That’s not how it's supposed to work, if you understand.”
I hope that this means they will take into account the latest findings on astronomy, or better game mechanics.
The interface drives them crazy now, especially its lack of helpful tooltips.
Advisers and maybe a right click extensive description on what the improvement and wonder does would be nice. Better governors some smart Ques, on the Gnn news screen only display what I need. Local and global ingame settings, as a disclaimer these are the things I would like to see.
“Essentially, we’re not really so much making GalCiv 3 as we’re making the GalCiv 2 that we always wanted,” Boyer says.
I like this idea.
Wardell points to the Yor Collective, a robot faction, as an example of the kind of faction customization Stardock are trying to do.
Ok how about androids and cyborgs. Even a computer running a faction. Genetically engineered or laboratory made genetically with different amino acids.
GalCiv 3 is beginning with custom tech trees for every race. That should give each civilization a distinctive style that underscores their fictional identity.
Awesome I want to see how this is different from Twilight of the Arnor. I hope that this time they will pay attention to the fact that new technologies do not mean that you should get less wonders. I would like to hope that between one per planet, galactic achievements, trade goods, and super projects that the different would be about on par with their proper gameplay with each other.
Right from the start in GalCiv 3, players have to choose which lines of research they will pursue at the exclusion of others.
I think a major tech revision is always nice. This is kind of a compromise between the ones that want random techs and the ones that want to plan out there techs. I think I came up with this idea.
The greater variation between factions and their research paths will, Stardock hope, make ship customization a little more relevant to players and encourage more diversity when fleet-building.
As far as I know before Distant worlds this was exclusively your domain on how to build ships. This is one of your major features.
If a game is good it will continue to sell. It could also be that the game served a particular part of the market, and no other game did, or at least not as good.
Well as far as I can see until recently they beat everyone on a comprehensive customizable space version of Civilization better than anyone else, and even their rivals now are lacking customization and/or good ship customization, or their techs aren't done as good.
So this is the economy dial, I like it. Although it makes me worry that there will be only one production queue, for both buildings and ships.
I still want to see a ship yard and a social production where I build on the planet at the same time. That is something else that Galactic civilizations does seem to do superior than most games that I've seen.
High CPU requirements. Does the game support hyper-threading?
I know that I'm not a programmer, but if they are using a modern language they support multiple thread programming where it will take advantage of your threads and cores. Plus considering that a lot of modern computers has only four cores with hyper threading if you are Intel I'm sure this is what they mean.
“For all those sliders, the player actually had remarkably little control over their empire,” Boyer says. “They ended up with a lot of waste. ...In GalCiv III, we switched that to having a dial. It looks like a color wheel. Essentially, what is your civilization focusing on between wealth, manufacturing, and research? It's like they're blended together. And that, in turn, tells your citizens what they should be working on.”
Am I missing something? How is that any different from sliders? It's still just 3 percentages.
I agree I want control its up to the Devs on how It's done though, so if they think its better I trust they know what they are doing on this.
I think the Dev should invite them to a private Beta thingy, and not a marketing Beta.
I would like to volunteer for this.