Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.

The expansion pack, GalCiv II: Twilight of the Arnor, will have unique technologies per civilization. This means full trees, not just a few special techs per civ.

Below are the general concepts for each.

 

Terran Alliance

The Terran Alliance will have more propulsion technologies than the other civilizations. Its weapons will be the most like the default tech tree. It will have a series of technologies called Stellar Defense which will enable it to be more effective in fighting within its own area. The Terran Alliance will also have additional diplomacy and economic technologies.

Drengin Empire

The Drengin will not have factory technologies. Its tech tree will be very different from the default one in that its technologies will tend to provide planetary improvements that have a significant drawback. For instance, the slave pit technologies will provide more production but will reduce the planet's influence.

Arcean Empire

The Arcean tech tree will tend to focus more on materials rather than industry and economics as we know it. Their technologies will tend to focus on making things cost less and be of higher quality.

Altarians

The Altarians will have a much smaller technology tree than the other civilizations but they will be much much more expensive.

Torians

The Torians will have technologies that tend to produce low quality but high quantity products. For instance, they will have military techs that are relatively easy to get and cost very little to manufacture but are not as effective.

Yor

The Yor won't have entertainment based technologies at all or any sort of farming technologies. Instead, the Yor will have energy production centers that increase the # of Yor units on a given world which can then be divided between production areas and research areas.

Korx

The Korx will have a lot more trade technologies than the other civilizations and gain a lot more benefit from them.

Drath

The Drath will, like the Altarians, have a much smaller technology tree that costs more but gives a lot more benefit. It will differ from the Altarians in that it will have more diplomacy and influence based technologies.

Korath

The Korath tree will be very similar to the Drengin except that they will have technologies that convert flesh into energy.

Thalan

The Thalan will have a very cool technology tree based on the concept of planetary improvements that do multiple things. Thalan buildings will cost more but they will be multi-functional. There won't be a specialized entertainment area or a specialized farm but instead be buildings that do both. Similarly, there won't be a research lab or a factory but instead be a "labor" area.

The Krynn

The Krynn will have the most alien of the technology trees (other than maybe the Yor). The Krynn are focused on the Jihad. As a result, their buildings are based on having maximum morale in order to always have maximum production levels and maximum taxation. They will have buildings and super projects that lower the cost of leasing units so that the Krynn buy things for the Jihad far more so than other civilizations and do so with relatively little penalty.


Comments (Page 1)
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on Sep 17, 2007
Sounds really great, this feature in particular is going to add a lot of flavor to the game. It's really going to give the game an even bigger sense of scale, very "galactic" . That and the even larger maps are really going to make for a truely interesting game. A player may not even explore the entire galaxy before a game is over, very realistic.

TA is looking really exciting to me .
on Sep 17, 2007
What about the Iconians

This sounds cool for sure though, will add a lot of variety!
on Sep 17, 2007
I assume that when creating a custom race you will be able to select one of these tech trees, or perhaps a generic one?
on Sep 17, 2007
I really hope you can steal other races' unique stuff. Like in all the Command & Conquer games, you can capture other races' buildings and steal their abilities.

P.S. What about that Terran technology that lets you put an impenetrable shield around Earth?
on Sep 17, 2007
Holy crap, I can't wait to see that in action. Also, yeah, what about the Iconians?
on Sep 17, 2007
what about custom races
on Sep 17, 2007
This is going to be soooo cool. The more unique tech trees (go Yor), along with the ship modules that allow you to have bonuses when in groups alone want me to get this (though I would love if there were other unique modules like a scanner or repair ships)

Edit
Will there also be some races that focus on having fewer more powerful ships that fight alone (better large hulls/strong weapons less logistics) and ones that will have more but weaker ships (better smaller hulls, weaker weapons but cheaper, larger ammount of logistics)? (And yes, I read that Arcean will have higher quality and Torians will have higher quanity)
on Sep 17, 2007
P.S. What about that Terran technology that lets you put an impenetrable shield around Earth?


the only problem with this shield is yes the bad guys can't get you. but then again you can't get the bad guys
on Sep 17, 2007
And that it wasn't really Terran in origin. Wasn't it an Arnor\Dread Lords technology?
on Sep 18, 2007
and what about tech trading? I do have some questions:

1- at first, I'll no idea what the Yor's "x" technology do if I don't have it in my tree (to check the info) ??;
2- by ignoring the behavior of the "x" technology, how can I evaluate it's value to me when offering something in exchange?;
3- if I do trade some techs, how the new techs will show in my tech tree if I don't have space for them?

The new trees look awesome! This will be very effective at making each civ unique and it will be really more believable! Good work people.
on Sep 18, 2007
Yor
The Yor won't have entertainment based technologies at all or any sort of farming technologies. Instead, the Yor will have energy production centers that increase the # of Yor units on a given world which can then be divided between production areas and research areas.


No morale buildings? Does this mean that morale will cease affecting the Yor completely? What I mean is, does high population no longer give a morale penalty? Does this mean that yellow resoures have no further value to the Yor (except to deny it to others)?

Drengin Empire
The Drengin will not have factory technologies. Its tech tree will be very different from the default one in that its technologies will tend to provide planetary improvements that have a significant drawback. For instance, the slave pit technologies will provide more production but will reduce the planet's influence.


I originally asked this question in a post I created, but it was largely ignored, so I'm asking it here.

What would happen if the Drengin became good? Normally, slavery is considered evil, which creates a problem for a civilization that recently converted from evil to good. Not having factory technoloies makes it difficult for the Drengin to make a complete change of ethics. So how are the Drengin going to function without the slave pits, or am I expecting too much of change of morality from them?
on Sep 18, 2007
Were the Iconians not included on purpose? Uh oh...
on Sep 18, 2007
Sounds like it will play like an entirely different game. Looking very interesting and fun.
on Sep 18, 2007

Iconians still being worked on.

Custom races will be able to choose which tech tree they want to use.

Drengin are evil.

Morale resources won't mean anything to the Yor. It will be very easy to get high morale with the Yor but they won't have any economic techs.  Certain tech trees will prohibit certain techs from being able to be traded.  The diplomacy screen will be updated to make it a lot easier to know what different techs do.

on Sep 18, 2007
Hi!
What I can say is just WOW!

I hope AIs will be able to use those new toys properly.

BR, Iztok
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