Brad Wardell's Blog


Galactic Civilizations III v3 Preview: Farming

Published on Tuesday, February 20, 2018 By Brad Wardell In GalCiv III Dev Journals

How will we feed our billions?

In Galactic Civilizations III, we presume that by the time we are colonizing planets, our home world has reached an equilibrium between food production and population.  But let's face it: when we colonize other planets, it'll take many years for those planets to build up sufficient farming infrastructure to produce for the kinds of populations you have on your home world.

 

Surplus Food

Galactic Civilizations III will be treating food a bit differently to reflect the awareness of just how important a large population is on your planets. 

When Galactic Civilizations III first shipped, players built farms on planets and that would increase that planet's population.  Because it was so easy to increase your population, our conversion between population to production was: production = the square root of population.

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Suggest cool names for modules

Published on Monday, February 19, 2018 By Brad Wardell In Star Control

Without getting into the weeds, we are looking for interesting names for modules for your ship.

Your flagship can support 20 different modules attached to it that are in these categories:

 

  1. Hyperdrive modules (Tywom Starhuggle MK III)
  2. Thruster modules (Elon Turning-jet)
  3. Fuel Tanks (General Dynamics HDM Fuel Container)
  4. Sensor Module (Tywom Peeka-boo Star Looker)
  5. Engine (Darius Robotics Emdrive MK III)
  6. Lander Armor (Vulax Armor)
  7. Lander Air Filter (ilua Cleaner)
  8. Landing Zone Targeters (Tektonic Sifter L1)
  9. Noise Dampener (Tirbosh Muffler)
  10. Jump Booster (Orsak Boost)
  11. Atmosphereic Compensator (Leeland MK 1 Dampener)
  12. Crew Quarters (Grade C Crew Stuffer)
  13. Docking Port (Budget Docking Port)
  14. Weapon Amplifer (Harm Level 1 Amplifier)
  15. Shield Modulator (Photius Hull Plating)
  16. Inertia Dampener (Argos Ractive Thruster)
  17. Battery (Promtheion TX-901)

In these 17 categories, we are looking for additional names to avoid having names like "Hyperdrive level 2".  We want colorful names and wanted to see if you guys wanted to particpate in suggesting names.

Post below and we'll include those we use in the credits.

 

 

Galactic Civilizations III: Map Sizes and Memory

Published on Wednesday, February 14, 2018 By Brad Wardell In GalCiv III Dev Journals

One of the biggest challenges we have faced in developing Galactic Civilizations III has been map sizes and the memory they require.

On a number of occasions, we have tried to reduce the the largest map sizes down to improve performance and shrink memory requirements.  And each time we have attempted to do that, we have ended up with a very vocal outcry of anger.

But large map sizes come with a significant memory cost to be aware of.

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Galactic Civilizations III: Let's talk food.

Published on Tuesday, February 13, 2018 By Brad Wardell In GalCiv III Dev Journals

Farming

I'm not liking the farming mechanic.  It seemed like a good idea on paper but in practice, it's just tedious and exploitive.  Here's how I'd like to see it work:

image

Some planets would have a Arable land tile including all starting planets.  Building on these tiles produces food.

The tech tree would have a path for players who want to get the most out of those resources to get a lot of food.  The arable land resource be destructable -- you can destroy it (like you can any resource btw) to put something else there.   This would make food take its rightful place as an important strategic resource rather than one that is simply produced by min/maxing.

What are your thoughts?

Opportunities to work on GalCiv with Stardock

Published on Saturday, January 27, 2018 By Brad Wardell In Galactic Civilizations III

Greetings!

We have a couple of positions that the operations team want to send out but I wanted to first post this here so that GalCiv fans had a first crack at it.

First, we have to rewrite the GalCiv III user manual, largely from scratch, to handle the base game, crusade and soon Intrigue.  This is a technical writing project (i.e. you need to know how to communicate information well visually).  

Secondly, I would really like to work with someone who is interested in redoing the tutorials and other elements with me.  As someone who started out as a modder, I have a general preference to work with others who understand what new players would want to know which requires a great deal of both technical and gameplay understanding.

If you are interested, respond here.

GALCIV DEV JOURNAL: January 2018

Published on Tuesday, January 16, 2018 By Brad Wardell In GalCiv III Dev Journals

Happy new year!

This month marks my one-year anniversary of returning to my beloved Galactic Civilizations as its lead designer.  And since then, we've made a lot of changes much to the joy and angst of many galactic conquerors.

Unintended Consequences

With the announcement of the third expansion pack to Galactic Civilizations III imminent, this serves as a good time to look at where we stand today.

For the past year, I've been going through and weeding out improvements, events and other game modifiers that had unintended consequences.   

The very first thing I did was read all the forum posts on GalCiv3.com, Steam, Reddit, elsewhere and see a lot of criticism for what amounts to unintended consequences of multiplying bonuses.  Getting rid of these has been good for the game but not all players appreciate the changes since it dramatically nerfs their gameplay.

For example, with the right combination, you could get ships with a base speed of over 40 moves per turn.  That's without adding an engine.  There are players who have posted complaints at how slow things get when they try to move their 90 move per turn ship around late game on a ludicrous sized galaxy.

The game itself was designed (and thus the underlying engine) on the premise that you wouldn't get many ships with more than say 10 moves per turn.   

While the AI could be scripted to do the same thing, it would destroy the game.  If you think it's slow for you to move a ship 90 moves per turn, imagine 60 AI players doing it with 400 ships per turn.  Even with a multicore Astar path finding algorithm, it would make the game both unplayable and not fun (what's the point of even having defenses or a forward line if ships can swoop in from sectors away every turn?).

So there's been a lot of work to get things balanced together.  It's not a matter of trying to change the game around as much as making the game play as had been originally intended.  As a math nerd, when I came in and saw the numbers it was just a matter of time to find all these unintended bonuses and kill them off.

Version 2.8: Invasions & Accessibility

One of our Fall tasks was to do more focus testing on why people don't find GalCiv III that approachable.  From watching new players, one thing was incredibly obvious.  The DESIGNER button at the top of the screen of the main screen was killing us.

Think about it.  You're new to the game and you are just clicking on buttons and you click on the Designer button and you get a super complex screen.  It's poison to new players.

The thing is, we don't really need that button.  For one thing, players can design ships from the main menu now.  Secondly, the ship designer, while super cool, isn't one of the features you need to use to manage your empire.  It belongs as part of the shipyard.

The second big task we worked on for 2.8 was the AI managing legions.  The concept of having to train legions and then put them on transports was relatively new as of 2.5.  And while the GalCiv III AI is somewhat genetic in how it works, I still have to make the "tests" that it has to pass to determine whether it's on the right track. 

Unfortunately, I was quickly schooled by other GalCiv players in not being very good at keeping a healthy supply of legions and transports ready to deal with opportunities.  And my own weaker assumptions got passed on to the AI.  Version 2.8 addresses this. Hard.

The rest of the AI changes were small but add up to a big difference.  For instance, previously, the AI had a one-size fits all fleet size.  While good enough for most players, our better players found themselves able to actually out compete the AI even on harder levels.  Thus, the AI gained the ability to evaluate different sized fleets based on a number of galactic conditions (instead of a fixed size).

Cleaning

Most of my work was on Crusade.  We brought over features from Crusade to the base game but we didn't bring what is arguably the more important aspect of it - cleaning and streamlining.

Put  your new player hat on and load up the base game.  You have tons of technologies to choose from with lots of improvements, weapons and modules that really just are hard to grasp onto.  Thus, we streamlined the base game for 2.8 so that there are fewer techs available at the start and what they provide is more obvious and more beneficial.

Population Growth

Population growth is tricky.  On the one hand, you want it to be realistic but on the other, you don't really want it to be realistic because realism can be pretty boring.

So we have population growth default to 0.1 population growth per turn.  Many good players recognized that if you loaded up transports with tiny populations to colonize you could get huge benefits by fast expanding.  And a big part of our work has been to support tall empires and not give fast expansion too big of a benefit.

For 2.8, we made the minimum population you can have on a colony ship be 1.  This makes colonizing a planet somewhat more serious than previous and allows us to avoid having to do a % population growth (do the math, there's no happy ending with a flat % growth -- boring or broken).

Diplomacy

We are in the process of adding some new diplomatic modifiers.  One of which is "We have a long, happy friendship" which essentially helps reward players who have been keeping the peace a long time from suddenly having players going to conquer them.  We already have various hidden mitigating factors for this but we haven't had anything a player could visibly see.

As always...

Anything you can do to spread the word on Galactic Civilizations helps.  Sales determine how many engineers we can put on the game.

When GalCiv III first came out, it was at a supreme disadvantage because it was on a brand-new engine.  But now, as we enter 2018, it's multi-core, 64 bit engine is looking pretty awesome as the rapid progress should, I hope, make apparent.  You'll be happy to know that the Spectre and Meltdown fixes you may have heard of will affect GalCiv III very little because we don't rely on single CPU core performance.  

Those of you who have moved to 4K probably have noticed just how future-proof GalCiv III is.   As time goes on, the game gets richer, deeper and more polished and with your help, we can ensure it is the ultimate 4X space strategy game.

 

Brad's Toad-2018

Published on Wednesday, January 10, 2018 By Brad Wardell In Personal Computing

I just got my new PC set up.  First new one in 3 years and it's a monster.

I mostly got it for the Core i9 which has 18 cores.  The reason for this is, basically, I compile a lot.  Most of my programming involves AI coding and that means doing lots of recompiling and running.  I highly recommend 18 cores for most people as it's wasted.

The other reason I wanted so many cores is for Nitrous/Cider work which is Stardock's new engine.  I want to make sure that Ashes of the Singularity and Star Control and Game X are all scaling up as you add more cores as this is a major part of our ongoing effort here.

 

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