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Dev Stream Tomorrow (Friday June 13) at Noon Pacific Time

Dev Stream Tomorrow (Friday June 13) at Noon Pacific Time

http://www.twitch.tv/stardock

We're back on a weekly schedule! *crosses fingers*

As usual, lead designer Paul Boyer will be appearing on our official Galactic Civilizations III live stream at http://www.twitch.tv/stardock. We'll be streaming our internal build again this week, so you can enjoy a sneak peak at the big patch that is very close to showing up in our Elite Founders' Steam clients.

Come on by the livestream tomorrow at noon Pacific (3pm Eastern, 9pm CET) to ask Paul your questions and check out some new features -- and maybe see what a GalCiv ship looks like in real life.

Please do feel free to drop any questions you may have in this thread as well, and we'll try to get to them on the stream.

Previous streams can always be found on our YouTube channel, so swing over there to get caught up.

92,857 views 27 replies
Reply #26 Top

Quoting Siylenia, reply 20


True, and I do agree with your realism points. But conflicts with realism here are minor at best; there are FAR less realistic entities in the game as is. Also (please correct me if I'm wrong here) I don't think the definition of a Planet Class has been specifically defined to gauge our realistic assumptions on. For instance I've always seen understanding the Planet Class as understanding the logistics capacity for the planet, as that is what it defines. I've always thought that as far as things like atmospheric composition, diversity of natural resources, etc. of a planet go, these have always been known. It's just knowing the logistical capacity for a planet, which would be based on having knowledge of all of those things plus more.

Options, options I agree with completely. However the optional feature should definitely be the "realistic" approach, simply because time and time again has shown that improving gameplay is always > realism when it comes to games.

Despite what I've said, I wouldn't mind the planet revealing technology in the game still. So long as it comes towards the middle/end-ish of the expansion period, thereby still providing the enhanced gameplay of exploring space first and for the majority of your civilizations exploration. Hell, you could even try to rush this technology so that you can enhance your exploration window of complete Planet Class certainty from something like 25% contribution to your total exploration to 40% (I can explain this last point further if it doesn't make sense, but basically enhance the window that you've had this technology helping you explore vs. having to explore by default).

 

No doubt about it, game play must always trump realism.

In the end it will not affect me much either way. I will probably get pretty good with practice but never so good that I need to spot the AI anything more than they get under normal game standards at the various difficulty levels.

Based on my experience with galciv II AI (and I only play the AI) they will not use planet class knowledge over their normal rush style anyway. I will be more concerned with range and speed on big maps and on smaller maps I expect I will usually beat the AI to most of the high Q planets anyway. I always have; we'll see how it goes with this version. Bottom line, I don't believe we will ever see the AI pass by a PQ 8-10 planet to go twice as far for a PQ 20.

Galciv does a way better than normal job with AI but it remains to be seen if they can code the AI to do more than colonize on a path of least resistance and build randomly with little attention to bonuses and long term strategy. You can only fine tune AI so much without getting into a rat's nest of unintended consequences.

I see what you mean regarding overall planet quality and logistics but I see planet quality as being only about size, moons, ring factors and available building squares (hex), all things that you would know from long range observation with nothing subjective thrown in. You will never know, until you get there, what bonus squares will be available and what random events/disasters might affect planet quality when you landfall.

Reply #27 Top

Quoting Franco, reply 26

No doubt about it, game play must always trump realism.

In the end it will not affect me much either way. I will probably get pretty good with practice but never so good that I need to spot the AI anything more than they get under normal game standards at the various difficulty levels.

Based on my experience with galciv II AI (and I only play the AI) they will not use planet class knowledge over their normal rush style anyway. I will be more concerned with range and speed on big maps and on smaller maps I expect I will usually beat the AI to most of the high Q planets anyway. I always have; we'll see how it goes with this version. Bottom line, I don't believe we will ever see the AI pass by a PQ 8-10 planet to go twice as far for a PQ 20.

Galciv does a way better than normal job with AI but it remains to be seen if they can code the AI to do more than colonize on a path of least resistance and build randomly with little attention to bonuses and long term strategy. You can only fine tune AI so much without getting into a rat's nest of unintended consequences.

I see what you mean regarding overall planet quality and logistics but I see planet quality as being only about size, moons, ring factors and available building squares (hex), all things that you would know from long range observation with nothing subjective thrown in. You will never know, until you get there, what bonus squares will be available and what random events/disasters might affect planet quality when you landfall.

You have a very good point about the AI. I sincerely do hope it has more strategy behind its settling because as you mentioned, in GalCiv II they basically just kept expanding outward. It would be great to see them implore settlement strategies like settling a semi-distant high PC planet quickly, and then back-filling planets toward their main planet to keep a contiguous empire, etc. It would encourage you be on your toes in the start of the game, not just certain moments where things are looking tough.