Galactic Civilizations II: v2.0: A Guided Tour...

Published on Wednesday, November 5, 2008 By Brad Wardell In GalCiv Journals

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Playing at very high resolution...

Note that the ship designer can now be accessed from the main menu.

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Nothing really new here, I just think it's cool.

 

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Here's one of those ironies. The feature of being able to randomly pick races and randomize intelligence came out in a post-release update which, I think you guys would agree vastly increases the replayability of the game. This is precisely why games should always have a post-release budget.  On Demigod, incidentally, Stardock has a budget for post-release updates as part of the project development cycle.  So it's not just some thing we do, it's a big deal to us.

 

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2.0 continues to improve on the graphics of the game such as the new star port graphic.

 

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If you look back at the original release of Galactic Civilizations II from 2006 and how it looks in v2.0, it's a night and day difference.  Even without updating the engine, this shows how important it is to not abandon a game after release or shortly after release because you can really help a game become timeless by just updating the graphics.  These graphics should remain pretty good for quite a long time (at least until 64-bit gaming becomes common).

 

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Asteroid fields, introduced in Dark Avatar, how did we ever imagine GalCiv without them?

 

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This is what wide screen was invented for.

 

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Super Abilities were introduced in Dark Avatar which gave us Spore ships. Whohaha!

 

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New in 2.0: more explicit listing of costs. Seems obvious in hindsight.

 

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2.0 expands the espionage features based on player requests. Dark Avatar users also get this feature as part of 2.0 (though we hope they all upgrade to Twilight of the Arnor!).

 

 

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This is something that was introduced in Twilight of the Arnor. Instant detailed access to  what a given tech gives. THIS is why we have open beta programs. Kudos to GalCiv players for not just thinking of this but designing this.

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Thanks to I-Mod productions, a group formed of GalCiv players, the battle effects of the game got better and better.  People might wonder what the difference is between an "indie" developer and a non-indie developer. Here's one difference: The indie developer has the flexibility to integrate the best and coolest stuff into the game regardless of where it came from.

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New in Galactic Civilizations II v2.0 is the Governor creator. Players can now create their own governors who will automatically place particular planetary improvements.

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Then on the details screen on the planet screen you can assign whatever governor you want.  This feature alone makes 2.0 pretty killer. 

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The governors in 2.0 have gotten a lot of attention to make late game automation a snap.

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The AI is just as much of a sore loser now as always. But a bit smarter now.