasting development time updating GC3 any further at this point in time.
But we're talking about a brand new GC4 here. If you're making a brand new game, in a genre where there's now competition in the likes of Stellaris... well, it could help with the marketing, you know? Might as well take the chance to do it once, and get it right the first time.
Well about the battle viewer you picked two games that don’t really work. Call it what you want they are not turn based. You forgot distant worlds. Why is this important. When you simulate battles like in endless space you have to remake everything on screen. In a rts like scenario you don’t do that everything is just there. If you don’t simulate the battle everything is there. What is the difference between the two? Resources and time it takes longer to recreate the whole thing. Another problem I thought spins did better was made bigger fleets. what was never mentioned. I am more concerned about is the fact that in sins, stellaris, and I’m going to say it(now i by no means like this game, the forgot to make this into a game) spore had mor three dementional looking planets. Distant worlds did too, but it didn’t look that good. what I wouldn’t take from this is phase lanes, and rts. That would hurt the game. I’m not saying the battle viewer couldn’t be made better. What I’m saying is to be on par with a rts it would take longer to recreate the screen. I would compare less stelaris, and more endless space. Rts vs. turn based.
Now as far as trade goes. I think it that trade routes should be worth more money. Since I’ve been playing they are always the least amount of money you get from anything that you are trying to make more money. Maybe different kind of routes. When establishing a route I wish they could be faster..
here’s what is going to happen if f we try to just make trade routes more money, and that’s it. Anybody remember adjacencies, or trade. I do I’ve been here since Dark Avatar. Trade 1,000,000 credits per week. I liked the manufacturing in galactic civilizations two. Now let’s describe three in the beginning. Adjancies were introduced that enhanced the manufacturing above two. They kept lowering this to balance this, and the hey swapped hub bonuses for improvement bonuses. Adjancencies eventually were made pointless for improvements. my point is if They increase trade, they need to lower some other economic thing to balance it, so there won’t be a lot of complaints to change it. If there s they won’t stop when it’s balanced. They will keep going.
Trade certainly needs an overhaul. Tourism used to be really unbalanced (first not enough, then too much, now it is pretty ok) and I think that establishing trade routes should get the same sort of attention.
Good morning (for me) Brad,
I love a lot of these ideas, especially the 'sponsor' world idea. Have you thought (yet) about competing 'sponsor' mechanisms. Taking a page from from one of my favorite military sci-fi authors there might be several paths of sponsorship available to a world/child world.
I'd also love to see templates for planet development paths. The ship templates work so well for me in GC III that I rarely customize ships. But being able to define a template along the lines of 'build two of the best factories available, then build a market, then two of the best research generators, then a spaceport, etc.' would be really helpful.
Every culture has blind spots. It would be interesting if there were 'cultural' dead ends in the tech trees that pseudo-randomly developed. For example assume that in any particular game the Terrans never got the 'lightbulb' for hyperlanes. So they might acquire the base tech elsewhere, but perhaps they can never develop the downstream on their own, or maybe they can at an increased but depreciating penalty compared to other civs. But in another game the 'no hyperlane lightbulb' applies to all but one other civ. So hyperlanes have to be acquired via espionage or trade.And what if tech trees changed slightly from game to game in that a particular branch of technology might come from different parent(s)? If this was coupled with a 'fog-of-war' limiting the tech-tree view to maybe only the next level or two it would make research choices MUCH more critical and 'play these tech trees to win the game' strategies nearly obsolete.
It seems like it could also be entertaining if there were some direct cultural/approval ramifications to entire paths of research such as we see regarding stem cell research, animal testing, fission power, or biowarfare. Simply funding R&D in that path might impact approval negatively (or positively).
Gal Civ is a strategic Turn based game.
Xcom & Xcom2 are tactical turn based games.
Why cant we have both? Big map, Civ 6 like galactic empire building.
Got a fleet battle? Go to the Xcom viewer and position your ships according to Xcom like rules and ships have specific roles and flavor. Battle it out. Positioning and tech/equipment can make the difference. Granted Xcom is more narrow in what you can bring to the table.
Well I would be ok with make my tactical battles an option. i never thought research paths failed. It wasn’t a good idea to l t you research every path in the beta, and then take it away. A path needs to be a path, not a tech. If you choose a path it doesn’t recombine like it never happened.
still a fan of civ four style civics we could have tech paths. There would end up being 25+ options instead of three. this time let’s have more than three ideologies. This looks to much like alignments. Even civilization had five. Let’s name them better than what still sounds like good vs evil. still liked my idea about civs combining research. I like the idea of different civilizations having different play styles. Galactic civilization 2 had an editor in the ultimate let’s make a better one.
Hey I’m f there was some way for you to hire me. I would need training.
I'm not sure if this has been asked somewhere else, but will we have an opportunity to buy a Founder's package similar to what we did in the beginning of GalCivIII? I'd be interested in one.
Typically Stardock offers this option with their games. Unless something has changed which I have not seen. This is one reason I love Stardock, no nickel and diming option.
Your best bet right now is the flgold edition.
Is the founder's option worth it, in terms of ROI? Or is it more of a "Here's a donation, and I get some cool goodies back"?
Very much worth it. For one payment, which, if it's like the Founder Edition of Galactic Civilizations III, will be $100.00USD, you get access from Day 1, all DLCs and all Expansions. You also got to name a star (which explains all the non Sci-fi or Scientific or Serious star names out there!) and some cool art and founders-only cool looking goodies.
One Large Word Of Warning: If you invest in the Founders Edition, you will have an Alpha game, which Stardock went out of their way to tell us Founders would not be fun for a while. Some Founders ignored this message, which would show up on the GalCivIII Alpha Load Screen and so was kind of hard to ignore. So they'd get upset about the lack of wild fun to be had. Some even asked for refunds. I don't know if that ended well...
You trade your fun for making suggestions as to further refinements, improvement, nerfs, removals etc etc. Obviously, you aren't going to end up with a game entirely made how you'd like it as there's a lot of people's different/clashing ideas to take into account (as well as Stardock's own plans/wishes, natch!), but for all that, I really think being a Founder for III was well worth it.
Getting all of the expansions and DLC's make it worth it. let's say you purchase the game at release on sale for $39.99/you then purchase 3 expansions at 19.99 ea, and say 6 DLC's for 9.99 ea, that is already $159.89. Easily got your money's worth purchasing the $100 founders edition, and that's if you just wait to play the game at release.
I personally like having the input, naming a star, being included in the credits, and all of the other stuff.
The last two post said it right. What’s ROI. I very satisfactorily got the game I visualized that galactic could be.
For GC4. Besides the obvious, space battles, invasions, better graphics etc. Two more things hope GC4 improves upon. Game doesn't gets boring once you gain upper hand (mop up of remaining civs). Increasing difficulty levels doesn't just gives AI start ahead of the player.
I love Founder's Editions but there probably won't be one for GC4. We might do something after release where people can get a lifetime upgrade so they get everything we plan to make.
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