Sandbox 4X games generally lack a campaign, but that changed with GalCiv III, which introduced one. Over the past 30 years, a wealth of lore has been created for the GalCiv universe. I started writing the lore that would come to be used for GalCiv when I was in college which is when I wrote the first game.
The question remains: should we include a campaign in the base game or offer it as DLC?
Each GalCiv game has been guided by a central theme, inspired by a backstory that dates back to my college days. Here's a recap:
Long ago, the universe was guarded by beings known as Mithrilar. One Mithrilar, Draginol, was malevolent and twisted, having originated from another universe. The Mithrilar created various beings to aid them, including the Arnor in the Milky Way galaxy. Tasked with guiding sentient races to the stars, the Arnor aimed to prevent any one race from dominating the rest.
The first race to reach the stars was the Iconians. The Arnor fiercely debated how to prevent them from becoming too powerful, leading to a civil war. The losing side, called the Dreadlords, was banished to a pocket universe.
During the war, the Iconians built sentient machines that eventually overthrew them, becoming known as the Yor. Lacking faster-than-light (FTL) travel, the Yor fled to a new world but suffered a significant technological setback, restarting as a pre-industrial civilization.
With the Arnor mysteriously gone, their artifacts, junk, and devices were scattered across the galaxy, and their knowledge faded into obscurity. They became known as the Precursors.
The first races to expand into space were the Drengin and the Arceans. Both races independently constructed Stargates to enable travel at 100x the speed of light. The Drengin discovered and enslaved the minor race of Torians, while the Arceans found humans.
The Arceans had towed a Stargate towards Earth for millennia. By the time they arrived, humans had advanced technologically, populating the solar system with robotic vessels and nuclear weapons. Humans studied the Stargate and developed a portable version called Hyperdrive. Fearing monopoly abuse, human activists shared Hyperdrive technology with other alien species, sparking a great space race.
The stories of the Dread Lords, Crusade, and more are detailed elsewhere. As GalCiv IV: Supernova begins, the Drengin Empire is confined to their home system, monitored by the "benevolent" Terran Alliance.
Fortuitously for the Drengin, they discover a crashed ship belonging to a species called The Navigators. The ship holds technology capable of teleporting to other parts of the galaxy using subspace streams...
Now, it’s easy to just say “Oh yea let’s have a campaign” but we only have finite resources. So if we make a campaign for the 1.0 version of Supernova that means other parts of the game won’t get as many features.
So the question is, should we do this as part of the release of Supernova or save it for a DLC?
______________________________________________________
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
Easy one for me, I rarely if ever play campaigns, so save it for a DLC.
Standalone DLC after Supernova is released.
Well, I usually like campaigns, however, to be honest, they always felt like an after thought in GC, and suffered from lots of issues because the base game changed a lot. I'd also vote for DLC, but if you do it, please make it better than you've done in the past. Besides random bugs, the pacing always felt off to me. But maybe that's because I suck lol.
That's a hard one to answer.
As a veteran, I'd say it would be much better to focus on the base game now and get it all fleshed out. Furthermore, it will be much easier to make a DLC campaign interesting while using the various game systems, with these systems in place and working as expected.
Looking at this from a new player perspective, a campaign could be a great way to get exposed to the game and learn the basic gameplay elements. Maybe a compromise for Supernova release would be to put in place a sort of Tutorial map, a pre-generated map with a fixed difficulty, starting point, starting civ, etc. with a lot of guidance along the way to get new players going ?
Make it a DLC, you guys need to get paid. I want to make sure you guys stay in business 😁
Focus on the game mechanics... there's time for a good story later
No. Campaigns in 4x games generally don't work very well conceptually, and GalCiv3 proved that.
I've said it before, and I'll keep saying it: I really think the lore for the GalCiv universe should be worked into the sandbox campaign (via locations, events, missions, etc.). Both Stellaris and the Total Warhammer series have shown it can be done (and how).
No way. I never play campaigns in any 4X game. I love the GalCiv lore, but I'd rather the games story emerge from my playthroughs.
On a side note, an GalCiv animated movie would be really neat!
DLC Please!
DLC. Look at the latest Spellforce. While people love the mechanics, it got dinged due to the requirements to play through the story each game. You can only play through that particular story so often, no matter how good the mechanics are.
With a campaign, a subset of maps and rules that you can curate to ensure a good experience throughout your constant mechanical upgrades, you could provide a nice glimpse into the story that sadly tends to disappear during the actual gameplay. Look at your timeline with the current Drengin start. They don't have their race embargoed. They don't have Subspace Scanning or Streaming. They have no real tie to the narrative you've built. Same with the Thalan in Galciv 2 and 3 in a standard game.
After you have the game mechanics, pacing, events, AI and other features in place, you'll have the foundation to build better scripted scenarios and campaigns.
DLC for me. Campaigns are not a high priority for me I'm 4x games. I'm all about the sandbox.
I think instead of a campaign like the old games had there should be a large premade "canon" map that basically "the story so far." So you would have things like the drengin starting with kona occupied but a bunch of planets in another sector that no one besides the navigators has mapped out, various factions starting with certain traditions already unlocked, maybe a war already in progress, ect. Then each faction would have its own objectives they can complete to earn prestige and advance the story in whatever way you want to advance it. Basically what paradox does with a lot of their games but more organic and possibly assisted by aliengpt.
I think ck2/3 is a better example, stellaris kind of railroads you with event chains, ck2 had a lot more isolated events that could create a "greater than the sum of its parts" story.
I'm personally not for a campaign.
I would much rather see focus put towards the sandbox aspects such as adding new features that improve that.
I do love the lore of the game and I want to see more lore, but a campaign creates a forced storyline where what will happen has pretty much been layed out, I just have to follow along.
I would rather see story elements added to sandbox mode instead. (I would expect these to be DLC with maybe a new race or two with new ship parts)
Three ways I can think to do this are war goals, fleet admirals, and expansive galactic events.
I discussed war goals with you in the past, but when you start a war you get a random set of goals. These could be:
- Capture a the capital of the enemy civ
- Kill enemy Admiral X
- Destroy X enemy ships (X is based on the number of ships they have at the start of the war)
Fleet Admiral are leaders that can be assigned to a warship. They could give bonuses to their fleet and ship as well as an A.I. generated name for both. The A.I. would actively attempt to keep this fleet a doomstack.
If the fleet is destroyed the Admiral is killed and the player must wait X turns before assigning a new one.
I would recommend replacing campaigns with Expansive Galactic Events
Expansive galactic events could be multi part events that occur over the course of a game for example:
Return of the Dread Lords
First Event: Advance Scouts (Occurs early in the game)
Spawns a couple hostile fleets made up of a few fighters and one frigate in every sector. These fighters and frigates have the highest tier weapons and defenses that don't use special resources.
Second Event: Testing Defenses (Occurs when players have researched most mid level tech)
Spawns a couple of hostile fleets consisting of mostly of medium and small ships with one large ship in each fleet. These ships are decked out with the best non special weapons and defenses) These fleets attack shipyards and enemy fleets.
Finale: Revenge of the Dreadlords (Occurs when terror stars are unlocked)
Spawns a Terror Star protected by fully stocked mixed fleets of all types of ships in each sector. Ships utilize the best special weapons and defenses in the game. The goal of these fleets is to wipe out all life in the galaxy.
If you did do something like expansive galactic events I would like them to be game altering events that leave the player scrambling to respond. I would prefer they be near unstoppable events that rip through the galaxy putting the player on their back foot as they try and make a comeback.
You could add a slider to the game setup screen that allows the player to set the severity of these events from minor catastrophe to apocalyptic cataclysm.
There are so many unique events you could make that would give the flavor of a campaign while still improving the sandbox mode as well
First of all, I thought you said GalCiv IV was going to abandon the campaign concept all together and tell mini-stories thru game events itself. Those would initially be simple but more complex campaigh-ish ones would eventually be introduced.
Second, if you do make a campaign, please devote more resources to the ending. I actually completed all of the Gal Civ III campaigns and they were very enjoyable but the ending of the Retribution campaign was the most anti-climatic letdown I've ever seen in a campaign game ever.
I would say to leave the campaign for a DLC.
Like others, I rarely play campaigns or story scenarios in 4X games. Events, Lore snippets, etc, should emerge as you play. A 4X playthrough is, in fact, a story in itself. If you add enough storytelling content that can make interesting stories (You are already using AI to generate art, perhaps it can be harnessed to create coherent variable stories too?) each playthrough will be an interesting ‘campaign’ automatically.
This, of course, means that you -as devs- do not directly control which stories will be told and therefore a canon is hard to establish, but on the scale of Gal Civ you guys could still have a broad timeline with lore, while the game will tell countless of stories within that broad range of the timeline you guys directly control.
Well, if you gotta, I'd recommend DLC for a campaign.
All of my GalCiv experiences over the years have been nothing but sandbox.
I will gladly buy it as a dlc as I have bought all the dlc for 3 to date and will do the same for 4. It comes out I want it just to expand my favorite 4x game series.
No.
Add story elements to the sandbox ala AlphaCentauri.
I agree, story elements or big events in the game, campaign isn't needed.
I would rather see story elements woven into the sandbox rather than having a bespoke campaign. Give us a chain event to uncover an Arnor ship or a leader, give us an endgame crisis with Dread Lords. Let us uncover the secrets of the universe when we scan anomalies. Give us objectives which when completed uplift minor races to major in the next sandbox we play. I would much rather see you guys focusing on polishing the sandbox than wasting time for a multi mission campaign.
I reckon you should include campaign in the base game, and try to make it good - rich with lore!
This will no doubt help fuel sales for the game as some people are really into the lore / story and less into the actual game play.
IMO this is a really weird question to ask during an Early Access. Game as it currently is lacks a lot of polish, content, and many promised features aren't working or implemented. If the choice is between finishing the game or having a campaign, then yeah, please finish your Early Access game.
There are many great features available to you once you register, including:
Sign in or Create Account