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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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Pyrkaige, remember they budgetted one year worth of development after game release. So technically they are getting paid. And they hope that this continued support will drive more people to the game. I know I would make lots of advertising for the game if it could be available at retail in France. Right now telling people to buy something over the net won't cut it.
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Pyrkaige
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quote: Originally posted by LDiCesare
Pyrkaige, remember they budgetted one year worth of development after game release. So technically they are getting paid. And they hope that this continued support will drive more people to the game. I know I would make lots of advertising for the game if it could be available at retail in France. Right now telling people to buy something over the net won't cut it. |
Budgetting money from previous successful projects is one thing; making enough money off of your current project is quite another. Basically, Stardock is taking something of a risk by putting up their money to have a substantial development team continue to release these large updates, without making money directly off of them. No doubt the hope is that GalCiv will continue to sell well and stay on the shelves longer than it would have otherwise, thereby recuperating the extra cost. (And if that does indeed work, my hope is that other game developers will decide it is a policy worth imitating; but I'm not holding my breath waiting for that to happen.) Brad Wardell has written that GalCiv will probably make 10% of Stardock's revenue this year, so they have a bit more leeway than your average developer when it comes to taking risks like that. As someone who really enjoys playing games that are supported, I hope it's a risk that pays off.
As far as distribution, it is really too bad that there is such difficulty getting the game in places like France. The current industry for media of all types (music, software, videos/dvd, etc.) has rather restrictive distribution rules and methods. It sure would be nice if some place like Amazon.com could take forms of payment with Euros and other currency and ship anywhere in the world. A global economy, indeed...
quote: Originally posted by civer3
That's the understatement of the year. I had one planet where nothing was built - Class: 19. Revenue: 29 bc. Spending: 0 bc. The revenue was still 29 bc. I built 1 fusion power plant and the spending rose to 79 bc. That's totally absurd. 1 social improvement and my income is already in the negative on a class 19 planet! What the hell is going on, here? Can anyone explain this? |
The short answer is, read some of the strategy forum to get a feel for why things cost what they do. The longer answer is that a fusion power plant boosts your social and military production significantly, and (most) production on a planet costs money: the more you produce per turn, the more it costs. That jump does seem rather high; I would guess that you probably raised one of the main production slider bars in the meantime, as well. Balancing out what you want and what you can pay for is half the fun of the game... or life, for that matter. 
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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I don't get what they mean about popping to avoid the blockade? Any idea?
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Pyrkaige
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I haven't seen it in action myself, but I assume this refers to when players entirely surround an enemy planet with ships to keep the ships inside from coming out. With this patch, the ships inside will just start outside of the blockade, one extra space away from the planet, if they can't start right next to the planet.
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Pyrkaige
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There's a page up with details on the coming free expansion pack, as well as 4 screenshots from it.
quote: The new expansion pack will include:
Integrated Technology Navigator (it makes the tech tree much easier to understand)
Whole slew of new technologies
New minor race: The Arnor
New anomalies
New linked events
Rally points (ship can be set to leave orbit and head to a central point, making it easier to create fleets)
A host of small changes to enhance replayability.
New difficulty level: Nightmare
A ton of new United Planets resolutions
New game ending: Aliens evolve beyond mortality
New graphics on the main screen for stars (make the graphics look less "Flat") |
Looking at the screenshots on there, a few other bits of info are noticeable:
* A way to set ships as being Obsolete in the Governor section, so they don't show up on the Military Production list. Hopefully this extends to Social Projects as well, but that wasn't shown.
* The updated star system graphics are definitely easier on the eyes, as well as the shown new (or improved) anomaly.
* The last picture lists the Death Knight ship, (a new ship from an evil-only tech, I believe) showing it with 10 HP, 25 AT, 14 DE, and 2 move. Of course that all could change before the expansion pack actually comes out, I suppose.
The other changes should be interesting as well, both with the ability for aliens to win via tech, and the new difficulty level. Between that and the improvements in AI tactics, it should keep the game challenging for a while.
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Pyrkaige
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Per Brad Wardell, info on 1.04.59:
quote: by Avatar Frogboy - 5/28/2003 11:03:37 PM
There will be another update on SDCentral to GalCiv tomorrow.
Going to make a few tweaks and fix the terror star explosion thing. BTW< the reason why that code changed is that we put in a really cool new big explosion when you destroy a planet. Unfortunately, something didn'tw ork quite right on it (someone forgot to check something in). But the explosion is like the Star Wars planet destroyed explosion a bit.
Trade goods will be easier to trade except on masochistic level where they'll still be tough.
I also want to put some effort into the AI's diplomatic bearings. We want to make it so that you can effectively bribe your way to staying peaceful with other civilizations.
Though if you're good and your opponents are evil, well, not much you can do about that. (or if you're evil and your opponents are good). |
Sounds like some interesting changes, and definitely a good tweak on the trade goods; it'll be nice to have them actually useful for trade again, in the not-quite-insanely-hard difficulty levels.
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