Dev Stream Today (Friday, September 5th) at 3pm EST, Noon Pacific

Be sure to join us at 3pm EST today for our latest dev livestream of the Galactic Civilizations III beta!  Lead Designer Paul Boyer will be talking about the latest opt-in beta 2 patch that was made available yesterday.  Hosting again this week will be the Producer on Galactic Civilizations III, Ray Bartos.

Come on over to our Stardock Twitch channel and join us for our live broadcast!

If you can’t make the stream, please feel free to drop your questions in the comments below and we’ll try to get them answered on-air.

After the live broadcast today, we’ll post the replay on our YouTube channel so you can catch up on the latest episodes.

Update: Replay is on YouTube

33,528 views 30 replies
Reply #1 Top

During a Dev Stream a while ago, you guys mentioned that the ship part textures were going to be able to scale.

So if you stretch a wing to twice its size, the little textures on it would scale back to keep the detail.

Is this still going to be implemented?

Reply #2 Top

Regarding my only suggestion so far: Use nebulae to provide shape to the map

 

Asteroids, nebulae and dust clouds currently offer very little in terms of affecting the terrain and shape of the map. Are there any plans to improve the terrain and how it affects the map, to avoid an essentially empty and shapeless one each game?

 

 

Reply #3 Top

At this moment when  you change the production wheel there is no direct way to see how the allocated research points result in research completion turns. The research percentage and actual numbers of research points generated is being shown. 

To see whether there is an actual change in the number of research to complete turns, you have to close the govern economy tab and open the technology window.
PS: After you close the Govern window the "research turn remaining" tooltip (top right corner of the main view) is not properly updated.

So the question is:
Will there (in the future) be something that will show in the govern/economy window the research completion turns for the given distribution of the production wheel?

Reply #4 Top

I recently encountered an old podcast in which Paul assured the host that the "eject ship" button would be gone and we would simply be able to move off of planets, shipyards, and starbases. Is that still the plan?

Reply #5 Top

Quoting peregrine23, reply 4

I recently encountered an old podcast in which Paul assured the host that the "eject ship" button would be gone and we would simply be able to move off of planets, shipyards, and starbases. Is that still the plan?
End of peregrine23's quote


You can do both now.  

Reply #6 Top

Will the Founder's Vault ever get any new content?

Are trade routes going to be limited in number? Because 9 or so on an immense map isn't a lot.

Is the in-game encyclopedia still in the cards?

In the files I read about different types of alliances, will we be able to have multiple alliances with the same civilization? Ex. have Cultural and Technological alliance with the Altarians.

Reply #7 Top

Any plans on working with the last set camera view and zoom setting, in addition to the sensor range of certain custom ships when loading a save game? Right now, when we load a save game, the camera defaults to a zoomed in view of your home planet and any ships you have built with added sensors don't have their increased sensor range enabled until you eject a ship from orbit. Would be nice to have the last settings of the camera view, zoom setting, and sensor range all saved to the game file so that they are all restored when you load up that saved game.

Reply #8 Top

When a player attacks a stack he always attacks the first ship/fleet in the list (as shown in the info panel - bottom left). The order of this list appear to be the order in which the ships/fleets arrived on that location.

However the AI seems to be able to attack your stacked ships/fleets out-of-order.

Does the AI sees a different order then the order-of-arrival on a location or can he pick-and-choose which ship/fleet to attack?

If the AI sees a different order in which order does the AI see your ships/fleets on a location? If the AI can pick-and-choose is the player going to be able to do that also?

Reply #9 Top

Just curious if we will be able to retreat in battle? I find it silly the idea that a commander would fight to the last ship. I could see a set up similar to Star Wars Empire at War where there is a 10 to 15 second countdown for the fleet to retreat from battle. In those few seconds they would stop firing and be taking damage. Also this could have other techs associated with it like faster jump times or technology to increase an enemy's jump time.

Reply #10 Top

Are there plans to exploit asteroids and gas giants?  

 

Currently population is what makes an industrial world productive, are there plans to add automation to industrialization? 

 

Are the current tile sizes set in stone?  As they are currently small worlds aren't really worth colonizing until late game when you can add several tiles but even they they are generally pretty limited.   I realize the tile system is an abstraction of limited space on a small world but if you can colonize Mars immediately you really should be able to build more than 3 improvements on it, its not like its covered in water and even if colonization is limited to the poles due to using the ice there really should allow for the building of really just about anything you need to make the colony successful.

 

Are there plans to add really amazing structures like ring worlds, Dyson Spheres or solar system engineering(as in Mars and Venus aren't really useful as they are but if we move Venus opposite Earth's orbit and run Mars into it we could end up with another Earth it would of course be amazingly expensive but you should have the resources to do it in the age of ascension)?

Reply #11 Top

Quoting kestlstw, reply 10

Are there plans to exploit asteroids and gas giants?  

 

Currently population is what makes an industrial world productive, are there plans to add automation to industrialization? 

 

Are the current tile sizes set in stone?  As they are currently small worlds aren't really worth colonizing until late game when you can add several tiles but even they they are generally pretty limited.   I realize the tile system is an abstraction of limited space on a small world but if you can colonize Mars immediately you really should be able to build more than 3 improvements on it, its not like its covered in water and even if colonization is limited to the poles due to using the ice there really should allow for the building of really just about anything you need to make the colony successful.

 

Are there plans to add really amazing structures like ring worlds, Dyson Spheres or solar system engineering(as in Mars and Venus aren't really useful as they are but if we move Venus opposite Earth's orbit and run Mars into it we could end up with another Earth it would of course be amazingly expensive but you should have the resources to do it in the age of ascension)?
End of kestlstw's quote


We will be balancing tile counts as we move forward. We want there to be planets that you feel are not worth getting, it gives you choices, which is good. That 4 tile planet might be the difference between winning an losing in the long run. In addition you can transform up even crappy planets to pretty high quality. I think you can get mars up to a 16 in the currant build.  

We have some ideas for crazy structures, but they will most likely not be in the base game. 

Population is always the base value that production is based on, but it is currently way over powered. In beta 2 this will get a large overhaul, and factories and such will become much more important.  

Reply #12 Top

Quoting TheSoloDriver, reply 9

Just curious if we will be able to retreat in battle? I find it silly the idea that a commander would fight to the last ship. I could see a set up similar to Star Wars Empire at War where there is a 10 to 15 second countdown for the fleet to retreat from battle. In those few seconds they would stop firing and be taking damage. Also this could have other techs associated with it like faster jump times or technology to increase an enemy's jump time.
End of TheSoloDriver's quote

 

Gal Civ battles have always been winner take all, but we may play with some traits, or components that would let ships escape from losing battles. But you wont see anything like that for a few betas. 

Reply #13 Top

I'll be missing all these streams now. In regards, to winner take all combat mechanics what kinds of traits are we talking about here?

Will there be a pocket dimension trait where the ships activate this pocket dimension and disappear for a couple turns (partially repaired) and come back onto the main screen? Possibly a forced random wormhole drive that moves the ship to random location (some distance away from the battle location)? Or do they just move to a nearby hex disabled? A sacrifice of the carriers tiny fighters so the carrier can move away while disabling the enemy fleet?

Reply #14 Top

Still waiting on the YouTube version.

Reply #15 Top

Quoting Avatar137, reply 14

Still waiting on the YouTube version.
End of Avatar137's quote

Ditto!

Reply #16 Top

Quoting mormegil, reply 11

We will be balancing tile counts as we move forward. We want there to be planets that you feel are not worth getting, it gives you choices, which is good. That 4 tile planet might be the difference between winning an losing in the long run. In addition you can transform up even crappy planets to pretty high quality. I think you can get mars up to a 16 in the currant build.
End of mormegil's quote

How do you get Mars to a class 16 planet??  Maybe in Galactic Civilizations II.  I colonized Mars as the Alterians and the maximum I was able to get it is a class 9 and that's only after all the research for terraforming is completed.  

Reply #17 Top
Quoting VermillionChaos, reply 15
Quoting Avatar137,

Still waiting on the YouTube version.



Ditto!

End of VermillionChaos's quote

Me 3

Reply #18 Top

It'll be up in a bit.  It's giving me trouble again this week.

 

Reply #19 Top

Quoting Island, reply 18
It'll be up in a bit.  It's giving me trouble again this week.
End of Island's quote

 

Thanks for the heads up and for sticking with it. Looking forward to watching it!

Reply #20 Top

What happened that the stream is only 18 minutes or will the you tube version be longer?

Reply #21 Top

Quoting Seilore, reply 20

What happened that the stream is only 18 minutes or will the you tube version be longer?
End of Seilore's quote

The stream went down so Twitch made it into two clips.  I put them together so the YouTube video is the entire stream.

It's on YouTube now.

 

Reply #22 Top
Quoting Island, reply 21
Quoting Seilore,

What happened that the stream is only 18 minutes or will the you tube version be longer?



The stream went down so Twitch made it into two clips.  I put them together so the YouTube video is the entire stream.

It's on YouTube now.

 

End of Island's quote

 

Cool, because I lost the Stream, again.... and I have soooo many questions. Youtube here I come.

Reply #23 Top

Raynman... your ship was a floating colony pod. What kind of UFO was that and what experiments were being done to all those people ;) I agree with Paul, you need some engines on that thing.

Will there be an event that will move the dust clouds in the systems? On another note will the dust clouds serve a utility purpose? (i.e. production bonus, minability, hideability)

 

Reply #24 Top

Thanks ID!

Reply #25 Top

Thanks Island Dog :grin: