Lead designer Paul Boyer joined Brian and Jim over at spacegamejunkies.com to chat all kinds of Galactic Civilizations III design, goals, and philosophy. Learn all about how you go from icon designer to 4X space strategy lead in just ten years of hard work by listening in to the podcast.

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Reply #1 Top

Well I'm gonna drop lots of time in the ship maker... Fuck my life (WORTH IT)  ;)

Reply #2 Top

Paul gave a lot of good information about what they are doing. I like the one thing he repeated several times, they intend to keep the fun parts in.

Reply #3 Top

Hot damn he's answered pretty much all my questions! :D

Reply #4 Top

I like some things I hear, but I hope the game won't hold your hand too much, or give me the option to turn it off. I think most games today are easy enough as it is.

Reply #5 Top

Quoting Rhonin_the_wizard, reply 4

I like some things I hear, but I hope the game won't hold your hand too much, or give me the option to turn it off. I think most games today are easy enough as it is.

 

Indeed. Complexity, and as many hard strategical choices as possible presented to the player, is what the intelligent strategy player want.

There is also a huge difference between micro management adding to gameplay/strategy/feel and atmosphere, and micro completely due to a bad designed UI.

Reply #6 Top

Black hole guns,stellar converters and stealth systems on ship design excite me.Putting pointless bling on a ship does not.

Reply #7 Top

They mentioned a history page being added to Galactic Civilizations III,  This was in the game in Galactic Civilizations II in the Civilization manager under events...  Is it me or was that exactly what they were talking about at 30 minutes in?  Maybe more specific or more in detail but essentially it's already in the previous version on the game?

Reply #8 Top

Combat sounds interesting. I can't wait to see more.

Reply #9 Top

Quoting Seilore, reply 7
They mentioned a history page being added to Galactic Civilizations III,  This was in the game in Galactic Civilizations II in the Civilization manager under events...  Is it me or was that exactly what they were talking about at 30 minutes in?  Maybe more specific or more in detail but essentially it's already in the previous version on the game?

Yes, But the Event list was did not really give as much us full information as you would think, currently we are trying to make it a bit more usefull, Currently we are calling it History, instead of events.

This is kind of a good example of what they were saying, most things a player needs are there, finding them in GC2 could some times be hard. 

Reply #10 Top

Question: Does population matter in GalCiv3? I know they kinda brought this up in the podcast. Both FE and GalCiv, in my opinion, had a problem giving purpose to population other then troops (GalCiv3) to stabilize your economy. It was odd that research and production were basically automated factories and automated research facilities in the other games. 

Reply #11 Top

The Elemental Games have entirely different Mechanics when it comes to research, taxes, production, etc, In GC3 Population control will be handled more or less the same way as it was in GC2, leaving room for improvement of course. 

Reply #12 Top

Quoting mormegil, reply 11

The Elemental Games have entirely different Mechanics when it comes to research, taxes, production, etc, In GC3 Population control will be handled more or less the same way as it was in GC2, leaving room for improvement of course. 

As long as the population morale penalty doesn't hit a brick wall at 15 Billion, I'm all for it.

Reply #13 Top

Quoting mormegil, reply 11

The Elemental Games have entirely different Mechanics when it comes to research, taxes, production, etc, In GC3 Population control will be handled more or less the same way as it was in GC2, leaving room for improvement of course. 

Hopefully it's more gradual, in GC2 it spikes up like crazy at a certain point and thus building bigger farms is just never worth doing.

 

 

Also noted that Espionage is out of the base game, from this podcast. It'll be coming at some point later.

Reply #14 Top

I still haven't finished the podcast but I like most of what I heard.

I agree on the population front, sometimes I never bothered building farms on farming district squares, thinking what is the point.

That made me sad.

Reply #15 Top

yeah i usually modded the entertainment techs to give massive morale boosts to compansate