In both GalCiv III and in the Epic release of GalCiv IV (GC4Epic) we were very generous with how much the player could “see”. On turn 1, you could see several solar systems away. Go ahead and see for yourself.
When I began designing GalCiv IV: Supernova, I wanted to emphasize the exploration aspect of the game, which was something I loved in GalCiv II. After all, exploration is one of the key elements in 4X games.
So how much can you see? Well, I figured the player should be able to see most of the solar system but not all the way out to Pluto. In both GalCiv IV: Supernova and Star Control: Origins I added a 9th planet called Artemis, and since we haven’t discovered a new 9th planet (sorry Pluto) then I figure our sensor range shouldn’t quite make it out that far.
Decreasing sensor range at the start has a lot of benefits throughout the game. It makes those upgrades to sensors a lot more interesting and it makes the exploration a lot more interesting. I can’t wait to see what people think.
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Galactic Civilizations IV: Supernova Dev JournalsDev Journal #20 - How people use AlienGPTDev Journal #19 - Culture is your Civilization's CharacterDev Journal #18 - Should there be a campaign?Dev Journal #17 - How much should you see?Dev Journal #16 - The importance of onboardingDev Journal #15 - Thinking about planetsDev Journal #14 - How many turns should that thing take?Dev Journal #13 - GPTDev Journal #12 - Humanoids?Dev Journal #11 - The AI Elephant in the RoomDev Journal #10 - Little New ThingsDev Journal #9 - The FAQDev Journal #8 - The Supernova CrisisDev Journal #7 - What's New in SupernovaDev Journal #6 - Technology and Ideology ChangesDev Journal #5 - The Planets are LiarsDev Journal #4 - Event UpdatesDev Journal #3 - Battle Viewer And Ship Behavior ImprovementsDev Journal #2 - Updating VisualsDev Journal #1 - The 2023 plan
Galactic Civilizations IV: Supernova Dev Journals
Dev Journal #20 - How people use AlienGPT
Dev Journal #19 - Culture is your Civilization's Character
Dev Journal #18 - Should there be a campaign?
Dev Journal #17 - How much should you see?
Dev Journal #16 - The importance of onboarding
Dev Journal #15 - Thinking about planets
Dev Journal #14 - How many turns should that thing take?
Dev Journal #13 - GPT
Dev Journal #12 - Humanoids?
Dev Journal #11 - The AI Elephant in the Room
Dev Journal #10 - Little New Things
Dev Journal #9 - The FAQ
Dev Journal #8 - The Supernova Crisis
Dev Journal #7 - What's New in Supernova
Dev Journal #6 - Technology and Ideology Changes
Dev Journal #5 - The Planets are Liars
Dev Journal #4 - Event Updates
Dev Journal #3 - Battle Viewer And Ship Behavior Improvements
Dev Journal #2 - Updating Visuals
Dev Journal #1 - The 2023 plan
In GC4 I never really needed sensors. Now those modules actually have an important use. I consider this a great change for both military and exploitation aspects of the game.
Your exploration ships should have a longer range than the movement points of pirates / space monsters / sentinels. I do not want to lose my ships if I explore carefully.
I liked this change a lot, it does make exploration more meaningful.
I like this; it makes exploration riskier until you have good sensors, which is a nice feel. It also up-values the cartographer(? 3 probes + cheap no CD telescope) perk hugely, making the telescope power useful for longer.
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