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

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Explore. Expand. Exploit. Exterminate.  This is where the term "4X" originates. 

The granddaddy of our genre is, of course, Sid Meier's Civilization. Where Sid Meier's Civilization leverages our common history from the dawn of agriculture to the moment we leave the Earth, Galactic Civilizations begins at the moment we leave our home world.

In Galactic Civilizations, players create their own histories.  Each game is a different possibility. 

When we released Galactic Civilizations III, we began taking notes on what players wanted to see in future updates or expansions to it.  Many of the features ended up in updates which culminated in the recently released 2.0.  Other features would take a great deal of time and thought to do. 

The biggest, most important features have come together in Galactic Civilizations III: Crusade.

Those features are:

  1. A Civilization Builder for creating and sharing full-fledged civilizations including ships, techs, custom diplomacy behaviors, etc.
  2. An economy based on citizenship that allowed players to macro or micro manage their civilizations based on their preferences in a way that didn't penalize either play style that eliminates sliders and dials.
  3. Espionage for spying and sabotaging your opponents.
  4. Interactive Invasions that make invading a planet a game unto itself.
  5. A better UX for managing large and small empires alike.

These aren't the only features in Crusade of course.  Far from it.  It doesn't even touch on the Crusade campaign, the new alien civilizations, the new graphics engine, the new resource system, the combat changes, the continued evolution of the AI (I am happy to say that the free update to GalCiv III in v2.0 now surpasses the AI in GalCiv II -- sorry it took so long, I'll be happy to discuss AI coding in another diary entry).

The Schedule

Each week between now and the release of Crusade, we will be posting Development Diary highlighting a major element of the expansion.  Here is a sneak preview of the first three:

 

CRUSADE DIARY 2: The Civilization Builder

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February 9, we will walk through how you can build your own civilization to play as or to play against including how to assign specific ships for different roles, share your creations, create diplomacy behavior and more.

 

CRUSADE DIARY 3: Galactic Citizens

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February 16, Take a tour of the all new citizen based economy. Gone are sliders and dials and in their place are your people.  Much strategy (and AI coding) goes around how to get the most out of your most valuable asset: Your people.

 

CRUSADE DIARY 4: Spies and Saboteurs

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February 23, The galaxy is a dangerous place.  One of the vocations your citizens can take is to be trained to be spies and sent on dangerous missions. We will walk you through how espionage works, its consequences and the importance of knowing who is doing what and when.

 

 

 

Lone Star

 

The Sabre

Civilization Builder

FAQ

Q: Will Crusade be a stand-alone expansion?

A: No.  It will be released as an add-on to Galactic Civilizations III (DLC).

Q: When will it be released?

A: Our target date is Spring.

Q: How much will it cost?

A: $19.99

Q: Will there be a public beta?

A: No.

Q: How will I be able to get it when released?

A: It'll be on Steam, GOG, direct and elsewhere as a DLC to Galactic Civilizations III.


Comments (Page 2)
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on Feb 02, 2017

jirkaesch

This look great. Isn't the price too low?

 

 

SILENCE!!!!!

on Feb 02, 2017

Any chance in the future of you releasing a tutorial, guide, or commentary on your experiences making the Ai for Gal Civ? As someone who wants to focus on Ai in far future projects I'd love to learn whatever you would be willing to share on developing Ai.

on Feb 03, 2017

Welp, I guess I'm going to be a out a good chunk of change a couple months down the line. 

Awesomeness, sir. I can hardly wait. There's just one thing I'd like to ask though.

February 9, we will walk through how you can build your own civilization to play as or to play against including how to assign specific ships for different roles, share your creations, create diplomacy behavior and more.

That's great and all that, but does that mean we'll be getting default ship designs that are assigned for their roles in this manner? Or some way of creating blueprints for this purpose?

on Feb 03, 2017

A long time ago someone suggested creating your own tech trees in the custom faction editor. I like that idea. I still like the idea of combined research. I mean multiple factions working together on the same tech. Maybe adding tech trees that can only be obtained this way. I would like to see all the points put together, and then average the number of ideology selections, so you are given your average choice instead of picking all three ideologies. Right now the only real ideology is pragmatic. Can we have better ideology names, like survival of the fittest, exploitive, religious, atheistic, kind, friendly, logical, environmental, and scientific.

on Feb 03, 2017

Frogboy

I'll be doing surgery on all of the AI including diplomacy.  Feel free to create a thread dedicated to that.

As some of you know, I eat up your saved games and feedback like candy.

 

Thanks Frogboy, AI is one thing, but I think the featuring itself should be revamped. Please see charon's post above, this is exactly it! 

on Feb 03, 2017

Questions.

 

Can we change the citizens purpose?

  • So lets say I assign a citizen to increasing Production (can I do that?) can I then later assign him to espionage?
  • Is there dedicated buildings increase citizens? i.e. is it taking away from other buildings?
  • Does each planet have it's own citizens or are they empire based?
  • If empire based how detailed assignments can there be? Assign to increase production on a single planet (a higher percentage) than increasing for the entire empire, etc.
  • can citizens die? (espionage)
  • can you assign a citizen to a shipyard to increase ship production. i.e. if I assign a citizen to shipyard I production 1/10 more a ship each round so after 10 rounds I would produce 1 extra ship. or if I assign 10 citizens to a shipyard it would produce 1 extra ship a round (assuming I have production to do that). obviously precentage could change.

 

Diplomacy questions? (didn't see a dedicated thread started yet)

  • Alliances? as mentioned would be nice to provide more support? 
    • Different types of alliances, trade alliance, military alliance, other?
    • It would be nice to be able to assign minor factions to a default alliance (group), so we can make pseudo sub-nations. This is because when picking races at start of game you can't group minor-alliances. i.e. would be cool to have a pirate alliance built of minor factions. On that note have a dedicated group # for pirates so possible to add a faction to the priates
    • Also when creating a faction give it a default group which if selected manually or randomly is set to that group (rather than no group). This should likely be a toggle feature (Keep default group) as some people may not want default grouping. Then factions like the Startrek and such can create federations, without having assign them each time.
    • Another nice feature this would provide, is say I say select random factions, 10 from group x, and 10 from group y, without having to manually pick them and/or assign them.

 

 

 

on Feb 03, 2017

Developers

It looks like a great expansion. Have i got it right that with the expansion it is 

possible to use all the great ship designs from the steam workshop ingame? That truly would be great!

Keep up the good work i look forward to the final result!

on Feb 03, 2017

Really looking forward to this!  What I most like about Stardock is how they keep developing GC, and not in trivial ways to be sure. 

on Feb 03, 2017

Also obviously the game is very far along so not much new will be added that wasn't originally planned. But here is hoping that the tech trees/techs will get a pass/added to. Playing with basically the same research grind for years is not as fun as getting new toys to play with in expansions.

Would love for them to be longer and have more cool uniqueish stuff, as much as galciv2 seemed grindy i liked how there was just more to tech up even if upgrades were minor.

 

 

And please even in Crusade or a DLC please give/sell us updated unique weapon/defense fx(esp at end game).  End game techs should feel more epic that just basically different colors of starter tier fx and more dmg.

 

 

Also OT but maybe someone can give me an idea of where to/how to mod this. Is there a way to make it so when you put a ton of lets say beam weapons on a hull to make it so every single one does not visually fire in the viewer? At end game it is kinda meh when your huge ships just fire all their weapons at the same time and 30+ different beams come out of the ship each round just looks meh.

My current fix is to make own component and just scale up the dmg, capacity and cost so it does the damage, cap and cost of lets say 30 of the item but just is 1 comp and thus only shoots once every X seconds. But it would be really nice if weapons scaled with hull size / capacity. So our end game doesn't look tacky with all the kinetic and beam weapon spam.

 

Anyways cannot wait for more info.

on Feb 03, 2017

Once again my faith in Stardock is rewarded.  If these changes are as good as they sound I think Gal Civ III may just have surpassed Gal Civ II.  Can't wait!  

on Feb 04, 2017

goxwerd

Also obviously the game is very far along so not much new will be added that wasn't originally planned. But here is hoping that the tech trees/techs will get a pass/added to. Playing with basically the same research grind for years is not as fun as getting new toys to play with in expansions.

Would love for them to be longer and have more cool uniqueish stuff, as much as galciv2 seemed grindy i liked how there was just more to tech up even if upgrades were minor.

They have stated in the latest dev stream that there will be changes to the tech tree.

Instead of 4 separate ones there will just a big one. 

And now the civilization traits determine what will be in the tech tree.

on Feb 04, 2017

Looking forward to this.

I haven't played as much GalCiv III as I would have liked, unfortunately. Hopefully with this expansion that will change.

on Feb 07, 2017

scifi1950

Once again my faith in Stardock is rewarded.  If these changes are as good as they sound I think Gal Civ III may just have surpassed Gal Civ II.  Can't wait!  

 

Indeed. Time to replace GalCiv2 with GalCiv3.

on Feb 08, 2017

Really can't wait for you guys to get your hands on this. I'm enjoying it as a psuedo-beta tester (sorry, not a public closed beta) and think it's really going to make this game significantly b better!

on Feb 08, 2017

DevildogFF

Really can't wait for you guys to get your hands on this. I'm enjoying it as a psuedo-beta tester (sorry, not a public closed beta) and think it's really going to make this game significantly b better!

Dude, you're so cruel! Especially to us Founders... The first part of your nick is very appropriate!

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