GalCiv IV: Supernova Dev Journal #17 - How much should you see?

GalCiv IV: Supernova Dev Journal #17 - How much should you see?

In both GalCiv III and in the Epic release of GalCiv IV (GC4Epic) we were very generous with how much the player could “see”. On turn 1, you could see several solar systems away. Go ahead and see for yourself.

When I began designing GalCiv IV: Supernova, I wanted to emphasize the exploration aspect of the game, which was something I loved in GalCiv II. After all, exploration is one of the key elements in 4X games.

So how much can you see? Well, I figured the player should be able to see most of the solar system but not all the way out to Pluto. In both GalCiv IV: Supernova and Star Control: Origins I added a 9th planet called Artemis, and since we haven’t discovered a new 9th planet (sorry Pluto) then I figure our sensor range shouldn’t quite make it out that far.

Decreasing sensor range at the start has a lot of benefits throughout the game. It makes those upgrades to sensors a lot more interesting and it makes the exploration a lot more interesting. I can’t wait to see what people think.

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Galactic Civilizations IV: Supernova Dev Journals

20,774 views 4 replies
Reply #1 Top

In GC4 I never really needed sensors.  Now those modules actually have an important use.  I consider this a great change for both military and exploitation aspects of the game.

Reply #2 Top

Your exploration ships should have a longer range than the movement points of pirates / space monsters / sentinels. I do not want to lose my ships if I explore carefully.

Reply #3 Top

I liked this change a lot, it does make exploration more meaningful. 

Reply #4 Top

I like this; it makes exploration riskier until you have good sensors, which is a nice feel. It also up-values the cartographer(? 3 probes + cheap no CD telescope) perk hugely, making the telescope power useful for longer.