Dev Stream (Friday, October 31st) at 3pm EST, Noon Pacific

We'll be having our next Galactic Civilizations III dev livestream on Friday, October 31st at 3pm EST.  We'll be taking your questions, so be sure to leave any questions you have in the comments below and we'll try to get them answered.

Come on over to our Stardock Twitch channel and join us for our live broadcast!

After the live broadcast today, we’ll post the replay on our YouTube channel so you can catch up on the latest episodes.

 

edit: YouTube version is up.

39,023 views 25 replies
Reply #1 Top

Do you have any Patches planned prior to the Combat update. I am thinking minor patch fixes or cosmetic or quality of life improvements?

Reply #2 Top

Do you plan on having production and research overflow or have excess lost on item completion?  The icon showing if a planet is defended is not visible if the view is zoomed out.  Is this intentional? 

Reply #3 Top

Can we hear some developer input on planetary colonization and usefulness? A lot of people have been talking about how there is no reward for focusing on planetary development instead of immediate-mass-colonization, the desire for more tiles early on, and for a few "prime" worlds that can be developed throughout the entire game.

A second issue that has been raised is that population is overpowered in regards to universal production. Income derived from older and extremely populous planets can be used to instantly double or even triple the production on a planet that was just colonized. This overly rewards rapid expansion, turns brand-new planets into instant assets, and completely removes the benefits of older colonies (except population). There should be some kind of game mechanic in play that limits this effect on a planet-by-planet basis. (A possible solution might be to require a market be built before players can purchase anything on a planet, and 20 turns after the market has been constructed, money can be channeled in from the home world. More advanced market upgrades could then offer that a higher percentage of money be channeled. This keeps everything the same, but limits new colony access to instant wealth. Sliders would work the same, but auto-balance the flow of currency as required). --This has the added benefit of slowing down colonization and therefore leaving more colonizable planets available mid-game on small - medium sized maps.

On the chance that any of these suggestions are responded to with "it would be overpowered," Otherwise - ignore.

"Don't you really mean that it would require actual effort in game balancing, since it suggests diverse and meaningful game mechanics that reward player style, instead of manipulating universal variables which are already over-powered by constant bonuses and the straight paths offered in the research tree? I feel the over-reliance on statistical bonuses is the exact reason why a "prime" world (and more tiles early on) would be over powered, but this could still be fixed. You have a huge group of testers available to give input and suggestions on balancing, why not utilize it?"

Reply #4 Top

Any way we could get some camera controls in the ship designer?  I'd like to be able to admire my work from different angles.

Reply #5 Top

What kind of cosmetic customization can we expect from creating our own alien races as opponents? Will we be able to upload our own images? 

Reply #6 Top

Are the race specific tech trees finished or will they get fleshed out further? Right now all races feel and play basically the same and the many percentage based techs feel repetative and are rather boring.

I feel there is a lot of room for unique things in the tech tree for all the races, other than just 10% more research etc. that would make them feel and play different.

Reply #7 Top

There has been a fair amount of discussion going on about simultaneous turns in Multiplayer, and whether or not they'll be added.

 

Are there any plans to actually add simultaneous turns in Multiplayer? Because it would make larger games all but impossibly in terms of endurance.

Reply #8 Top

"Can we hear some developer input on planetary colonization and usefulness? A lot of people have been talking recently about how there is no reward to focusing on planetary development instead of immediate-mass-colonization, the desire for more tiles early on, and for a few "prime" worlds that can be developed throughout the entire game.

A second issue that has been raised is that population is overpowered in regards to universal production. There should be some kind of game mechanic in play that limits its effects on a per-planet-basis.

On the chance that any of these suggestions are responded to with "it would be overpowered," Otherwise - ignore.

"Don't you really mean that it would require actual effort in game balancing, since it suggests diverse and meaningful game mechanics that reward player style, instead of manipulating universal variables which are already over-powered by constant bonuses and the straight paths offered in the research tree? I feel the over-reliance on statistical bonuses is the exact reason why a "prime" world would be over powered, but this could still be fixed. You have a huge group of testers available to give input and suggestions on balancing, why not utilize it?"

 

Well...more realistically, a very vocal few who want to drastically change core concepts of GalCiv have a big complaint thread going.  I believe the devs last week addressed this somewhat by saying that having all good planets is a bad idea.

 

Any way we could get some camera controls in the ship designer?  I'd like to be able to admire my work from different angles.

You can click and hold the middle mouse button to move the ship around.

Reply #9 Top

I don't think anyone is asking for all good planets. I believe that actually detracts from the spirit and appeal of GC and inherently limits strategy. I don't want the ability to improve all planets to good either, not even in the end-game. If all planets are good then none are. That's not my issue. The problem is that the game appears to suffer from the opposite problem. There are no great planets. So while I would like to see other tactical possibilities for terrible planets (lvl 4-5), I'm mostly happy with the way planets are currently laid out. Even if you only have thirty planets under your control, while a couple will offer unique statistical bonuses, none are invaluable. You wouldn't move all your forces and risk everything in an all-out attempt to protect a single planet. You might mobilize your forces to protect your home world, but that would most likely be a matter of honor. If you have thirty planets, chances are your home world is already second rate.

There are a number of ways it could be done, and the developers undoubtedly know better than anyone, but I might as well mention what I mean. I have a lot of ideas for how this could be done without becoming too powerful with only a bit of tweaking to the current system. They would be very powerful planets, but they wouldn't offer much more production/research/wealth than specialized planets with heavy bonuses. I think it would be nice to be able to pick the planets you want to turn into "prime" planets, and I would like the ability to use the Ultra Teraformer to do it. The problem with this, is that the obvious choice would be a planet that already has a high bonus. With the of addition of tile adjacency bonuses, a planet such as this could not be used. To prevent this, once the ultra teraformer is set down on a planet, it would remove all bonuses and improve random tiles. It creates the perfect planet, but by equalizing the temperature and distributing all the natural nutrients, the planet loses all special abilities (gibber-grabber). If you wanted to be nice, it could randomly add a few little bonuses like +1 farming, and +1 research. Even without any bonuses though, they could still be overpowered as a single focus planet, so to counter this, tile improvements that offer global percentage benefits to production and research would have to be reduced. I'm willing to bet if they were cut in half that would be enough.

Lets compare a lvl 10 planet with +20% production globally, a +3 production tile, and a +1 production tile. This could could represent the production of a planet with 17 tiles (I think). That's about the best I have seen. These are very rare, and while you would have a couple prime worlds, your manufacturing bonuses would be cut in half so it evens out. I think this, combined with the fact that everyone would have prime worlds, would actually create a more equal game overall. And since lvl 20-25 planets do exist, they aren't game-breaking either. They are just base planets that allow you to pursue the tactic that you want freely without a reliance on random planet bonuses. Since they offer lots of space, you can continue to build on them over a longer period of time, adding value into mid-game. It would also help prevent games on small maps where one player got the planet with +4 production and everyone else is SOL. 

Research for prime planets could be done one at a time to give incremental growth for the civilizations that choose to pursue it. The first would be relatively cheap for such a powerful ability, but then become progressively more difficult. If the research tree for this kind of teraforming were set up properly, then while some races are running out colonizing like crazy, other races could be starting to focus on their prime worlds, the number of which would be decided by galaxy size. It would be advantageous for defensive races to build them close together, so even if they didn't get to colonize as many planets, they could still focus on teraforming and start building their first prime world(s). While more ambitious civilizations would also benefit, since once they had colonized the planets they wanted, they could begin research on prime worlds and begin placing them in strategic locations.

The idea is to offer more playing options without taking anything away from other players. I believe this kind of environment creates more of a focus on what you want to build, and less of a focus on what bonuses are available. Rushing out to colonize planets and finding the best way to utilize planets with bonuses would still be part of the game, they just wouldn't be the only strategy available. Personally, I would still like a way to improve terrible planets by one or two random tiles early in the game, or the ability to turn them into military outposts with a listening station, but that's another issue. Combine all of these things with balanced population benefits (resulting in slower colonization) and suddenly developing your prime worlds, researching defensive technology, building outposts, taking a couple small planets, and focusing efforts on trade/research/defense becomes a viable alternative to competing in "the rush."

Edit after live-stream

  • I should add that by no great planets, I don't mean that there aren't any planets with incredibly absurd production or research. The problem is in assuming that that's what every player views as the "ideal" planet. I would rather have something with high production, some research, good defenses, enough population to support itself, and a couple special improvements like nano machines. That's the perfect planet to to me. This is not over powered, and often impossible to make early on, especially in smaller galaxies. The idea of "prime" worlds is to offer a blank canvas.
  • I also heard it mentioned that increased tiles = increased micro-management. As it is, you are forced to micro-manage because all your tiles are spread out over countless planets. If I had enough good planets, I could focus on those and set all other planets to "auto govern." This actually creates considerably less micromanagement. Poor worlds are a poor investment of your time where micro-management is concerned. Why even bother?
Reply #10 Top

About combat

What i'd like to see, is a simple ''formation'' setting

This would give room to countlless playstyles and make tech/fleet setups so much more intresting

you would make the decision at the start of battle, or as an empire wide preset(prob both)

 

More details

https://forums.galciv3.com/458982/page/1/

Reply #11 Top

2 questions about superpowers

currently its understood that we will be able to select 2 superpowers 

1 ) will we be able to select the same power twice making a more powerfull version?

2) will there be a skillful power that gives us extra skill points to spend on racial abilities?

Reply #12 Top

Here's a suggestion, not sure if it's something everyone would enjoy but here goes:

An option to make make all or parts of the tech tree blind and/or dynamic.  For example, if you make the weapons tree blind and dynamic, you and the other players will be able to research 'Weapons' and gain advancements like new iterations of an existing weapon type, or boosts to an existing weapon type from a dynamically generated set of weapon techs.

Dyanmic only would mean that after each completed research project, you would be offered a choice of projects to pursue.  These techs would, possibly, lead to other techs, or may end up reaching a dead end, which would mean that you would need to look at one of the other branches that you didn't select before.

Reply #13 Top

Will there be another pass on things like colony management to give more meaningful choices to the player? Also in the balance pass are things like population caps on planets or reworking farms possibilities?

Reply #14 Top

What's Paul's Halloween plans?

Reply #15 Top

on the larger maps It`s getting harder to tell where I`ve sent colony ships and constructors. It would be helpful on a zoom in if there was a glowing spot area for the path at end next to planets , starbases , relics and the resources also a number telling  how  many are  on their way. 

 

Just the end path not the whole path.

 

Also bring back the All Terraform tech. but have 5 levels of it where you have to research each level to open each level of terraforming  ,.... that way each level would be done after each tech level was done. I hope I have it said so you can understand.

Reply #16 Top

You can click and hold the middle mouse button to move the ship around.

 

Tried it, that doesn't work for me.

Reply #18 Top

Just tried rotating my view in the ship designer by holding middle mouse and dragging the mouse around and it worked fine. Dunno what to tell you, implodinggoat :(

Reply #19 Top

Would it be possible to get transcripts summarizing the questions and answers to the dev talk? Not that you guys aren't fun to watch, but I would rather read for 10 minutes than watch an hour of video. I appreciate the dev talks though, either way.  :thumbsup:

Reply #20 Top

implodinggoat,

when in the ship designer and you press (and hold) the middle button and move the mouse, does the ship move? Are these movements the same as when you only press the left mouse button?

If so then your mouse is in 'middle button emulation mode'. Which means it does not send middle mouse button events but simultaneous left+right button events. Galciv3 does not support 'emulated middle mouse button'-mode - I have done quick and dirty testing of it and it behaved as if the left (and right) button(s) were pressed.

If your mouse (driver) does not allow you to switch to real middle button mode then you might have to use an alternative driver (or a new mouse).

Sometimes auxiliary software can be the culprit. Some of them remap the mouse buttons or interfere in another way. For example i have permanently disabled the Razor Configurator because it messes with the communication between the mouse and applications. I still use it for changing the mouse configuration, but never allow it to keep on running in the background (systray).

+1 Loading…
Reply #21 Top

Thanks Thecw,  I went into the program for my Microsoft mouse and clicking the scroll wheel was set to the "flip" command whatever the hell that is.   So I changed it to "middle click" and now the ship designer is working as intended.

Reply #22 Top

Are there going to be EDITORS ..For like CUSTOM MAPS, TECH,s improvements, ect?....

Reply #23 Top

Are there going to be EDITORS ..For like CUSTOM MAPS, TECH,s improvements, ect?....


At the very least what we had for GC II but they will not be ready till game launch or later.

Reply #25 Top

"Did they mention when the combat update will be released? Or does anyone know? Thanks in advance!"

Tentative release is December.

+1 Loading…