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GC3 Founders: Crusade Preview

GC3 Founders: Crusade Preview

 

Greetings GalCiv Founders.

 

This week, we will be announcing Galactic Civilizations III: Crusade.

 

Here are the six major bullet points:

 

#1 Civilization Builder

Players can, from the main menu, design a civilization from scratch.  That includes the default ships they use, what they say in diplomacy and how the AI will make use of them.

 

Crusade-2 Crusade-30

Completed civilizations can then be uploaded to Steam workshop for others to download.  This differs from the custom race feature in GalCiv III in that this is all-inclusive – ships, techs, flavor text, everything in a single package.

 

#2 Citizens

This is the most far-reaching change we’ve made to Galactic Civilizations.  The production wheel is gone. Both the the planet and globally.  Instead, you will customize your civilization based on what you do with your citizens.

Crusade-6

Citizens are born on your home world every so often.  What you do with them is up to you.  You can train them as leaders, spies, diplomats, merchants, scientists, engineers, technicians, etc.  It all depends on how you want to run your civilization.

The screenshot above is misleading because it only shows the 3 default specializations (production, research, wealth) but others will be showing up as well as the game progresses (such as shipyard building, etc.). 

You can also send citizens to specific worlds to boost their production in a particular area.

 

#3 Espionage

This works somewhat similarly to GalCiv II.  You can use spies to learn what other civilizations are up to and steal their tech and  you can use them to disable important planetary improvements.  You can also use them to eliminate spies that show up on your planets.

image

 

 

#4 Invasions

No screenshot for this yet, it’s programmer art.  Invasions now require a lot more thought and effort than before and also are interactive. 

First, soldiers come from your citizenry.  You can’t just load up population from a given planet and send them over.  Instead, they come from your available citizens.  You can also train citizens to be soldiers which makes them that much more effective.  Of course, once a citizen is killed, it’s gone forever. 

When you invade a planet, you get a map of the planet and have to decide where you’re going to land your troops.  If the defender has citizens on that planet (and often, they will not making invasion pretty easy), they will get to place their defenders.  Neither side knows where the other has placed their units until the battle begins. 

The invasions are, in effect, a very fun mini game.  Late game, when the stakes get really high, the invasions become pretty nail biting.

 

#5 Crusade

Crusade is the story that puts it all together.  It introduces a few civilizations and finally gives the player a clear understanding of why the Altarians and Humans are similar. What the Bane is.  Why the Thalan went back in time back to stop the humans and so forth. 

image[24]

 

#6 New UX

Across the board the user experience is being updated.  The  units look better, the user interface is new, the way things work is cleaner.  Overall, the goal is to make the game more approachable to new players as well as make it much easier to deal with a larger empire.

Crusade-1[6]

I will be writing, at length, a series of dev diaries over the major features for Crusade.  One per week.

Stay tuned.

106,821 views 186 replies
Reply #26 Top

I think the new invasion system will cause a lot of problems.  I mean problems like this:

I want to invade a planet.  Is it defended or not?  Who do I send - soldiers, regular citizens or specialist citizens?  How many?  If it's not defended, it doesn't matter.  If it is defended and I don't send enough invaders and lose, all will be killed, and I just wasted my efforts and people.  They don't seem to repopulate as quickly in Crusade as they do now, so it will be a while before I get replacements - even longer if I want to train some as soldiers or I will have to get them from some of my other planets.  If I send a specialist with the group and win, my specialist may be killed during the conquest.  Do I want to risk that?  If I don't send my specialist, I may not have enough to win the invasion, and everyone will be killed.  Do I want to risk that?

That's just the start of the problems I think will occur based on what I think I understand about how the invasions work.  I wonder what other complications will be in the invasion system.  I hope everyone reading this understands that I meant problems in a good way, although they may cause a lot of stress.  I look forward to finding out for myself.

Brad, please correct anything I got wrong here.

Reply #27 Top

Quoting Old-Spider, reply 26

I think the new invasion system will cause a lot of problems.  I mean problems like this:

I want to invade a planet.  Is it defended or not?  Who do I send - soldiers, regular citizens or specialist citizens?  How many?  If it's not defended, it doesn't matter.  If it is defended and I don't send enough invaders and lose, all will be killed, and I just wasted my efforts and people.  They don't seem to repopulate as quickly in Crusade as they do now, so it will be a while before I get replacements - even longer if I want to train some as soldiers or I will have to get them from some of my other planets.  If I send a specialist with the group and win, my specialist may be killed during the conquest.  Do I want to risk that?  If I don't send my specialist, I may not have enough to win the invasion, and everyone will be killed.  Do I want to risk that?

That's just the start of the problems I think will occur based on what I think I understand about how the invasions work.  I wonder what other complications will be in the invasion system.  I hope everyone reading this understands that I meant problems in a good way, although they may cause a lot of stress.  I look forward to finding out for myself.

Brad, please correct anything I got wrong here.


I'm going to assume that the planets that are defended by citizen soldiers will have an additional defense symbol.

If that is the case....   I fail to see how any of what you are worried about is an issue.

Do you want to risk it?   well you need to decide that and either fortify and use a different means...   or you may lose some fights.

 

Long as there is a balance to that   so the AI is making the same risks, then this makes the game more interesting without making it clunky...

Reply #28 Top

So now in GalCivIII Founderland, the citizenry start their pacing around their gaming areas, hands clasped behind their backs, ocassionally looking at their watches/clocks and muttering "C'mon! C'mon!" under their breaths and ocassionally the excitement caused by the impending arrival of the Beta release of Crusades requiring toilet visits.

Loving the idea of the Citizens. Will it be like, say Football Manager, where you can train a player in multiple positions but they'll always be second-rate is, say, a Central Defender rather than first-rate as a Central Defensive Midfielder, or will be "you're trained as a doctor, don't even bother trying to do any science work!"?

I guess "once you're trained, you're doomed to always be a ---" is easier to do...

Yes, training citizens might be obvious in hindsight but obviously a system that would have taken some time to design and implement well.

 

 

 

 

 

Reply #29 Top

Quoting Larsenex, reply 23

The GCII system (of Espionage) was good and I suspect this is the same type of interaction but better implemented. More importantly I would like visibility to what the ai factions is going via espionage which we did get in GCII. Things like buildings being built or what the current research is (which is extremely helpful). 

I have to disagree on the GC2 system being "good".  But each to their own. 

Reply #30 Top

Quoting The, reply 29

I have to disagree on the GC2 system being "good". But each to their own.

I tend to agree. I have seen much better espionage systems, take for example the old BOTF game.

But it will get a lot of fresh air with the citisen system, I guess...

Reply #31 Top

Quoting Frogboy, reply 24

Not quite. Civilizations are not tied to the size of your population. They are tied to your civilization ability for creating citizens. Thus, a small empire might actually have more citizens than a large empire.

That sounds great! I assume this "ability" will differ from empire to empire, based on faction traits, technology, special buildings, maybe government system...?

Can´t wait!

Reply #32 Top

Quoting Old-Spider, reply 26

I think the new invasion system will cause a lot of problems.  I mean problems like this:

I want to invade a planet.  Is it defended or not?  Who do I send - soldiers, regular citizens or specialist citizens?  How many?  If it's not defended, it doesn't matter.  If it is defended and I don't send enough invaders and lose, all will be killed, and I just wasted my efforts and people.  They don't seem to repopulate as quickly in Crusade as they do now, so it will be a while before I get replacements - even longer if I want to train some as soldiers or I will have to get them from some of my other planets.  If I send a specialist with the group and win, my specialist may be killed during the conquest.  Do I want to risk that?  If I don't send my specialist, I may not have enough to win the invasion, and everyone will be killed.  Do I want to risk that?

That's just the start of the problems I think will occur based on what I think I understand about how the invasions work.  I wonder what other complications will be in the invasion system.  I hope everyone reading this understands that I meant problems in a good way, although they may cause a lot of stress.  I look forward to finding out for myself.

Brad, please correct anything I got wrong here.

 

 

So now invasions require more planing. Send a spy there to gain visibility to industy, and defenses. I remember sending 3 fully loaded transports to a Yor planet in GCII and tossing enough rocks from space to slag the surface ONLY to lose it all. It was a complete surprise and that was a different mechanic. I like the idea that there is a risk of failure (compared to what it is now). 

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Reply #33 Top

Quoting The, reply 29


Quoting Larsenex,

The GCII system (of Espionage) was good and I suspect this is the same type of interaction but better implemented. More importantly I would like visibility to what the ai factions is going via espionage which we did get in GCII. Things like buildings being built or what the current research is (which is extremely helpful). 



I have to disagree on the GC2 system being "good".  But each to their own. 

I pretty much agree.  I loved how you could plant spies and gain knowledge on a civ over time.  But I hated the whack a mole aspect when they shut down your planet improvements.

Reply #34 Top

Well one has to admit that even if they just copy and pasted the entire code for GCII into GCIII (espionage) it would still be better than having nothing. 

Reply #35 Top

I was wondering if alliances will be improved in Crusade. As they're currently implemented, they're pretty terrible, and as a usually Terran player, they're very important. Alliances need a couple of key improvements:

1. If I'm in an alliance with several strong races, this should give much pause to any race that is thinking about declaring war on me. There should be a huge diplomatic 'plus' that says "you have strong allies!" and have the number of pluses be dependent on the number and strength of my allies.

2. ...and equally important, if someone declares war on me, my allies should have to join in the fight on my behalf, or break the alliance (with a huge diplomatic penalty with the other civs).

Alliances are currently not much more than just another diplomatic positive level above 'close', they don't really do anything. This makes diplomatic gameplay not much fun.

Thanks!

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Reply #36 Top

Quoting charon2112, reply 35

1. If I'm in an alliance with several strong races, this should give much pause to any race that is thinking about declaring war on me. There should be a huge diplomatic 'plus' that says "you have strong allies!" and have the number of pluses be dependent on the number and strength of my allies.
2. ...and equally important, if someone declares war on me, my allies should have to join in the fight on my behalf, or break the alliance (with a huge diplomatic penalty with the other civs).

Wow. Thats what alliances really nead. Agreed.

Also some thought about diplomacy. Are there diplomats, trained from citizens? I have idea - diplomats, which can boost faction's diplomacy or improve relations with other factions.

Reply #37 Top

I'm digging the new UI.

Reply #38 Top

Quoting Frogboy, reply 9


Quoting Taslios,

So when do founders get to play it?  will there be a beta period?



I would say mid February.



Awww  a Valentines gift!!!   you DO love us!!!

(opinion probably not shared by my wife)

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Reply #39 Top

Quoting Larsenex, reply 34

Well one has to admit that even if they just copy and pasted the entire code for GCII into GCIII (espionage) it would still be better than having nothing. 

Only if you take the base view that espionage should be in the game regardless.  If porting an old system into a newer version makes the game experience worse than nothing is preferable. 

Reply #40 Top

Looking good!

Reply #41 Top

I can see Yor (and their racial variants) getting very powerful now.

Reply #42 Top

The production wheel(s) never sat well with me, so very happy to hear about the more classic method of assigning citizens. Because it feels more... organic. And also because I'm deeply conservative and rigid of course. Utterly awesome, is the initial feeling. Pending actual interactions.

 

Reply #43 Top

Will we trusted founding fathers get an opt-in of the current Crusade version to play, now mid february? Did Brad mention that, or did I dream again?

Reply #44 Top

Quoting NorsemanViking, reply 43

Will we trusted founding fathers get an opt-in of the current Crusade version to play, now mid february? Did Brad mention that, or did I dream again?


They usually release updates on Thursday or Friday...        My bet is Feb 17 will be the drop date.

Reply #45 Top

Quoting NorsemanViking, reply 43

Did Brad mention that, or did I dream again?

Yeah, he did. I am hoping tommorrow might land a nice surprise on my Steam :)

Reply #46 Top

Quoting NorsemanViking, reply 43

Will we trusted founding fathers get an opt-in of the current Crusade version to play, now mid february? Did Brad mention that, or did I dream again?
yeah you did. He said there will be no public beta.

Reply #47 Top

Founders aren't public.

 

Quoting Frogboy, reply 9


Quoting Taslios,

So when do founders get to play it?  will there be a beta period?



I would say mid February.

Reply #48 Top

Quoting admiralWillyWilber, reply 46

yeah you did. He said there will be no public beta.

You should update your ship logs, admiral. Frogboy indeed said, what Yagaboosh mentioned.

Quoting Yagaboosh, reply 47

Quoting Frogboy, reply 9


Quoting Taslios,
reply 3

So when do founders get to play it? will there be a beta period?

I would say mid February.

Reply #49 Top

The Frog has spoken, may his will be manifested into reality.

Reply #50 Top

*vibrates impatiently*