Planet Population Control

Totally different system

Galactic Civilizations II will introduce the concept of food into its planets.

Now before you give your views on this, please bear in mind that we'll have months of play-testing and beta testing to make sure we get the mechanics down pat.  Starbases and constructors in GalCiv 1 weren't added in until 3 months before release - the whole concept came from beta testers. So much may change.

Anyway...

A given planet may have 8 to 10 usable tiles. These tiles can be used for 1 of 5 things:

1) Factories that make building ships and such faster.

2) Infrastructure that improves how fast you can build new buildings.

3) Buildings that improve the amount of research a planet performs.

4) Residential areas for people to live.

5) Farms that produce food.

The population of a planet is going to by the maximum of either the amount of available food or the amount of residential space for them.  Some buildings will also provide some residential space too (i.e. an industrial area may provide enough homes for 1 million colonists). But residential areas will provide the space for far more people.

So the population of a planet will be much more up to the player to control. In the first game, the player had very little control over it. Only when people became miserable from overcrowding did people stop breeding. Now, food and housing can effectively limit the population.

Now right now, the plan is to NOT allow the importation of food from other worlds. Even though we agree this could be justified, it's purely a complexity thing. As cool as it sounds on paper to put together supply lines and such (That could be disrupted in war) we're just concerned that it coudl bog down the game.  So on the importation of food issue, we may look at that as a 2.x feature.  No one has requested this but it seems like a natural thing to ask for since we thought of it too.

Some tiles will be better suited for food and others better suited for factories.  Rare tiles will have special items on them (artifacts, super-fertile land, ruins, rare minerals) but like I said, that'll be rare.

What you may get out of this is that while the planet system will have more depth than in the first one, it'll actually be a lot simpler too. In GalCiv 1, by the end of the game the player might have dozens and dozens of planets that they were just arbitrarily building "whatever" onthem without much thought. 

In GalCiv 2, each planet will be unique but with 5 different things to buidl on them and them having a base # of useable tiles on them there won't be a lot of things to do with them. By late in the game, the planets will be pretty set up and you'll be concentrating on other things.

That said, the BASE # of useable tiles on a planet will be 8 to 10. But then there will be another 2 to 3 upgradeable tiles (tiles that can be made useable with soil enhancement) and another 1 to 2 tiles that can be made useable with terraforming.

What we're excited about is that players will be able to try out a lot of different strategies. You can have your industiral world, your research world, your banking world, etc. In galCiv 1, all the planets wree the same except how much they produced which was limited by the planet quality.  That seems, in hindsight, to be kind of lame.

When I was making the Prelude to war campaign, it became apparent that by the end of the game you're just queuing every single thing into the build queue via the governors and letting the planets go which means that planet quality was the deciding factor in a given game. No sort of strategic intelligence needed.

Now, before someone asks, why only 8 to 10 useable tiles. The answer is - we don't want the planet management itself to become a overwhelming thing.  The planet management should be something that you set up early in the game and that later in the game it's more about designing ships, getting that key technology, assembling fleets, getting your battle stations and cultural centers into play. No one wants to mess around with the planets later on in any great deal. Hence, the limitation.

However, once in awhile, there will still be that class 26 planet (26 useable tiles) which will be quite valuable of course.

33,575 views 34 replies
Reply #2 Top
ile types that could be found on a planet. I like the system, as you say it makes each planet a unique place to be built up based on its attributes (tiles).
Reply #4 Top
you don't want to bother with transporting extra food around in frieghters then have an empire level food bank like the monetary bank. Extra food, like unspent money, would go there and get redistributed abstractly.
Reply #5 Top
>Unlike in GalCiv 1, you will be able to lay off workers if you are not building things on the planet. But those workers become unemployed which affects morale.

Reply #6 Top
ill high population effect morale? With population now be limited by the food or space (as you mentioned) will this now be considered good morale?

Paul.
Reply #7 Top
from selling excess food, and lowers cost of buying excess food, because it makes it easier to ship food out/in.
Reply #8 Top
iency of farming. housing not so much, maybe in a few evil techs, or a tradeoff between morale and housing.
Food would be an absolute, housing a relative (though a big one, as much as taxation)

Reply #9 Top
t amount PER race sounded a lot better. For instance if the Yor are neutral, and the Altarians friendly, you might have 2 routes for the Yor to use, and 4 for the Altarians. More routes...
Reply #10 Top
f running it). So if you have a huge pile of food lieing about and there are places that would bear a markup, someone is going to buy it, and resell it, trying to make a buck.
Reply #11 Top
ype research which would maintain your planet population at optimum and only grow it if you pull population out. I would seem like an advanced culture would be able to manage population growth effectively.
Reply #12 Top
ile, 20% need terrafor; tech1, 5% need terraform tech1 extra rich production).
Reply #13 Top
forced that we use the govenor system late game? Can't wait for the betas but am really curious what the plan for these are.
Reply #14 Top
hoose not to use the governors.
Reply #15 Top
there should also be more penalties for large empires to help the little guy have a fighting chance despite the big empire being able to afford things like sphereworlds.
Reply #16 Top
be resolved if FOW was only for moving stuff, things that change over time.
Reply #17 Top
nd not 'cheat'? I never get rid of Fog of War.
Reply #18 Top
not 'cheat'?

Why would you turn it off? Thats part of the fun of the game.....unless of course you invest in probes of scouts to monitor your quadrants........
Reply #19 Top
nt SaveLevel-Explore-RestoreLevel form for so long...

I've never done that even once. Wouldn't bother playing the game if there were no FOW.
Reply #20 Top
esn't suffer from it. I'd like to see that changd, but only if it means a more intelligent AI that can handle it.

Paul.
Reply #21 Top
that the AI doesn't suffer from it. Makes you have to rush a bit too much early on in GC1, which is counter to the general tempo of the later game.
Reply #22 Top
hy technology a waste of resources.

I wish that weren't the case.
Reply #23 Top
i will already have sent its ships to the planets when you were researching that tech. One or two scouts will have better payoff.
Reply #24 Top
yellow sun over there.
Reply #25 Top
ke the time to research the technology.

Paul.