Brad Wardell's Blog


The Future of WinCustomize.com...

Published on Friday, September 30, 2005 By Brad Wardell In WinCustomize News

Some changes are coming to WinCustomize.com.  Big changes.  But before we get to that, for those of you who haven't been here from the start, let me give you a brief history of WinCustomize.com...

...In the beginning the dot-com collapse of 2000 has knocked out many of the sites in our "skinning" community.  Many of us feared that it would be the end of our community. So in early 2001, Stardock quickly put together WinCustomize.com.  The idea at the time was that Stardock would provide the servers and bandwidth and community volunteers would take care of everything else.  That didn't work out so well and within the first month of the site's development, T-Man, a Stardock developer, had been put in charge of the site's development (which he continues to this day) and I came on as the primary administrator.  So that when the site was launched in March 2001, Stardock was taking care of the bandwidth, the servers, site coding, and overall site direction.  However, community volunteers did come to the rescue in the form of people like Jafo (and many others over time) who essentially take care of WinCustomize on a day to day basis.

But over time, the "skin" community has changed.  Despite skinning becoming increasingly popular, no major skin sites have been launched since 2001 (other customization-oriented sites have launched but no major gallery sites).  Moreover, since 2001, some of the existing skin sites have essentially gone on auto-pilot.  The skinning community, at its prime, was something to behold.  But it is not what it once was in my opinion. It is fractured and dispersed.

Meanwhile, traffic at WinCustomize.com has continued to grow and grow:

   
Figure 1: Traffic per month

At the same time, the # of subscriptions per month has declined and declined:


Figure 2: Subscriptions per month

So as a community of sites, we're at a cross-roads.  As someone who wants the skinning community (people who like to create and use "stuff" to alter the way their computer interfaces look & feel) to thrive, I want to do something that can help the community return to where it was.  But I'm also in the position of being in charge of Stardock.  The business case on WinCustomize has always been pretty weak.  The most profitable thing to do historically has been to close WinCustomize and just point to deviantART libraries of skins and themes for Stardock's software.  But at this point, closing WinCustomize.com would be a true last resort because a single site, deviantART, which is primarily an art site now, not a skin site, would have a virtual monopoly on skinning content (that's not to take away from Skinbase and other very good skin sites, but we're talking purely in terms of monthly traffic).

We're at a cross-roads then.  We have to get WinCustomize to a point where it can pay for itself.  I think the key to this is helping bring the skinning community back to its prime.  That means more community features, more galleries, more bandwidth, more programming, more of everything.  But to do this, it's going to cost money. Even with the people who volunteer, we still have to code the site, pay the bandwidth and the size of the site means that we need more people who's jobs are dedicated to the site.

So we've brought on two new people: Mike Bryant who many of you know.  He'll be creating some exclusive suites this year for WinCustomize subscribers.  We also have brought on WishX to help organize and keep the sites running, to interface more directly with the community volunteers.  And we hope to hire more ASP.net and SQL database developers to add in new features for people.  But to do this it's going to cost money. A lot of money.  Stardock writes most of the cost of WinCustomize off as "marketing".  But even today, WinCustomize costs many hundreds of thousands of dollars per year to run.  These changes are going to add dramatically to that cost. 

So later today, we're going to launch a subscription drive.  Our hope is to get 2,000 new (or renewed) subscribers between now and October 31st.  We'll be keeping you all informed of our progress. With 22 million visitors (over 3 million of whom are unique), getting 2,000 people to subscribe or renew shouldn't be a major problem we hope.  But we'll see.  We'll have more details on the subscription drive and what subscribers will be getting for sure and what they'll get IF we make the 2,000 goal.

The road to beta 4..

Published on Wednesday, September 28, 2005 By Brad Wardell In GalCiv Journals

Holy cow are things going fast now.  Up till now, it's been engine building. And even now, it's still engine building. But now we're starting to get into gameplay features which are far more fun.

Fleets are in. Totally in. Of course, at the AI guy, I have to get the AI to effectively use them.  I just finished working on the AI's handling of the planetary improvements.  The planet surface code is all done with STL which I'm a bit sketchy with.  So my first crack at it was a bit weak.  This time, it's better. Not great. But better.  The AI doesn't know how to upgrade its planetary improvements yet. I will have to go through and do that.  That's going to be interesting to do.

It's easy to write fast AI code. And it's easy to write really smart AI code.  But it's really hard to write fast and smart AI code.  And that's the conumdrum I always have.  For instance, in GalCiv I, my biggest beef was that the AI didn't update its ship orders between turns. That is, if you moved your ship, the AI couldn't attack it because it "moved".  That was because of the time it would take for the AI to "update" its ships.  This time, I'm going to fix that.  CPUs are faster and I'll use that extra processing power there.

Another thign I'm going to do is completely re-do the way the AI goes to war.  Fleets change things a lot and make things potentially easier.  I have my fears about the balancing of the weapons techs still but since I do that too, at least I can tweak that myself as I discover exploits. 

The way the AI did war in GalCiv I was based on a military concept of projections of force.  I would identify a sector I wanted to militarily control and then figure out how many ships I needed to control it and send them in there.  The problem came in when trying to coordinate my groups of ships.  In a tiny or small galaxy, the AI ships woudl come in groups quite nicely.  Since I was running in the debugger (Which is much slower), I tended to play the game on very small galaxy sizes and the result was nice.  But as you moved up in size, the ships had more and more of a problem getting to the target at the same time.  As a result, ships would come in dribs which looked like, to me and our critics, as the usual "death march" of lame AI that we've seen for decades. 

But with GalCiv II, I've got better tools.  First, Altarian Prophecy introduced the Rally Point system.  The AI, thanks to the "not cheating" design, can make use of the same stuff as humans and vice versa since the engine doesn't make a distinction between players.  So the AI can set up rally points on ships to move together.  And now with the fleet code, I can group them together more easily.  I am also going to add in code so that even if I don't build fleets (due to lack of logistics units for instance) I will set a "slower" speed for ships that can't keep up so that when you're attacked, you know it. They come in waves of massive fleets.

I'm also going to put more work into having the AI clue the player in on what it's thinking.  There's a lot of calculations the AI does that humans don't even know about that could make the game more exciting.

We're starting to move forware more on the tech tree.  I hope people like our philosphy on it.  In GalCiv I, it was based on the OS/2 version of the tech tree which was based on the tech tree not being tightly coordinated with the rest of the game.  In GalCiv II, the techs  tie into something in the game. So it's much more linear.  You have techs called Plasma Weapons IV for instance (as opposed to "Advanced Phase Induction" or something like that).  You research a technology because you want something specific out of it.  So there's a lot fewer essoteric techs in there.

I sure hope people like the fleet battles. I think they're cool. But I think some people are going to think "Why can't I control my ships?".  It's a playback of the battle, not a tactical battle element.  I hate tactical battles in strategy games.  Hate them.  The reason is that they're so time consuming. I am the guy who always pressed "Auto" in Master of Orion.  But I also knew that I wasn't playing the game optimally by doing that because the AI is never going to be as good as a skilled player at tactical combat.  Our combat system is essentially like a forced "auto" of the MOO 2 thing except with 2005 3D graphics.  If you watch a battle in cinematic view, it's a lot like watching a battle from Star Trek TNG.

Speaking of MOO, people who only played MOO need to remember -- GalCiv isn't Master of Orion.  GalCiv for OS/2 was a contemporary of MOO 1 for DOS back years ago.   GalCiv I was in public beta back in 1993.  It's a different game.  As much as I like the MOO series, I don't want GalCiv to be MOO. 

There were 3 points from MOO1/2 that I particularly don't want to emulate (and bear in mind, I'm a huge MOO2 fan, I played MOO2 in the delivery room waiting for my first born -- true story):

  1. MOO 1/2 always ended in a genocide race. Each side collected huge fleets and then just wiped out each other's planets so it was a race to see who killed off the other.
  2. MOO 1/2 had tactical combat which I really don't like in a strategy game.  If I want tactical combat (And sometimes I do) then I'll play Homeworld which does it very well.
  3. MOO 1/2 had starlanes.  I like free-form maps. It worked for MOO since you're parking fleets around.  But in a free form map like GalCiv, you have to limit fleet sizes and distribute up military power.

So while I sympathize that many MOO 1/2 fans are looking for a MOO 4, GalCiv isn't designed to be it.   It has its own set of strengths and weaknesses that make it a unique gaming experience.

Anyway, Beta 4 should be out before Halloween.  It'll be still a beta (read: buggy and incomplete) but it'll be well on its way to final by then. It's not quite fun IMO yet, but it's getting there.  Beta 4 will be open to those who pre-ordered the game.

 

NeoTechGaming screenshot

Published on Wednesday, September 28, 2005 By Brad Wardell In GalCiv II News
Desert Fox over at Neotech gaming has a screenshot of Galactic Civilizations II with a super zoomed in picture of our latest colony ship texture.  This isn't a cut-scene, this is a zoom in of in-game graphics -- i.e. zoom out from a galaxy view down to this.

WindowBlinds 5 Beta: Next Tuesday

Published on Monday, September 26, 2005 By Brad Wardell In WinCustomize News

The first public beta of WindowBlinds 5 is almost here.  Stardock released the alpha this week to its internal QA team to put the program through its compatibility testing before sending it out.  WindowBlinds 5's most notable new feature is the ability to support "glass" and full alpha blending of the title bar and border (no more jaggy borders).  The critical step has been to deliver this functionality without affecting performance for reasonably modern video cards.

In addiion, WindowBlinds 5 no longer has a "wbload.exe" and instead extends the painting of the Windows GUI in a more "native" way.  Or put another way, it has "zero foot print" in the same manner that the default bundled Windows themes (msstyles) use. 

Users who have Object Desktop will be able to try out the beta next Tuesday (Oct 4).  Users of WindowBlinds 4 will be able to upgrade to Object Desktop at a reduced price.  Moreover, users who purchased WindowBlinds 4 after September 1 will receive WindowBlinds 5 for free.

WindowBlinds 5 will also be designed to run on Windows Vista natively by the time Windows Vista ships (the beta of WindowBlinds 5 should run on the beta of Windows Vista though the Windows Vista GUI is still in a state of flux obviously).

Microsoft to Palm: You will become one, with the borg.

Published on Monday, September 26, 2005 By Brad Wardell In WinCustomize News

The new Treo 700W has been announced and is using a version of Microsoft's Windows mobile.  For years, PalmOS and Microsoft's mobile OS (Window CE, PocketPC, etc.) have battled for the hearts and minds of users.  Palm's Colligan, in full Lucutus mode stated "If you've been in this business long enough, you know that partners sometimes compete and competitors sometimes partner."

Palm did not discuss how it will use the Palm OS in conjunction with the new hardware it showed off Monday. But the company has said it plans to continue developing products, including smart phones, based on the Palm OS.

Full story over at CNET.

 

PDC Wrap up at PowerUser.tv

Published on Saturday, September 24, 2005 By Brad Wardell In WinCustomize News

Last week I was at PDC getting the latest news on what Microsoft is working on. 

And for those interested in self-torture, you can hear my report on PowerUser.tv in a special Friday segment.

The full new episode will be on Monday with the entire PowerUser.tv gang.

iPod Nano screen scratches easily..

Published on Saturday, September 24, 2005 By Brad Wardell In WinCustomize News

Found this over at Neowin...People slavering to get Apple's "impossibly small" iPod Nano into their sticky hands may want to pause a moment: those ahead of them in the queue have discovered that it's also unbelievably easy to scratch the screen, nixing its photo-displaying abilities. Apple's discussion forums are already host to a 188-post thread on the topic, where people have spotted that the plastic used for the screen and front of the product is as sensitive as a Kate Moss sponsor.

Trouble is that a few scratches will quickly make the color screen all but useless for viewing album art and photos stored on the machine. In which case you might as well have bought the cheaper, screen less iPod shuffle, hmm? When the point was put to the head of Apple's iPod division, Jon Rubenstein - who in the past oversaw the development of the Titanium PowerBook - the one that killed off Wi-Fi reception, because metal cages do that - he replied: "Nah, you don't really think that? It's made of the hardest polycarbonate... You keep it in a pocket with your keys?"

We Failed You? Try again.

Published on Saturday, September 24, 2005 By Brad Wardell In US Domestic


We Failed You? Try Again.
Anne Rice blames America, not local officials.

"To my country I want to say this: During this crisis you failed us. You looked down on us; you dismissed our victims; you dismissed us. You want our Jazz Fest, you want our Mardi Gras, you want our cooking and our music. Then when you saw us in real trouble, when you saw a tiny minority preying on the weak among us, you called us "Sin City," and turned your backs." - novelist and New Orleans resident Anne Rice

 

Let me get this straight.

Ms. Rice, you live in (what was) a very attractive city which lies below sea level. On one side you have a giant lake; on the other side you have the Gulf of Mexico. Running through the middle is the Mississippi River. All of which are above you.

Preventing those giant bodies of water from flooding and drowning you are levees. These levees are described as "century-old." People have been warning about the devastating effects of a direct hit from a hurricane for decades.

I've heard a great deal of complaint in recent days that the federal government may not have allocated enough money to speed up the upgrades to those levees. This does, however, raise the question of why city and state residents were waiting around for the federal government to send enough money to upgrade this, instead of paying for it themselves. I mean, it was only your homes, businesses, and lives at stake. Perhaps these upgrades would have been expensive. If only this city had some sort of events to attract tourists, from which to collect taxes.

Anyway, your state and local officials decided to spend your tax dollars on something else that they (and presumably you) found more important, and then they waited for the rest of the country to pay for these life-preserving necessities.

Your beloved city and region has a colorful political history, in which there is, oh, a wee bit of corruption. I'm from New Jersey, so I can't throw stones at that glass house. But you guys have managed to pick leaders who give you the worst of both worlds - they're scandal ridden and incompetent in a crisis. Look, Rudy Giuliani might have run around with Judith Nathan before his divorce, but he was a hell of a leader in our darkest hours. You know the National Review crowd isn't a fan of Pataki, but the man was a rock after 9/11 compared to Governor Weepy I'll-Evacuate-Eventually and Mayor It's-Everybody's-Fault-Except-Mine. Nobody's throwing around the adjective "Churchillian" about any of your officials these days. We didn't pick your local officials; you guys did.

Rice asks, "how many times did Gov. Kathleen Blanco have to say that the situation was desperate? How many times did Mayor Ray Nagin have to call for aid?"

Ahem. What about those buses left unused, less than a mile from the Superdome? JunkYardBlog notes that it's written in the Southeast Louisiana Evacuation Plan that buses are supposed to be used for evacuation of those who don't have personal vehicles. As JYB observes, "there is something very peculiar about a city and a state that have a plan on the books for years that outlines what to do when a hurricane is about to strike, yet when a hurricane comes roaring in, the responsible officials just chuck the plan and try winging it. Delaying and then winging it in the face of a monstrous Cat 4/5 hurricane is never, ever a good idea, especially for New Orleans." (See more here.) Ironically, Nagin told CNN, "I need buses, man," when he had plenty sitting around unused before the storm hit. Now they're flooded and useless.

But it's not like state and local officials could have seen this coming. They have never had a hurricane bearing down on them before and... oh, wait, there was Hurricane Ivan just last year. And after that dodged bullet, Blanco and Nagin both acknowledged they needed a better evacuation plan.

I would note that we've seen some pretty intense disasters in other parts of the country, like planes crashing into skyscrapers and subsequently collapsing, earthquakes, tornadoes, blizzards, and yet somehow, none of these disasters had the total breakdown of law and order, civil society, etc. Jonah Goldberg's early joke about a Mad-Max style post-apocalyptic tribal anarchy may have been in poor taste, but it has turned out to be nightmarishly prescient.

We failed you? No, oh brilliant creator of Exit to Eden, you failed. You might not think of it this way, but: Your leaders failed to upgrade the levees. You elected a bunch of weepers and blame-shifters who lost their head in a crisis.

Over the past decades, your elected officials have let a criminal element incubate and grow until they ruled the streets, instead of the forces of law and order. In pop culture, a New Orleans thief is always a charming rogue with a devilish smile. In reality, they're a bunch of thugs.

If the number of residents who are looting thugs were such a "tiny minority," we wouldn't have seen this widespread, relentless anarchy. Madam, a noticeable number of your neighbors saw this disaster as an opportunity to smash a window and run away with a television, an act that reveals much about the inadequacies of the local school system, since that thief won't be enjoying that television with any electricity anytime soon.

I would also note that this is one hell of a police force your local officials hired and that you and your neighbors tolerated. 50 percent turned in their badges during the crisis and quit. Your police superintendent is conceding that some cops were looting. Just want to refresh your memory - four years ago, New York and Washington, planes falling out of the sky, thousands dead, no idea what the hell is coming next... and the cops, among others, showed up to work.

To save you guys now, I - and a lot of other Americans - will pitch in. We are witnessing the biggest mobilization of civilian and military rescue and relief crews in history. But I have a sneaking suspicion you're going to want the rest of us to pay for the rebuilding of your city. (In the near future, we're going to have to have a little chat about the wisdom of building below sea level, directly next to large bodies of water.) And if you're going to come to the rest of us hat in hand, demanding the rest of us clean up after your poor judgment, I'd appreciate a little less "you failed us" and a little more "we've learned our lesson.

"

Are Microsoft's days numbered?

Published on Friday, September 23, 2005 By Brad Wardell In WinCustomize News
CNET is reporting that Microsoft may indeed be seeing the beginning of the end of its technology dominance. As an internal Microsoft memo predicted, the web is becoming a platform.  So does this mean that Google will eventually be the one in charge of our underground sugar mines or will Microsoft, for the foreseeable future, continue to be managing them?

GalCiv II: User Manual

Published on Thursday, September 22, 2005 By Brad Wardell In Galactic Civilizations II

 

 

Rough Draft User Manual

 

 

"Now with extra fiber!"

 

BETA 3

 

 

Written by Brad Wardell

Designer and winner of the 2002 Nobel Prize in Physics

(well, okay, only one of those things is actually true)


 

Introduction

 

In a perfect world the user manual for Galactic Civilizations II would already be done.  But then again, in a perfect world, I would have been one of the cool kids in high-school. Or heck, I’d be cool now.  Because a cool guy wouldn’t have to start out a beta user manual explaining about all the features that aren’t in the game yet.

 

Typically, Stardock games absolutely suck until the last month (or week) before they ship.  The problem with having a sucky game for so far into the development process is that it tends to preclude preview coverage.  And we need preview coverage or we’re doomed.  So this time around, the game still sucks but visually it only half-sucks.  So at least screenshots made of the game won’t be completely embarrassing.

 

 

A little bit about Galactic Civilizations I

 

Before we start telling you about this game, we should start with the first game.  Galactic Civilizations (Windows version) came out in 2003.  Its graphics were fantastic – at least compared to shareware games from 1993. 

 

It was a 2D, sprite based strategy game in which players played as the humans and had to build an interstellar civilization.  Players researched technologies which in turn gave them access to various starships.  A player would literally research "Battleship Technology" and a battleship unit would appear in their list of ships that they could build.  Because we had been told..repeatedly.. that single player, 2D, turn-based strategy games were a dead end, we only budgeted for 30,000 units to be sold worldwide.

 

When the game came out, however, it didn’t sell 30,000 copies.  It sold 150,000 copies (85,000 in North America alone).  It also got really good reviews which were a key element of those sales no-doubt (which reminds me, I’m still scheduled to go mow editor lawns still but that’s another story).

 

What we do at Stardock is we make games we want to play.  We wanted to play Galactic Civilizations and so we kept tweaking and tweaking the game until what actually shipped was a pretty mature title in terms of game play being reasonably well thought-out. 

 

But like all Stardock games, it sucked until weeks before it went gold.  This also meant it received no preview coverage what-so-ever.  We couldn’t even get one of those "coming soon" listings in most magazines even though our date was set for February 2003 (eventually it shipped in March so that we didn’t collide with Master of Orion 3).

 

 

What’s missing in this beta

 

Oh where do we start.  Oh about not having a user manual. That’s my fault, I had promised friends, family, reviewers, and the Amish that I would not write the manual for Galactic Civilizations II. And we have someone terrific doing it.  But we wanted to wait until the game was..you know..functional before subjecting them to it.  With the litigious world we live in, the last thing we wanted was a lawsuit for causing blindness, madness, or Turrets syndrome.

 

  • Graphically the game is about half-way there.  We don’t have bump mapping in.  We tried to get it in for this beta but there’s just so much to do.  But there’s also a ton of other missing graphics, images, etc.
  • While you can play as any race, we suggest you play as the humans because they’re the only ones where we’ve started putting in the non-sucky textures and models in for. Play as the humans for now.
  • The diplomacy is really rudimentary.  Because you can play as any race, we have to put in a lot more work to make sure that the dialog back and forth is interesting and real.
  • Fleet combat isn’t in yet. This is one of the major new features of Galactic Civilizations II. Naturally, it’s not in.  (See "We suck" for more details). And by we I mean me since I am the one who scheduled its implementation for October. 
  • The AI… The AI is the one part of the game I’m programming myself. Which means, naturally, it’s awful right now.  But at the same time, it’s a good self-esteem builder since it should be easy to defeat.
  • Playability. This beta isn’t fun to play.  Not just because the AI isn’t in but because there’s very little playability done to it yet.  Things take too long to build (or too short), things are excessively hard to manage, we’re missing a lot of screens that make the game more intuitive, etc.
  • No Campaign. The game will have a dynamic single player campaign.  It’s not in and won’t be in until November.
  • No Metaverse. The final game will let people compete against other players on-line via the Metaverse.  It’s not multiplayer, but people had a blast the first time around.  We plan to do a lot more with it this time. But we won’t be getting to that until November/December.
  • Performance. The game is kind of a pig right now speed-wise. It doesn’t use a lot of memory, we just haven’t really set out yet to optimize screen painting, load times and that kind of thing yet.
  • Load/Save Games.  These work…kind of.  The final game will allow you to save at special "save points". Just kidding, you can save and load your game any time anywhere.
  • Polish.  There’s all kinds of tweaks and pacing issues that we are very fully aware of.  Right now we’re just focusing on getting the features in, so there hasn’t been much effort put into "fun" yet.  Even things like missing status screens and such can make a big difference to making the game feel organic vs. feeling sterile.

 

 

 

 

 

 

 

Requirements for this beta

 

The beta should run on pretty much any machine with a decent (64MB) video card running Windows 98, ME, 2000, or XP.  But we’ve really only put it through its paces on Windows XP.

 

We are targeting people with very low end systems (Pentium II level systems) to be able to play the final game as long as they upgrade their video card to something that can do DirectX 9 (i.e. modern $25 video card).

 

 


 

Starting a game

 

 

Your best option here to choose "New Game". 

 

Galaxy Setup

 

 

On this screen you (wait for it) set up your galaxy.  In the beta, that means you pick the size of the galaxy.  In the final game,  you will also have option to choose custom galaxies (ones we or other players have made).

 

The scenario will eventually let you choose different custom sets of rules to enhance replayability and to ensure we, the developers, can do different spins on the game without mucking with the main game mechanics. J

You can also set up how many good planets there are, how many planets there are total (which we may remove this because it’s kind of silly to make people pick habitable planets and dead planets both).

 

We will also be removing the Asteroid field option in the next beta since we’re not going to have asteroid fields in the final game (game balancing would take too long).

 

 

Pick your race

 

 

This screen had nothing similar in GalCiv I.  In the first game you had to play as humans.  This was because it helped the plot and made it cheaper for us to make the game art-work wise.

 

Now, thanks to network based child labor in third world countries, you can now play as the leader of 10 civilizations or design your own civilization (hold on, gotta whip the slaves, okay back).

 

Different races have different advantages and disadvantages.  They also have their own unique ship-styles (see "slaves").  The unique advantages are not in yet though so there’s nothing special here.

 

Note the nice big edit button. The team wants to make sure you press that button! Lots of work under that.

 

If you choose edit on the custom race you can do all kinds of cool stuff.

 

Figure 1: My r ace is sneaky and productive! W00t!

 

 

Choose your opponents

 

 

 

 

On this screen you can decide who you want to play against. You can either set their intelligence individually or crank up the difficulty globally.

 


 

Playing the game

 

 

Once you are in the game you start with a colony ship and a flagship.  The flagship is a special survey ship that can explore anomalies.  The colony ship can be sent to create colonies on habitable worlds.

 

Some basic controls

 

Thanks to the (ahem) power of 3D, you can zoom in and out on the map:

 

Figure 2: Very close.  No textures on the ships yet in this screenshot.

 

Figure 3: Mouse-wheel zoom out and you can see your ship is small.

 

Figure 4: And if you zoom out enough, the map turns into a symbolic mode so that you can play the game like a board game. Differnent units have different symbols and their size indicates how "powerful" they are.

 

 

You can also use the function keys to change your point of view:

 

  • F1: Normal view
  • F2: Alternative view, little bit closer to the horizon.
  • F3: Nearly level to the horizon.
  • F4: Galactic Civilizations I view – top down.
  • F5: Strategic view (zoomed out)

 

The Button Bar

The bottom button bar displays the following:

1)      Planet/Ship list

2)      Research Screen

3)      Domestic Policy screen

4)      Foreign Policy Screen

5)      Statistics

6)      Shipyard (ship design)

 

 

 

Bad Playability Example:  We don’t give you any ships with more than 1 move which makes the early part of the game less fun.  So we’ll be changing this.  Both your ships start out with only 1 movement point presently.

 

Mouse controls:

  • You can use button 1 on your mouse to pan around the map.  Just hold it down and drag around.

 

  • Select ships by left-clicking on them.  Right-click on the map (or mini-map) to send them to a destination.

 

  • You can use your middle-mouse button to rotate the map in various ways (hold it down).  If you lose your orientation, hit the F1 key to re-orient yourself.

 

 

 

 

 

 

What matters on the map

 

 

If you put your mouse over a planet, it will state what planet "class" it is.  The higher the class, the more potentially useful the planet is.  A planet must be above class 0 to use.

 

Colony ships are what colonize planets.

 

You will also see color-coded borders.  If you’re race is blue, you can see on the mini map and the main map your borders.  In the final game, your units will get a 10% bonus to their stats when they fight in their territory.  If you have planets that are not in your borders, they are likely to revolt at some point.

 

The mini-map has a whole array of different visual options to choose from.  The main screen also will display your population, treasury, research status, and the galactic balance of power meter. 

 

Figure 5: These buttons will be to manage way-points for ships. Very handy.

 

 

Planets

 

When you send a colony ship to a planet, you will often encounter various events that help determine what kind of civilization you are (good or evil). 

 

The planet view is totally new from Galactic Civilizations I.  The planet class now determines how many of the 72 tiles on a planet can be used. 

 

 

On a class 14 planet there are 14 useable tiles.  Some tiles have special items on it (artifacts, culture bonuses, mineral rich). 

 

 

The main variables on a planet are:

 

  • Its population in millions which determines how much tax revenue you will receive. Population is capped by either morale (if it gets too low) or by food (you must build farms to produce food). If you can produce 10 megatons of food per week then you can support a population of up to 10 million.
  • Unemployment is going to go away so ignore that.
  • Your approval rating determines how happy your people are.  Happy people are more productive.  Literally. 50% approval will halve your production.

 

Things to build on a planet

 

There are several types of things people would want to build on a planet:

 

  • Farms.  Farms produce food which allow ones population to grow. More population means more $ produced.
  • Factories/Mines.  These produce resources which are spent on building ships, building more planetary improvements.
  • Research Labs.  These produce research units which go into your overall technology research pool.
  • Cultural Centers.  Embassies and other special buildings increase the amount of influence the planet has which in turn increases its effect on your borders.
  • Morale boosters.  These are special buildings that increase the morale of your people.  People gotta have stuff to do for fun or they get miserable.
  • Starports.  You can’t just start building interstellar ships on some miserable world.  You now have to use up one of your precious tiles and build a star port.

 

Build vs. Buy

 

You can dedicate your planet’s resources towards building a ship or you can hire a private contractor to crank out the ship in a single turn – for a price.

 

 

 

 

Research Screen

 

 

The research screen allows you to research new technologies.  Technologies provide new abilities.

 

This screen is broken up between the list of techs and their info and a visual display of the tech tree.

 

This screen still needs work.

 

 

When a technology is researched, the event window will come up informing you.  This screen needs a lot of love ..

 

 

 

 

Domestic Policy

 

 

On this screen players set up what their tax rate is.  The higher the taxes the more money you collect but the unhappier your people get.

 

When elections come, the AVERAGE morale (not the snapshot anymore) will be what determines the election.  So keep those people happy all the time.

 

You can also spend your money between military, social, and research.  These ratios determine how much your factories and labs are funded to do their thing.

 

Foreign Policy

 

 

The foreign policy screen allows you to interact with the other civilizations.  It is not really well tested yet in this build.

 

Shipyard

 

New in Galactic Civilizations II is the ability to design your own ships.  And since we have a 3D engine, we decided to just go nuts with it.  Bear in mind, again, that we don’t have all the textures and models in so it’ll be even cooler when it’s done.

 

 

When you first arrive at the shipyard, you will see a list of your current designs.  You can upgrade your ships any time you want.  All your ships, regardless of where they’re located, will be upgraded.  BUT…

 

Depending on how dramatic of a change your "upgrade" is, ships will go into "refit" mode on screen in which they refit themselves to the new changes.  While they are in refit mode, they are totally defenseless and cannot be moved.  A refit might only take 1 game turn or it might take 50.  Moreover, ships that are outside your territory suffer a 2X time penalty to refit.  Refitting time is also based on the production of the planet it was produced on.

 

Designing a ship

 

 

Choosing a Hull

When you design a ship, first you have to select what type of hull it has.  The larger the hull the more hitpoints it will have and the more components it can fit.  But it also largely determines the cost of the ship.

 

There are many different types of hulls to choose from.  The difference between one hull of the same size and another is purely cosmetic.

 

Extras = Eye candy

 

Players have total control (okay, ridiculously intense control) of how the ship will look.  You can make a ship as complicated as you (and your computer hardware) can handle.  We wash our hands of your craziness!

 

You can pick a variety (and in this beta we only have a handful of non sucky eye candy in, lots more coming).

 

You can connect your pieces by selecting one and then clicking on the red "hard point" you want to put it on. 

 

Or if you’re wimpy, like me, you can just double-click on a component (or press the place button) and it’ll stick it on the ship for you based on a fairly cool system of knowing where a good place to put it is.

 

This way, crazy people who want to design their own mega ship as well as grumps who just want to quickly build a ship can both live together in harmony.  Though, not likely under the same roof…

 

At first, you won’t have any weapons or defenses for your ship.  That’s what technology researching can cure.  But you can start making crazy stuff early on.

 

 

Once you are done, you save your ship and you can start building it.

 

Figure 6: The Nerdling Avenger goes forward...without any weaons..

 

 

 

Warfare

 

In Galactic Civilizations II there are 3 types of weapons and 3 types of defenses. 

 

Weapons:

 

  • Beam weapons
  • Mass Drivers
  • Missiles

 

Defenses:

 

  • Shields (defend against beam)
  • Armor (defend against mass drivers)
  • Point defense (defend against missiles)

 

When a weapon comes against its corresponding defense, the weapon rolls between 0 and its maximum attack value and the defense rolls between 0 and its maximum defense value.  Non-optimal defenses can help too but they roll between 0 and the SQUARE ROOT of their maximum-defense.

 

Example:

 

The USS Enterprise attacks the USS Reliant.  The Enterprise has phasers rated at 10.  The Reliant has Shields rated at 4 and armor rated at 16!

 

When the enterprise attacks, it rolls between 0 and 10.  The Reliant rolls its defense which is going to be between 0 and 8 (0 to 4 + 0 to square root of 16 which equals 4 therefore 8 total).

 

We don’t want players who picked the "wrong" defense to be totally out of luck.  But we don’t want to reward players who focus strictly on one defense type.

 

 

Options

 

The game will have a ton of various options to choose from to let players totally control how they want the game to paly out.

 

 

The video options are important.  Make sure that you have anti-aliasing on as high as your system can go because it makes a huge difference to how the game looks.  Most of these settings require you to reload the game (sorry!).

 

 

 

 

 

 

The Story Continues…

 

And so your civilization must go out, colonize planets, research technologies, design ships, form alliances, negotiate treaties, fight wars, etc.

 

Eventually you will be able to conquer your opponents (or be conquered by them) through a variety of means (military conquest, cultural domination, technological superiority, or political victory).

 

 

 

 

 

 

Support & Help

 

 

The home page of Galactic Civilizations II is https://www.galciv2.com

 

Stardock Entertainment

15090 Beck Rd.

Plymouth Michigan 48170

734-927-0677

 


 

Credits

 

Designer & Product Manager

Brad Wardell

 

Project Leader

Scott Tykoski

 

User Interface Designer

Paul Boyer

 

Development Lead

Cari Begle

 

Engine Developer

Joe Engalen

 

AI Developer

Brad Wardell

 

Developers

Cari Begle

Joe Engalen

Jesse <get spelling>

Scott Tykoski

Brad Wardell

Paul Kerchen

Scott Brodie

 

Art & Animation

Alex Gounaropolous

Scott Tykoski

Paul Boyer

Jake Callery

Scott Brodie

Akil Dawkins

Paul <Ensemble Studios’ Paul>

<Alex’s Intern – get name>

 

Story & Elements

Brad Wardell

Kristin Hatcher

Alexander Antoniades

 

Quality Assurance

 

 

Biz

Angela Marshall

Larry Kuperman

Kim Kolaz

 

Metaverse

Pat Ford

Andrew Powell

Cari Begle

Laurence Parry

 

Music

Mason Fischer

 Eric Heberling

 

Final Documentation

 Someone other than Brad