So this Spring will mark the one year anniversary of the release of Galactic Civilizations IV. And we have some really big plans for it. We've been working hard on a major revamp of the entire game.
Here are some of the areas we are making big changes:
This is only a small list of changes that we think players will really like. We're also doing things like adding a tutorial, improving the graphics further, making performance improvements, new map setup changes, etc. We'll have more news soon.
What changes would you like to see?
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Galactic Civilizations IV: Supernova Dev Journals
Dev Journal #56 - Ship Types
Dev Journal #55 - Ship Classes
Dev Journal #54 - Warlords Preview
Dev Journal #53 - Abilities & the Intueri
Dev Journal #52 - Moving People
Dev Journal #51 - Citizens in AlienGPT
Dev Journal #50 - Terran Tactics
Dev Journal #49 - Children of Altaria
Dev Journal #48 - Survivors of Elemental
Dev Journal #47 - The Exiles of Iconia
Dev Journal #46 - Expanding the Drengin Empire
Dev Journal #45 - The Torians' New Toys
Dev Journal #44 - New Improvements for the Arcean Republic
Dev Journal #43 - Diplomacy & Surrender
Dev Journal #42 - Spotlight on the Yor Singularity
Dev Journal #41 - Managing a Large Game
Dev Journal #40 - Return of the Korath
Dev Journal #39 - Fleet Management Tools
Dev Journal #38 - UI Updates in the v2.2 Ethnology Update
Dev Journal #37 - New Biomes in the v2.2 Ethnology Update
Dev Journal #36 - v2.2 Preview
Dev Journal #35 - The Juggernaut of Culture
Dev Journal #34 - v2.1 Genesis Update
Dev Journal #33 - Mod Manager
Dev Journal #32 - It's the Little Things...
Dev Journal #31 - The AI Strikes Back!
Dev Journal #30 - Ability Visibility
Dev Journal #29 - What’s New in Supernova
Dev Journal #28 - Replacing the Tech Victory in 4X
Dev Journal #27 - Localization
Dev Journal #26 - The Animals of AI
Dev Journal #25 - A Galaxy for Everyone
Dev Journal #24 - AIs Drinking Coffee on Planets
Dev Journal #23 - A Weekend of Polishing
Dev Journal #22 - Improving the Ship Design Screen
Dev Journal #21 - What to do about Space Bugs in Battle
Dev Journal #20 - How people use AlienGPT
Dev Journal #19 - Culture is your Civilization's Character
Dev Journal #18 - Should there be a campaign?
Dev Journal #17 - How much should you see?
Dev Journal #16 - The importance of onboarding
Dev Journal #15 - Thinking about planets
Dev Journal #14 - How many turns should that thing take?
Dev Journal #13 - GPT
Dev Journal #12 - Humanoids?
Dev Journal #11 - The AI Elephant in the Room
Dev Journal #10 - Little New Things
Dev Journal #9 - The FAQ
Dev Journal #8 - The Supernova Crisis
Dev Journal #7 - What's New in Supernova
Dev Journal #6 - Technology and Ideology Changes
Dev Journal #5 - The Planets are Liars
Dev Journal #4 - Event Updates
Dev Journal #3 - Battle Viewer And Ship Behavior Improvements
Dev Journal #2 - Updating Visuals
Dev Journal #1 - The 2023 plan
nice! and improve the custom race creator to support animated photos or gifs so you can create much better looking civz
With respect to the "Totally new combat system" I have the following suggestions:
The reason for #1 above is that, while I recognize that a certain amount of trial and error cannot be avoided when learning which weapons fit our preferred playing style, we should have the facts about each choice in hand as a starting point.
The reason for #2 and #3 above is that, when we review the "after action" reports on combat, we should be able to see that the results were "fair".
With respect to the "New ship design system" I have the following suggestions:
Yea, I think the fixed slot thing was an interesting, but failed, experiment. A carrier module's mass should be too big for a tiny hull.
With respect to the "New invasion system", I am very much in favor of having the new system determine whether or not a specific fleet can invade a specific planet by looking at the makeup of the fleet and the defenses of the planet. However, I would like for you to consider the following:
I also have suggestions related to a couple of really annoying quirks in the movement logic that I have posted about before and hope you are looking at.
Both of these quirks require me to zoom in to move where I want, then zoom back out. This is very annoying.
By the way, when I refer to the appearance of a ship when zoomed-in I mean something like this:
When I refer to the appearance of a ship when zoomed-out I mean something like this:
Both of those screen snapshots are of the same ship.
I think we'll see some QoL updates before the big expansion. We are hiring engineers and others as fast as we can this past year. It's been a manpower deficit (which is ironic since most of the engineers on GC4 are women).
I regret buying GalCiv4 at launch. I've barely played it because it's an Epic exclusive and the only reason I even have to have Epic installed on my hard drive. Now it's getting a "major revamp of the entire game." It just feels like a never ending beta test. GalCiv3 was much the same. GalCiv2 was amazing because it didn't fundamentally change any major aspects of the gameplay, but added incremental improvements and content through expansions. 4X games are complex and can require poring through the manual and develepor forums, reading online guides and watching let's play videos and tutorials just to understand basic concepts. Then a "major revamp" comes along and you have to re-learn everything.
I'll probably check the game out once GalCiv5 is announced. That way I'll know it's pretty much a finished game.
I think the issue is the nature of digital distribution. People now expect big updates between expansions and consider the game "abandoned". During GC2, it was basically just me doing the updates so the updates were obviously pretty small but that was for a game that was largely sold at retail.
I don't think many people will dislike the changes we're making to GC4. For example, the way sieges work are just frustrating at times and tedious. We're not getting rid of them but instead we'll be making it so that there's a minimum threshold between the colony (or capital world) ability of the attacker and the planet's defense before a siege is possible. And some of that is likely to show up as part of a free update.
If it weren't for the people who bought GC4 at launch, we wouldn't have their feedback to go on in improving the game. With GC2, we couldn't do much because you're talking about a retail game where people didn't expect any updates to the game after it is released.
Now, we can listen to your ideas, criticisms, suggestions and do something about it.
It may be of value to you to brainstorm the changes you are thinking about here on this forum before you start spending coder time on them. There have been a number of design flaws that made it into the game that I believe could have been avoided by letting some "fresh eyeballs" take a look at what you are thinking of doing.
I say this as a retired programmer who has made the humbling mistake of believing that I had thought of everything when I started coding only to have an end user point out an unintended side effect that I hadn't thought of.
It may be of value to you to brainstorm the changes you are thinking about here on this forum before you start spending coder time on them. There have been a number of design flaws that made it into the game that I believe could have been avoided by letting some "fresh eyeballs" take a look at what you are thinking of doing.I say this as a retired programmer who has made the humbling mistake of believing that I had thought of everything when I started coding only to have an end user point out an unintended side effect that I hadn't thought of.
Story of my life, my friend.
In my experience, the biggest issue comes down to people assuming that the thing they don't like is "obvious" and not reporting it.
For instance, we just released GC3 4.5 and that was the result of a months long thread on "what would you like improved" and incorporating a giant chunk of things from that thread in. Immediately following release we get a bunch of "why didn't you fix X,Y,Z" where none of those things were mentioned in that thread or any other discussion we could find.
GC4 itself was in beta for a long time and the things I find annoying (the sieges) didn't seem annoying until the AI got a lot better late in development.
Glad to hear we are moving away from the rock, papers, scissors combat. I really want to see this succeed.
I agree with PaulLach that the most important thing you can do is write detailed descriptions of how ship classes operate in combat, and make sure they act in that way as much as possible.
My suggestions for combat based on what you've written are:
1. Run hundreds of battles between single ship classes and/or fleet types to gather statistical data how well they perform against each other. Then share some of this data in developer logs, or in other places. The average player can't run thousands of battles, but if they can veiw statistical data, it will help inform their choices in game when choosing ships. You could even gather player data to see how players are using the combat system and make adjustments from there.
2. For me, Gal Civ is just as much about the customization tools, as it is the game. In Gal Civ, I can create any civilization I want found in media or of my own design. I really want ship classes to feel unique, whether that be through special abilities and\or how they function in combat.
An example of this is a class for high end fighters like the X-wing, Starfury, or Gunstar. While these ships are small and costly, they had higher survivability and firepower than their counterparts. This class would make building fighters late game viable, and help the faction feel more unique. The class would unlock late game, and/or only be available to certain factions.
Another example is a class solely focused on destroying fighters/bombers on that can act as crowd control for larger ships.
My other non-combat suggestion is the use of the A.I. generated images. I don't know if there's a way to give players access to a limited version of one to help us generate new alien races, but that would be an incredible addition for the race creator.
I noticed the A.I images you've been posting to Twitter. It's awesome to see how far A.I has come
I have played this game a lot since it came out and I would like to give you a different point of view:
Yes, GalCiv4 requires a large investment of time but, if you are looking for a game that you can play for a long, long time without getting bored, I believe it is an excellent choice.
Just one person's opinion.
Thanks and I agree. This is the way we get the kind of fleet combat we want. Getting away from ahem, "medium" hulls and instead into classes (Eventually, lots of classes) that have very specific behaviors (nothing fancy just very specific) will solve so many frustrations.
So let me use this opportunity to opine my thoughts on this: (and as a reminder you guys asked for this so if anything, I'm the victim here <g>)
Class / Tag
Hull Type to use under the covers
Rules
Unlocked by
Requirements
Colony
Cargo
Colony Module
1 Citizen
Survey
Medium
Survey Module
Probe
Tiny
Ignored by pirates, monsters
Constructor
Starbase Module
Starbases tech
Fighter
·
· Defense +300% when fighting Battleships, Dreadnoughts,
· Weapon range is +25% in
· Start with +1 defense.
· Target larger ships first (larger the ship the higher the priority)
· Tactical Move Speed N + 5
Destroyer
Small
· Attack + 200% when fighting fighter
· Weapon range is +33% in normal combat.
· Targets fighters first.
Space Doctrine
Cruiser
· Attack + 100% when fighting frigates
· Weapon range is 50% when in normal combat.
Orbital Manufacturing
Siege
· Increases fleet siege effectiveness by 25% (stacks).
· Weapon damage is 25% against other ships.
· Provides +3 to siege ability.
Invader
· Increases fleet siege effectiveness by 100%. Stacks.
· Provides + 10 to siege rating.
Planetary Invasion
Battleship
Large
Tactical Move Speed: N - 5
Capital Ships
Dreadnought
Huge
Tactical Move Speed: N - 10
Advanced Capital Ships
Gigantic
Removed distribute these to the huge class]
Freighter
Can create a trade route
Interstellar Trade
We'll be putting in additional types but you can look at the "rules" and as long as they are simple we can look at putting them in.
So excited for the changes Draginol ... 2023 can't come soon enough!
I've played through a couple of very long games, and love the experience so far ... I haven't got any good suggestions except for the fact that you could focus on trying to maintain the "fun factor" of the game by having more exciting and fun things to do, especially in the late game. Loving the music (especially the Star Control flavour music) but after countless hours it can be a little repetitive.
Is there any chance we will see GalCiv IV support for Nividia's GeForce NOW in 2023? My computer sucks, and I can't afford a new one. If I want to play great games, I have to stream them through GeForce Now. I can currently stream GalCiv III and other Stardock games linked to my Epic account on Geforce, just not IV. I would gladly buy GalCiv IV in the Epic Game Store at the full price if I could stream it through GeForce Now.
Document, document, document. As mentioned, you have a number of people prioritizing, coding, and testing and all the other stuff those tech wizards do. However, a document/wiki/web page/coded hologram explaining fully the all the changes goes a loooong way. No sense in making cool changes if the target audience doesn't understand. I've done enough of these to know they're tedious as haggling with Jawas but it'll help reduce follow up questions/explanations.
Love the game
Thanks and I totally agree. Any volunteers who want to put our documentation up on the Wiki or Confluence?
Looking at where fighters would target the largest ship first, but there's value in having your fighters take out their fighters first. What about adding an "order of battle" to the ship designer? E.G., you end up with fighters and attackers. You could also build Capital ships whose role is basically anti-fighter (The Imperial Lancer-class Frigate).
One thing that might actually both enhance and nerf the carriers: Don't make carriers build their own fighters. They can repair them, but new ones would have to be built and sent to the carriers. The enhancement is designing your own style of air wing (space wing?) and the nerf would be that a carrier that blows it's load in a single battle won't be immediately effective the next turn. Instead of using tiny hulls, a carrier fighter type could be created that is limited in range and dependent on larger ships to move anywhere......or just hard cap the range on tiny hulls?
Not no, but heck no on needing a Citizen for a survey ship.
Population comes much to slow as is.
Increase pop growth by 500% then we can revisit this conversation.
Already hate the Constructor for this very reason.
Looking at where fighters would target the largest ship first, but there's value in having your fighters take out their fighters first. What about adding an "order of battle" to the ship designer? E.G., you end up with fighters and attackers. You could also build Capital ships whose role is basically anti-fighter (The Imperial Lancer-class Frigate).One thing that might actually both enhance and nerf the carriers: Don't make carriers build their own fighters. They can repair them, but new ones would have to be built and sent to the carriers. The enhancement is designing your own style of air wing (space wing?) and the nerf would be that a carrier that blows it's load in a single battle won't be immediately effective the next turn. Instead of using tiny hulls, a carrier fighter type could be created that is limited in range and dependent on larger ships to move anywhere......or just hard cap the range on tiny hulls?
Also, IMHO the only realistic use for railguns as unless all combat is fought at less than a few light seconds they are going to be very inaccurate. Like rifles fired at supersonic fighter inaccurate. Rapid fire railguns fired at incoming missiles and eggshell fighter/bombers should hit 25% if not more of them per combat turn. Coupled with counter missiles and fast firing lasers and fighters get back to being what they would be in Space distractions.
Neither of those weapon types would stand a snowball's chance in Pheonix of surviving more than a pass or two.
I guess you can tell I would not lose a second of sleep if Railguns were taken of the Space Combat list, now for a target that moves in a predictable pattern at super slow speeds like a planet or Space Station.
I believe that, before you can talk about ships and their capabilities, you have to determine how combat works. The following are some basic factors that have to be decided on:
In short, there are a lot of decisions that need to be made about how combat works before you can start designing weapons and the ships that will carry those weapons.
That looks like a great start to ship classes Draginol. When you start running the simulations, I'm sure some numbers will change for balancing, but I like the overall ideas shown here.
Why do ships target things that they aren't strong against first? I.e. Fighters target larger ships first.
Thanks for listening to us, I really hope to see this work.
Other ship class ideas:
Interdictor-Large-Slows enemy fleets nearby
Superweapon- Huge- increased damage against larger enemy ship classes
Wraith\Shade\Predator- Medium\Small\tiny - Ships in these classes would be hidden on the main map if the fleet is made up only of these ships. They only show up if they are within 2 spaces from an enemy fleet. They deal increased damage to cargo hulls like freighters. They could even spawn behind the enemy fleet. These could be exclusive to certain races/ideologies.
Pathfinder- Medium/large - This ship has 200% range and increased movement, but lacks in mass compared to ships of similar size. Used for long range scout and warfare missions.
Skyguard - large - Dedicated to removing fighters, bombers, and other small craft, this ship has high fire rate, but low damage against anything larger.
Raptor- tiny - improved high end fighter that has more mass than it should, increased damage to tiny and small classes.
Heavy assault ship- small- Improves seige rating, weak against smaller ship classes
Raider/marauder/tracker - Large/medium/small - these ships have 1.5X the normal ship movement acting as hit and run to destroy enemy fleets, starbases, and shipyards. They do have reduced mass however. They have a negative siege rating to prevent them from conquering planets alone. When enemy ships are destroyed these ships give credits to their civ based on the ship sizes destroyed. Each class does better against a different ship sizes. This could be exclusive to Xeloxi, and other pirate races.
The possibilities are nearly endless if this is set up and balanced correctly.
I'm pretty sure they fixed that. I made sure they fixed it.
I happen to like the rock paper scissors system for weapons and defense that we had since GalCiv 2. I'm a little sad you are trying to replace it. However, I'll try to keep an open mind for the new system that develops.
Some thoughts.
I don't think you should allow one weapon type to get a range advantage and get to kill the enemy before they get to fire back. That just encourages stacking that weapon type. I'm a known offender.
Another factor to consider is whether all hull types or just some get a maintenance cost. It determines whether you can have an infinitely large navy. In GalCiv 3, tiny hulls and cargo hulls had no maintenance, so I would make large fleets of tiny hulls for combat, and use cargo hulls for carriers. GalCiv 4 increased it to cover small and medium hulls, so I favor medium hulls. In GalCiv 2, any hull that had weapons or constructor modules had maintenance, so there really wasn't any exploits for this. Mind you you had a lot more cash to throw around. It is quite common for the maintenance costs of your military to grow to 1000s of bc.
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