Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Wah, the difference between ideas and reality
Published on May 18, 2006 By Draginol In GalCiv Journals

I blew most of my writing wad writing this article on Windows Vista today.

Yesterday I did a lengthy audio interview with Apolyton.net. We touched on what features we had to cut out of the game that we wanted to have in there.

Two of the features I wanted in were asteroid fields and dedicated legions of troops.  The dedicated legions of troops involved having to raise armies. In this way, your planets would be populated by different aliens and that their approval and productivity would be based on different races and how you were getting along with any major civilization led by that race.  There was a bit involved in it but I would have enjoyed seeing scenarios where players might be governing a planet full of Drengin or wanting to populate a planet with Yor because they were more productive or moving Torians around because they had a higher population growth.

But like many features, it boils down to balancing and making sure the computer players can make use of those features. It's something that comes up time and time again -- features are easy, putting together AI that effectively uses it is hard.

As I joked on the podcast (Which we'll announce when it's public), every critic who posts always starts out with "I've been a programmer for 20 years.." and then launches in to how easy such and such would be to code.  Look at how obnoxious it's proven to get the AI to build improvements on its planet effectively. You'd think that would be trivial to get right. I know I thought it would be. And when I play the game, the AI always uses its planets seemingly with perfection. Yet I'll see a screenshot of someone who has gotten a planet where the AI built nothing but entertainment centers or embassies. How the heck did that happen?  Like I said, features are easy, making a smart AI to use those features is not.

That's one of the reasons the asteroid fields weren't put in too.  How do you balance them? How do you get the AI to mine them effectively versus building starbases versus making freighters versus making defenders versus building fighters versus building ships to escort.  And people think tactical battles would be great.  Sure, it would take a few hours to program in tactical battles but a good month or two to get a solid computer AI to use them well (that is, once we added in features to make tactical battles worthwhile in the form of other types of modules such as ranged weapons, battle engines, tractor beams, etc.).

Many of those things are the kind of thing that would possibly be held over for some future sequel. We'll have a better idea based on the sales of the expansion pack. The general line of thinking is that expansion packs do around 20% of the sales of the original game. And that expansion packs are typically half the price of the original game.  So you're talking (at best) 1/10th the revenue of the original game which means 1/10th the budget of the original game.  In our case we are currently planning on making it a digital release (download only) since digital sales of the game have been so strong. But there is also some talk about maybe having it available at a single retailer.  What we don't want to do is have a scenario where a retailer is bumping GalCiv II off the shelves to put up the expansion.  We'll see.

 


Comments (Page 2)
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on May 22, 2006
That idea about having different aliens on your planets and moving them around and colonizing planets with the right combination of races for racial bonuses. (Put the smarties on science outposts, the horny aliens on new worlds to breed fast.) Is AWESOME. I wish we got that, eventually. I know, I know what you just said...still...awesome sounding features.
on May 23, 2006
Like I said, features are easy, making a smart AI to use those features is not.


Speaking as a non-programmer, thank you for making that point. I'd never thought about it quite that way.

on May 23, 2006
The idea of alien population be disparate (not homogeneous, like the one we actually have) would add a lot more realism to the game, for sure!

No longer will we kill every single children of a population when invading..
on May 26, 2006
About asteroid fields: in reallife, these things are not like in the movies. If they were, the astroids would crash into each other so often that the belt would thin out quickly. In our asteroid belt, for example, if NASA wants to see an asteroid, they have to carefully guide a probe, or they'll miss it entirely. Asteroids are small targets, after all, and space is unimaginable huge.

To make things more interesting, you could have dense asteroid fields in young solar systems. Such systems would
a) Have zero habital planets (The system is too young to develope such planets. Also, see below)
The inner Solar system should have only one or two firey uninhabital planets, and filled with asteroids.
c) Be very dangerous because of the asteroid fields (There has not been a chance for the field to thin itself out, and it will not do so within the time span of the game)
d) To make it worth the effort, put resources in a few of these.

Also, you could put the resources on asteroids (Both young, dense fields and old, thin fields), so there is a reason of why those resources are out in space.

I just wanted to correct an common misconception, and give a way reality can be twisted to your advantage, if you chose to do so. It is up to you to decide how good/bad/undoable my idea is.
on Jun 19, 2006
I realize this is way too late, but Download Only = I Won't Buy. Yeah, your digital sales were strong, but that's from Captain Pimply Of The Starship Megageek. Same people that bought the game because of the lack of copy protection.

How are you going to cater to the rest of us?
on Jun 19, 2006
There is some legitimacy to that argument; I've called Electronic Boutique and asked if they have this-or-that title in before. They have a better selection than Fred Meyers. (Seattle)

But then, how much does it cost to get the game on their shelf? Comission cover art, a print shop, burning cds, packaging, shipping to the various locations, and shelf space (is that a rental? per-box fee?).

That's a lot of mouths to feed, and I've probably missed a few.

on Jul 14, 2006
I'd love to see tactical battles. But point well taken vis a vis effective AI.
on Jul 19, 2006
Re Asteroids:

Have you read Swarm by Bruce Sterling? It's one of the short stories from his Shaper/Mech setting; you can read them all in Schizmatrix Plus - highly recommended!
on Jul 19, 2006
IE the ctrl + N issue, or the CTD when retiring on first turn LOL Not something ever envisioned in testing.
Not being rude to the person who found it (thanks ) but who in their right mind retires on the first turn??


Hehe reading that reminded me of the kid from the movie Warlock:
Hey, you can't punt on first down. No one punts on first down, not even Tampa Bay!

These features to be added in the expansion pack or are they being pushed back to GalCiv3? While I think they are both great ideas I would love to see well implimented, if they are for the sequel I would rather have tactical combat given first priority.

on Jul 19, 2006
I realize this is way too late, but Download Only = I Won't Buy. Yeah, your digital sales were strong, but that's from Captain Pimply Of The Starship Megageek. Same people that bought the game because of the lack of copy protection.

A disc by mail is expected to be an option as well, though it won't be a full retail box. It'll still most very likely require online activation just like the download version and 1.2+ of vanilla GC2 does, though.
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