Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
We're spilling all the beans
Published on December 18, 2007 By Draginol In GalCiv Journals

Our story so far...

In Winter of 2007, Stardock released the first expansion pack to Galactic Civilizations II: Dread Lords (GalCiv II). This expansion pack was called Galactic Civilizations: Dark Avatar. It expanded the game play of GalCiv II by adding special planetary environments, asteroid fields, advanced espionage, user-designed opponents, more ship components, and much more.

Galactic Civilizations II: Dark Avatar went on to be one of the highest rated PC games of 2007 and was awarded "Best Expansion Pack" of 2007 by GameSpy (beating out such excellent expansion packs such as World of Warcraft: Burning Crusade, Civilization: Beyond the Sword, Company of Heroes: Opposing Fronts and many others.

How does Stardock top Dark Avatar?  The answer: Galactic Civilizations II: Twilight of the Arnor. The second and last expansion pack to Galactic Civilizations II.

The galaxy, as you know it, is gone

The galaxy is in turmoil. The evil Dread Lords play all sides against each other in an effort to grind down all opposition. But there is hope. The last of the Arnor have returned and have put their waning might behind a renegade Terran Alliance task force.

Preliminaries

Galactic Civilizations is a turn-based strategy game. Players choose a civilization to play as (or create their own), research new technologies, build planetary improvements on their worlds, design starships, conduct trade, fight wars, negotiate treaties, and attempt to reign supreme in a hostile galaxy.

Highlighted new features

Here are the key new features for Twilight of the Arnor:

  • Each major civilization now gets its own unique technology tree.  We don't mean that each civilization gets a few unique technologies. We mean that each civilization gets their own, technology tree.  Even on technologies that are common, the description text changes from civilization to civilization giving different insights into the back story of the civilization.
  • Terror Stars. Players can now build mobile bases of death that can destroy entire star systems!
  • Vastly more planetary improvements. There are probably more new planetary improvements in Twilight than there were total improvements in GalCiv II. These improvements greatly enhance gameplay and add new strategies to the game.
  • New types of ships.  Ships can enhance other ships in a fleet, behave differently when battles are fought in friendly territory, add more hit points to ships, and much more. It significantly alters the strategies available to players.
  • New Victory Condition: Ascension. Scattered across the galaxy are shards of the Precursors. Build (and defend) star bases on these special galactic resources and work towards ascension. Of course, other players may want to put a stop to your march to victory. This greatly changes the game dynamics since players can make a desperate gambit for victory but also can no longer turtle into a corner of the map and go for a technology victory so easily. Like other victory conditions, it can be enabled or disabled.
  • Map Editor. Now players can design their own maps. They can also be uploaded to GalCiv2.com and shared with others.
  • Scenario Editor. As configurable as a GalCiv game is, the scenario editor lets people tweak their start up options to incredible levels. They can even save them and share them with others.
  • Tech Tree Editor. Players can add their own technologies to the game and the computer players will even automatically use them intelligently.
  • Planetary Improvement Editor. Now players can create their own planetary improvements and like techs, the computer players will automatically use them intelligently.
  • Star Ship Component editor. New components for ships can now be created by players and like the others, automatically used by the computer players.
  • Updated Planetary Invasion Screen. The old ugly planetary invasion screen has been replaced with ad ynamic one that has state of the art graphics.
  • Metaverse On-Line Tournaments. Players can play a specific map with a specific scenario and compare their scores to others on-line to see how they match up.
  • New Galaxy Size: Immense. For players who want their epic games to last months
  • Massive graphics overhaul. Nearly all the graphics in the game have been re-designed. Moreover, they now use a fraction of the memory of the old ones. That's right, they look better and use in many cases 1/10th as much memory. Read this section to learn more on this as it's really cool.
  • Tons of new content. More race portraits, new ship parts, new civilization logos, extra planetary improvement images for use by players, and more.
  • Updated Sound Track. New background music and scoring helps keep the game fresh and new.
  • Updated Computer AI. Taking the feedback from players over the past year, the computer players will play more intelligently. That means at lower levels they'll play like "newbie" human players and at higher levels they will play more like expert human players (the goal isn't to make the game "harder" but rather more fun).
  • The New Campaign: Twilight of the Arnor. Discover the fate of the Dread Lords and the galaxy itself.

This doesn't count the hundreds of minor new features in the game based on implementing player feedback. The overall result is like having a whole new game.

Many reviews of Dark Avatar thought it could have practically been a sequel.  This is probably even more true of Twilight of the Arnor.

Unique Technology Trees

12 of them to be exact. There are 12 different technology trees in Twilight of the Arnor.  These aren't just technologies renamed. We went back and fleshed out every civilization in detail.  Below are some examples:

Here is the Terran Alliance tech tree which is the most similar to the GalCiv II default tech tree:

First thing to notice is that now you can see what a given technology gives you. The new improvement, ship part, ability, etc. is now displayed on the tree itself. If you mouse-over them, it will go into more detail.

Second, though this is only obvious if you've played GalCiv II before, the technologies are set up in a much more logical way than previously.

Nopw compare that to say the Iconian tech tree:

Xeno Communications and Universal Translators are still there.  And so are many other recognizable technologies. But huge swaths of these technologies are unique to the Iconians.  Each race has its own background, its own history. And to help explain this, civilizations have many background technologies that they come with that help explain a bit about them.

For example:

Right-clicking on any technology name now (another new feature) will bring up information on it. Players can read volumes of information and back story on each civilization in-game. Plus, they can see what technologies that brings.

Terror Stars

Terror Stars are an immensely expensive but incredibly powerful battle station that can stop the fusion reaction in a star. In doing so, all of the planets in a star system can be destroyed.  They are fairly fragile but great for civilizations who hold space superiority to make full use of it.



Terror Stars are not popular with the neighbors, however.

Planetary Improvements Galore

The magnitude of the fact that Twilight of the Arnor has 12 unique technology trees does not really hit home until you start playing and seeing all the planetary improvements.

Every single planetary improvement available in this screenshot is unique to this civilization. All of the planetary improvements except for the planetary capital and star port in the screenshot are unique to this civilization.  Also, notice how high quality the planetary improvements are. The star port in this screenshot is from Dark Avatar and is shown for comparison.  Players will immediately notice how many new and unique planetary improvements they have depending on which civilization they play. And these planetary improvements aren't simply new graphics and text for existing improvements. Each civilization has its own philosophy on how to get things done.


 

New Types of Ships

Another benefit of the unique technology trees are all the new unique ship modules. There are now modules that will speed up ships in a fleet, increase the damage fleets do, increase how much damage ships do in friendly territory, increase hit points (at great financial cost) on a ship.

Couple other notes about this screenshot. First, the extra components now are displayed together in a much better way.  Secondly, players can now assign parts to actually be animated on a ship (i.e. moving parts on the ship!).

Did we mention that all this comes with a reduced memory print over GalCiv II and GalCiv II: Dark Avatar?

New Victory Condition: Ascension

Previously, the technology victory in Galactic Civilizations has the player ascending to a higher level of being. This has been changed so that a technology victory has the player mastering the known dimensions and being able to develop weapons that affect space-time.

This paves the way for the new victory condition, ascension.  Players who capture and hold the ascension galactic resources eventually build up what are essentially victory points and win the game. Consider the game play ramifications of this. It may not always be a good idea to try to capture these ascension galactic resources unless you're prepared for other civilizations forcibly removing you from them (and vice versa).

 

The New Editors

Since Twilight of the Arnor is going to be our last expansion pack (we really enjoy making the expansion packs and they do sell well but we have to finish some major game projects going forward), we wanted to let players control the destiny of the game by creating a series of editors that will let them essentially create their own expansion packs.  Everything that one would imagine in a typical game expansion pack (i.e. new content) should be able to be made with these new editors.

 

New Invasion Screen

There's a reason why there are very few screenshots out there of the Invasion screen of Galactic Civilizations.  First, it causes nerve damage so there's a liability issue in showing what it looks like. Second..well it causes nerve damage.

The new one, by contrast shows, based on what improvements are on a given planet, what a planetary invasion would really mean:

 

Metaverse Tournaments

These could be described as specific scenarios for players to try out.  Many strategy games have this. GalCiv II lacked them until Twilight of the Arnor.  But to take it one step further, we let people record their scores on the Metaverse to see how well they do compared to others.  The game will ship with 3 with more released with official tournaments (with prizes and goodies to the winners) later.

 

Immense Sized Galaxies

The larger the galaxy, the more planets there are. The more planets, the longer a game takes.  Most strategy games, even turn-based ones, typically don't see games that end with players controlling more than a hundred or so cities, bases, worlds, stars, whatever.  Some players always want even more epic sized maps.  And thanks to the memory savings of the new graphics, we were able to add this new galaxy size.

Immense sized galaxies are a mile stone in epic strategy gaming. Each of the dots in that mini  map represents a star and around those stars are planets of which many may be colonized.

 

A Massive Graphics Overhaul

Improved graphics are nothing new in an expansion pack.  But the magnitude of the improvement using the same graphics engine we suspect may bring up discussion in the future.  For instance, consider this:

 


GalCiv II: Dark Avatar / Dread Lords


GalCiv II: Twilight of the Arnor

The difference in quality between the two is immense. It's almost the kind of before and after screenshot one expects when comparing a game console to a next-generation game console. Except that both models have the same number of polygons. The only real difference is the quality of the texture.

But wait, there's more -- the texture in Twilight of the Arnor uses less than 1/10th as much memory as the textures in Dark Avatar.  That's because in Dark Avatar (and the base GalCiv II) every ship had its own texture. To save memory, these textures were low resolution.  But in Twilight of the Arnor, all the ships of a given style share one very high resolution texture. And since each civilization's ships follow a particular visual theme, this provides some consistency.

Here's another example:

Bear in mind that the ship at the bottom here is sharing the same texture as the ship from the first example. But they share only parts of the same texture which allows them to look very unique even as they are very high resolution and use a lot less memory.

Another area are planetary improvements:

In Dark Avatar and before, the improvements were lower resolution. But now they are much higher resolution which makes them crisper, especially at higher resolutions. This will be important as players in the future play the game as higher resolutions. Nothing ages a game faster than dated graphics.

Then there's the planets themselves.

The top is an irradiated planet from GalCiv: Dark Avatar. The bottom is an irradiated planet in Twilight of the Arnor.  Oh, and the bottom uses a lot less memory and reduces the start-up time of a large-sized galaxy by up to 15 seconds on a typical system.  What the heck happened? A really really bad idea that seemed clever at the time. 

GalCiv II planets had randomly generated surfaces using fractals. Neat right? Every planet was different each game. The problem is, they were ugly and nobody really cared that they were truly unique since they were so ugly and increased the game load time. In Twilight of the Arnor, the planets have been created by artists but are still somewhat randomized to have some uniqueness. But there are so many of them that few people will notice repeats and they use about 1/3rd as much memory as the old system.

Here you see the Terran, Drengin, Arcean, and Yor home worlds from Dark Avatar.  Note how similar each world is (except for the humans who at least got their own Earth planet surface). See how their building options are all the same. Notice how similar the planets look.  Also notice that (ahem) the Yor, who are robots, have farms.

Below is from Twilight of the Arnor...

Two things to take away from the comparison. First, the planets don't just look a lot better, they are distinct per civilization.  Secondly, look at the planetary improvements each start out with. They're not just the same ones renamed with different graphics. They are genuinely different planetary improvements with significantly different capabilities. Each civilization is now truly different and looks great while at it.

 

The overall result is that Twilight of the Arnor just looks like a newer game. Even the game UI has been enhanced.

And so much more

The list of changes in Twilight of the Arnor would go on for pages and pages. Everything from interface tweaks to new game screens to the updated computer AI and so on.  The net result is that Twilight of the Arnor is arguably a complete re-imagining of what Galactic Civilizations II is. 

One might argue (correctly) that there are far more features in Twilight of the Arnor than are really necessary for a $29.95 expansion pack.  But we looked at this as our final opportunity to go and make significant changes to the game that will help ensure that the game continues to be fun for players for years to come. 

Getting Twilight of the Arnor

Galactic Civilizations II: Twilight of the Arnor requires that the first expansion pack (Dark Avatar) already be installed on the system in order to be played. 

Galactic Civilizations II: Twilight of the Arnor is $29.95 on its own. For players who only have Galactic Civilizations II: Dread Lords, an expansion bundle of $44.95 is available.

And for players who want it all, an Ultimate Bundle that includes it all will be available for $59.95.

GalCiv II is available at retail. Twilight of the Arnor will be available via TotalGaming.net.

All purchasing options are available here:  [Galactic Civilizations II shop]

 


Comments (Page 7)
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on Dec 21, 2007
This is INSANELY cool.






Question about Tech Tree editor:
Does it allow one to make COMPLETLY new tech trees or just edit the old ones?




You can make new tech trees from scratch.






You can also use it to edit the 12 existing ones.
on Dec 21, 2007
My one beef with the UI still exists, which is that the Turn button is too close to the mini-map. I don't know how many times I have accidentally ended a turn while trying to move my view to a spot on that edge of the map. But honestly, this is an extreme nitpick; the expansion looks awesome and I'll certainly play way too much of it.



Really? I'm not taking the mick here but I can honestly say I've never once clicked the End Turn button while trying to click on the mini map. Do you have a really dirty or broken mouse or something?

on Dec 21, 2007
i agree with some others have pointed out, TA will probly get expantion pack of the year. DA got like 4th and imho TA looks and plays 10 times better expantion better than DA was... SO good luck with that:D.... BTW just wanted to say i loved all the stuff Stardock has done with this game and i dont know what i am going to do when this is all done? Wait for Galactic Civilizations 3? Play alot of TA while waiting for the next big thing i guess GREAT WORK. guys..
on Dec 21, 2007
Okay ... so maybe my idea for the Terror Stars is half baked.

Anyway - I know we can make new tech trees. Does this also mean we can make new Planetary Wonders, Galactic Wonders and Trade Goods?

Dan
on Dec 21, 2007
Always good to see Stardock cranking out another solid expansion.
on Dec 21, 2007
OK, just downloaded Twilight of the Arnor. Played on IMMENSE as Terran for about 60 min. Then, switched into a new game with my personal favorite of Korath Clan for 15 min (you get the idea of the kind of game I like to play...).

I'll give you my first impressions. Now, this is from someone who has played GalCiv I, then II, then Dark Avatar (and also Civ I, II, III, and IV). That gives you the calibration of the kinds of games I like and the perspectives I bring. Basically, I like the strategy and the game plan. I couldn't care less about the graphics updates (...I'm still in love with MOO II and of course had my heart broken with MOO III).

Positive points: the wisdom here is what was already stated above that there are now 12 distinct races with 12 distinct tech trees, thereby offering up at least 12 distinct game plays. That's pretty cool and the major change. [Lots of other minor goodies, too, especially that given ships can have modules that have fleet wide effects such as offense and defense.]

Two negatives and I hope someone listens since we're still in beta on Twilight of Arnor and because I don't think I've posted to the forum in a couple of years since stumbling upon that irritating bug [later fixed!] that when the galatic council 'improved' freighter speed to 5 it actually cut back my souped up freighters of speed 12 back to 5...

Ok, the negatives (let's call them items for the suggestion box for the beta)---

1. This one can be fixed: I need a help screen or a page in the not-yet-present PDF manual that shows me all of these various techs of the different races. For example, it was pointed out above that slave pits are cheap to build and maintain but have an influence penalty. Factories are more expensive without that penalty. Marvelous. Love it. But I need to know it. That allows me to plan out my strategies and assess my enemies. I don't want to play all 12 races myself and make all of these notes; or rather find on-line someone else who has done it for me on the internet. I want it in the PDF manual or in the on-line help.

2. This one cannot be fixed: by giving each race a tech tree, you're pretty much forcing or influencing a strategy. I used to like to mix and match. For instance, it is going to be hard to turn Drengin into traders that can compete with the Korx. I like to have the ability to influence Destiny. I'm happy to start with Drengin behind on Korx, but like to think I can catch up if I want through appropriate effort and strategizing. With the new expansion, with the Drengin, I'm hard-wired to be behind the Korx in trade forever. I'm also hard-wired to be unable to have an influence victory since the requisite starbase modules are not in my tech tree. I'm essentially hard-wired to go for a conquest victory. Someone might say, "well, why did you choose Drengin if you didn't want to do it that way?" Well, Drengin have those nice extra fleets that popup whenever you get a war, and that can actually be a very useful defensive strategy for a great trader nation. Whatever, you know, I just like to have all of the options, and now I have fewer options. I could go back to Dark Avatar, of course.

OK, don't mean to be overly harsh with point #2. I mentioned the positives and also a point that can still be fixed in #1. Just giving my first 75 min impressions.

Stardock is a company that cares about its game. Kudos.

Good gaming to all!
on Dec 21, 2007
This will be shipping with a Tech Tree Editor.
on Dec 21, 2007
VERY NICE.

This is beyond anything I expected . Now this is very much a priority. After I buy presents for family members, I know where the rest of my holiday bonus pay is going.
on Dec 22, 2007

1. This one can be fixed: I need a help screen or a page in the not-yet-present PDF manual that shows me all of these various techs of the different races.
...
I don't want to play all 12 races myself and make all of these notes; or rather find on-line someone else who has done it for me on the internet. I want it in the PDF manual or in the on-line help.


I agree this would be nice to have. I think it would have to be programmed in the game itself and not an offline resource like a .pdf, so it would keep up with changes made as the game is patched.

Maybe at some point we could get "race tabs" on the tech window, for quickly swapping back and forth between our own, and other race tech trees (non-selectable, of course). That would solve the problem.

Meanwhile, what I've done is just save out a first-turn game for all the TA races. If I need to remember how a particular race's tech tree is set up for a trade deal or after capturing a planet, I quicksave the current game and load in that reference savegame. It's clumsy, but it works. And it does at least track the current status of the game. An offline file or manual wouldn't be guaranteed to be up-to-date and accurate.


2. This one cannot be fixed: by giving each race a tech tree, you're pretty much forcing or influencing a strategy.


That's a valid viewpoint, but for myself I don't see it as a problem. There may be a few "lock-outs" for certain strategies like influence victories for the Drengin, but do people really choose that race when they want an influence victory? Militaristic races tend to get their influence wins through conquest. And it's not a lock-out or forced play style with everything. I always try to set up trade routes early, for income to smooth out the economic recovery after colonization. I can do that with any race in TA. It's just that the Korx are better at it. Enough races have decent influence that you don't have to choose the Krynn if you want to try for an influence victory, and so on.

Just my opinion, but I think we gain in interest and variety, what we're losing by not being able to push our chosen civilization in any possible direction, on an even playing field with all other races. That even playing field got boring after a while (IMO).

Also, if I understand it correctly, the new TA editors will allow altering the existing race tech trees, as well as creating new ones from scratch for custom aliens. So if there's something you don't like about the current default race abilities, you'll be able to change it to your personal taste.
on Dec 22, 2007

This one cannot be fixed: by giving each race a tech tree, you're pretty much forcing or influencing a strategy. I used to like to mix and match. For instance, it is going to be hard to turn Drengin into traders that can compete with the Korx.

Why not simply create a custom civilization with the Drengin tech tree but the Korx super ability?

on Dec 22, 2007
!!!


This one cannot be fixed: by giving each race a tech tree, you're pretty much forcing or influencing a strategy. I used to like to mix and match. For instance, it is going to be hard to turn Drengin into traders that can compete with the Korx.


Why not simply create a custom civilization with the Drengin tech tree but the Korx super ability?



Ah the tunnel vision of the narrow mindedness Don`t take that the wrong way !!! i for one am as bad with this!
we have been giving the tools that well let us change this game in ways that well keep us playing for years!!!
not only well we be able to do our own Custom Race with it`s own Tech Tree we can mod all the rest of the Races Tech Trees too and there abilities. being able to mix and match how we want to!!!
we our limited by our own imagination if we get 2 or 3 modders to redone the whole game and have a few others to do maps and Scenarios we`ll be in this game for a long time!!
It`s good to see these tools coming out finally

so with that all said lets keep our Imagination open to any thing

Nasty
on Dec 23, 2007
we have been giving the tools that well let us change this game in ways that well keep us playing for years!!!
not only well we be able to do our own Custom Race with it`s own Tech Tree we can mod all the rest of the Races Tech Trees too and there abilities. being able to mix and match how we want to!!!


Absolutely. I've never tried to mod this game, because with the same underlying engine for all races, it seemed like just cosmetic changes. But if the editors are easy enough for an average player to use with these new tech trees, then I might try doing a custom set of races based on Niven's "Known Space" sci-fi series.

Some of the races already slot in with minimal changes -- Terrans as Humans, Drengin as Kzinti, Korx as Pierson's Puppeteers. Maybe Altarians as the Ringworld floating city/starfaring human species. The Drath have some behind-the-scenes manipulation abilities that would fit the Puppeteers too. Then maybe a ramped-up Terran race as the Pak Protectors, and a reworked Iconian tech tree for the Kdatlyno.

P.S. I'm just tossing this idea out there, and I'd be thrilled if someone else did this and offered a mod to the community, before I got around to it. But it's neat that TA allows this deeper level of customization.


on Dec 23, 2007
I'm planning on using the new death stars (let's just say what we all mean) to make race from chronicles of riddick movie. Hated the movie but the idea of nomadic sorched earth(s) policy seemed like a really great idea. Granted the support costs will be immense but in a big enough galaxy I could tear a path of desolation right through the galaxy without having to manage the puny slaves on all those useless planets. My biggest concern is finding a four headed ship design like the one in the movie.

I'm Also planning on trying to reacreate the delta quadrant from star trek voyager. Aquatic space anyone?
on Dec 23, 2007
IHTFP * 2

I Have To F*ing Play
I Have To F*ing Purchase

Oh, wait, I already did... well, come on, this applies to the others, too.
on Dec 23, 2007
Wow!!! Looks great, I havent played GCII in a while but this expansion will get me back playing again.
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