Draginol
GalCiv2 Designer
- Joined
- Feb 12, 2006
- Messages
- 100
Hi gang,
I don't get out nearly as much as I used to. I've had my hair on fire a bit working on both the v1.4 update for Ara and the v3.0 update for Galactic Civilizations IV. But I'm around if you have any questions.
It's been about a month since they handed me the keys. My colleagues and friends at Oxide and Stardock have been doing a ton of work. I look at v1.4 as a kind of interim on the way to 2.0 but I think or hope you guys will find this interesting:
Here's what we're looking at.
This doesn't touch on all the UI and balance improvements. The full change log is over on the Steam forum and even that's not complete, there's just..so much.
Now, the DLC. This is a small DLC ($10) which is how we're paying for all this (i.e. we get a royalty on the DLC which in turn is what lets me bring on engineers and designers and artists). What we wanted to do is kind of put these historical figures into What-If scenarios.
Historical "What If" Scenarios
So that's a high level look at things. Cheers!
I don't get out nearly as much as I used to. I've had my hair on fire a bit working on both the v1.4 update for Ara and the v3.0 update for Galactic Civilizations IV. But I'm around if you have any questions.
It's been about a month since they handed me the keys. My colleagues and friends at Oxide and Stardock have been doing a ton of work. I look at v1.4 as a kind of interim on the way to 2.0 but I think or hope you guys will find this interesting:
Here's what we're looking at.
Version 1.4 (Free Update):
Map Generation Improvements- More strategic diversity with better region layouts.
- Realistic rivers, resource distribution, and balanced starting positions.
- Combines detailed close-up visuals with strategic readability.
- Units now scale clearly, making it easier to identify their type and status at a glance.
- Citizens now automatically supply their own homes and shops (optional).
- Less manual clicking, more focus on big strategic choices.
- AI opponents now use smarter, distinct economic and military strategies.
- Better late-game AI performance, offering tougher, more interesting competition.
- Deeper battle mechanics with clearer combat information.
- Battles last slightly longer, allowing you more tactical control.
- Significant FPS boost, especially in late-game scenarios.
- Better visuals overall—units and cities are clearer and more detailed.
This doesn't touch on all the UI and balance improvements. The full change log is over on the Steam forum and even that's not complete, there's just..so much.
Now, the DLC. This is a small DLC ($10) which is how we're paying for all this (i.e. we get a royalty on the DLC which in turn is what lets me bring on engineers and designers and artists). What we wanted to do is kind of put these historical figures into What-If scenarios.
Untold Scenarios DLC (New Content):
Historical "What If" Scenarios
- Mongol Invasion:
- Mongols can't build cities; must conquer using special units and techs.
- Bronze Age Collapse:
- Survive mysterious invasions and environmental disasters around 1200 BC.
- Europe at the Crossroads:
- Lead famous historical figures like Caesar or Elizabeth I in the Enlightenment era.
- American Expansion:
- Settlers vs. Indigenous peoples; infrastructure vs. guerrilla tactics.
- Clash of Continents:
- Realistic resource inequality dramatically shapes civilization growth.
- Islands Scenario:
- Navigate unique islands with specialized resources, emphasizing trade strategy.
- Last Survivor (Rome vs. China):
- Compact battle arena; resource scarcity fuels intense rivalry.
- Terra:
- Rebalanced, creative Earth map for fairer gameplay and fresh strategic decisions.
So that's a high level look at things. Cheers!