CRUSADE DIARY 3: Galactic Citizens

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Sliders. Knobs. Checkboxes. Such is the spread-sheet roots of strategy games. Let's fix that.

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Going back 15 years to Galactic Civilizations I for Windows, players managed their economy like this:

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GalCiv I: Sliders.

 

In Galactic Civilizations I, you would set your tax rate. Your tax rate affected the approval rate on your planets.  You could then decide how much of your GDP the government would take control of with the spending slider.  From there, players would direct their civilization's output between Military, Social, and Research.

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In Galactic Civilizations III, we had changed it to the Production Wheel: Manufacturing, Wealth Generation, Research.

 

I actually don't have a problem with sliders to be honest.  But they have a serious user interface limitation: The more sliders you have, the more confusing the screen and the more difficult it is to communicate the results.

 

 

Let's talk about economics

Our economies are a lot more complicated than Money making, Research and Planet manufacturing and Fleet construction.  Obvious real-world examples would include food production, consumer goods,  social programs and international affairs.  In a space game, there are even priorities you might have: Mining, espionage, soldiers, Precursor archeology, and so on.  Imagine all that as sliders. Oye.

 

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What are Galactic Citizens?

Across your entire civilization, an individual of great potential will rise up and join your government.  When this happens you decide an area for he or she to specialize in.

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A new citizen has joined you. What will you do with them?

Now, there are some...provisos here that will make each game play a bit differently. 

  1. How often you get a free citizen is not dependent on the size of your civilization.  It is, by default, one citizen every 10 turns. So each citizen is pretty important. A 200 turn game will leave you with 20 natural citizens.  Use them wisely.
  2. The areas of specialization are based on what technology you have.  At the start of the game, if you are playing as the Terran Alliance, your options are a Leader or a Commander.
  3. You can choose to keep them safe in your capital providing a global bonus (great for large empires) or you can send them to a specific planet to really boost that planet's production in a given area (great for small empires) but also makes them vulnerable if they are assassinated or the planet is invaded (once they settle, they're not leaving).
  4. They level up over time. Thus, the order in which you specialize them matters.

 

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The govern screen with some citizens there. Leaders act as wild cards and can be placed in any category.

 

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Citizens can also be sent to planets to greatly boost it in a specific area.

 

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Citizens can't teleport. When sent to a planet, a VIP transport takes them from your capital world to the planet in question.

 

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Worried about micro-management? Don't. We also include easy ways to move citizens from your capital to your empire if necessary.

 

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Not just icons. Each citizen has a name and where they're from and a picture (and yea, we do this for all 12 races, Drengin females...you do not want to attend their march).

 

 

Citizen Specialties (so far)

 

 

Specialization

Strategic Benefit

Tactical Benefit

Special

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Leader

Provides 3% boost to target civilization priority.

Cannot leave the capital.

Can be moved around to any priority category.

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Administrator

Reduces all colony maint by 3%

Reduces target planet’s maintenance by 25%.

Increases administration resource by 1 plus 10%.

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General

Improves global planetary resistance by 3%.

Provides 5 legions to target planet for defense.

Can be converted into an invasion transport holding the General and his legions.

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Commander

Improves global starship HP by 3%

Increases planetary defense of orbiting ships by 25%.

Can be converted to a Flag Ship that is added to a target fleet to give it a combat boost.

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Spy

Improves global security by 3%

Can be sent to eliminate a spy on a planet.

Can be assigned missions targeting foreign powers.

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Worker

Increases global manufacturing by 3%

Can settle on a planet to boost its manufacturing by 25%

 

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Scientist

Increases global research by 3%

Can settle on a planet to boost its research by 25%

 

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Farmer

Increase global food production by 3%

Can settle on a planet boosting its food production by 25%

 

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Engineer

Increases global fleet production by 3%

Can settle on a planet boosting its fleet production by 25%

 

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Entrepreneur

Increases global wealth production by 3%

Can settle on a planet boosting its wealth production by 25%

 

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Celebrity

Provides a global 3% bonus to planetary goods and services.

Can settle on a planet providing a 25% boost to planetary goods and services.

 

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Diplomat

Provides a global 3% boost to influence.

Can settle on a planet and boost that planet’s influence by 25%.

Can be converted into an Emissary and sent to a target civilization boosting your relations.

 

 

 

A living civilization

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If you're a Galactic Civilizations player you might be thinking "This is going to require a lot of changes to existing balance."  And you would be right.  Take a very close look at the screenshot below.

 

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Still early game and lots of new resources to play with

 

Look at the top of the previous screenshot.  Notice how many resources there are?  Your citizens are your principle lever for deciding what matters (and what doesn't) in your civilization.  But how you will likely use your citizens will change from game to game because of the new resource system and their connection to what improvements you can build, what planets you can colonize, what your starbases can and can't do.  Resources accumulate (unlike in GalCiv III) and they result in a vibrant galaxy for your citizens to play in.

Next week: Resources!

470,828 views 72 replies
Reply #1 Top

I like it. Especially the ability to (I am assuming) to move citizens to a new planet for a boost. Wonder how farmers would translate in a robotic (aka Yor) civilization?

Reply #2 Top

They should increase the pop cap; INHO

Reply #3 Top

Not sure about not being able to be moved

(once they settle, they're not leaving)

Early game you focus on one thing, while mid and late games your goals can be totally different.

Why focus on Research in late game when I have 90% of tree already researched? I want to move that citizen to Military.

People change jobs all the time in the real world...


Reply #4 Top

Hehe, love to see those specific citizens for all the Aliens. I hope we can also add modded ones to our own custom civs (even if it requires good old xml editing to implement them).

That being said, somehow the term "citizens" bugs me. I mean my planets are inhabitated by lots of citizens - but these seem to be more like specifc "leader" type guys...however my 2cts. ;)

Reply #5 Top

I'm really digging the improvements to the UI, and the citizen economy is shaping up to be one of the more exciting aspects the game. Looking forward to playing :)

Reply #6 Top

Quoting Syrkres, reply 3

Not sure about not being able to be moved


(once they settle, they're not leaving)


Early game you focus on one thing, while mid and late games your goals can be totally different.

Why focus on Research in late game when I have 90% of tree already researched? I want to move that citizen to Military.

People change jobs all the time in the real world...





It looks like you can retrain them.  I'd assume once they are retrained they can do a new task and be moved....

Reply #7 Top

I like this a lot.  I've always liked games with these kind of Heroes/Specialists, especially with the ability to level up.  Was one of my favorite things about Fallen Enchantress.

Now, how about a Gal Civ Artist/Entertainer/Performer to provide cultural bonuses? 

Reply #8 Top

I hope not all terran citizens are called "Jones" in the final release ;)

Apart from that: most things sound good, but:

- I'm also sceptic about citizens not being relocatable after being deployed on a planet.

- Don't attach citizen generation to a fixed number of turns. Instead, let it depend on the development level of planets: the more developed a planet in a certain area (food, manufacturing, research, ...) is, the more often it generates a citizen. Also, make it a probability so that even with lower development levels luck can give you a citizen sometimes. In a single player game not everything needs to be balanced ;)

Reply #9 Top

Quoting Syrkres, reply 3

Not sure about not being able to be moved


(once they settle, they're not leaving)


Early game you focus on one thing, while mid and late games your goals can be totally different.

Why focus on Research in late game when I have 90% of tree already researched? I want to move that citizen to Military.

People change jobs all the time in the real world...



 

I'm not worried about that. I'm happy more long term planning will now be relevant. Scientists are powerfull compared to most citizens, so I don't mind they are less usefull later. Generals and spies are usefull all game, but don't always give imediate benefits.

Reply #10 Top

If relocation becomes available then maybe to help balance it out they loose some EX points every time they start at a new place.

Like starting a new job. It takes a while to become up to speed.

Reply #11 Top

This looks... simply great!

Can´t wait to test it myself :)

Reply #12 Top

Quoting NorsemanViking, reply 9


Quoting Syrkres,

Not sure about not being able to be moved


(once they settle, they're not leaving)

Early game you focus on one thing, while mid and late games your goals can be totally different.

Why focus on Research in late game when I have 90% of tree already researched? I want to move that citizen to Military.

People change jobs all the time in the real world...


 

I'm not worried about that. I'm happy more long term planning will now be relevant. Scientists are powerfull compared to most citizens, so I don't mind they are less usefull later. Generals and spies are usefull all game, but don't always give imediate benefits.

Note that the "leaders" that can freely change between what global bonuses they provide.  So the current choice is that you can choose between a scientist who provides a larger bonus to a single planet or train a leader who is more flexible late game.

Reply #13 Top

Quoting pshaw, reply 12

Note that the "leaders" can freely change between what bonuses they provide.

I have understood it this way.

BTW, we (founders) are getting the beta this week, aren´t we? :P

Reply #14 Top

Quoting jirkaesch, reply 13

Quoting pshaw,

Note that the "leaders" can freely change between what bonuses they provide.



I have understood it this way.

BTW, we (founders) are getting the beta this week, aren´t we? :P

 

Brad keeps his word, always. :)

Reply #15 Top

Quoting jirkaesch, reply 13


Quoting pshaw,

Note that the "leaders" can freely change between what bonuses they provide.



I have understood it this way.

BTW, we (founders) are getting the beta this week, aren´t we? :P

 

Heh. Not this week.

Reply #16 Top

These changes are outstanding! Its an entirely NEW GAME! I am simply at a loss for words and very impressed. You are right of course, this idea is so good why didn't we think of it before? I like the idea of locked placement. They are a FINITE resource and must be managed wisely.  One question I have is this. ...Once you assign a citizen as a role can you 'hang on to him' till you have a place to put him? For example I may want to create a scientist early but I do not have a Ghost world yet. Can he 'hang out' at the capital not being utilized and still be moved later if I find a suitable planet to have him do his work on?  This entire post totally exceeds anything I was expecting! Thank you Stardock! 


Larsenex

 

Reply #17 Top

I think the answer to research not being so important late game is don't settle the citizen. So we are getting a beta. Also how does a spy relate to tech stealing, and savatoging buildings.

Reply #18 Top

Quoting Larsenex, reply 16

These changes are outstanding! Its an entirely NEW GAME! I am simply at a loss for words and very impressed. You are right of course, this idea is so good why didn't we think of it before? I like the idea of locked placement. They are a FINITE resource and must be managed wisely.  One question I have is this. ...Once you assign a citizen as a role can you 'hang on to him' till you have a place to put him? For example I may want to create a scientist early but I do not have a Ghost world yet. Can he 'hang out' at the capital not being utilized and still be moved later if I find a suitable planet to have him do his work on?  This entire post totally exceeds anything I was expecting! Thank you Stardock! 




Larsenex

 

You don't have to immediately assign a specialist to a planet. If you leave him in the global pool, he will provide a smaller galaxy-wide bonus until he is settled on a world.  

Reply #19 Top

Quoting admiralWillyWilber, reply 17

I think the answer to research not being so important late game is don't settle the citizen. So we are getting a beta. Also how does a spy relate to tech stealing, and savatoging buildings.

Stay tuned for more information on Spies :)  

Reply #20 Top

I hope research trees can be extended or research speed dramatically slowed so that late game feels less like the end of the game

Reply #21 Top

Is it just me or do Galactic Citizens remind anyone else of civ 4, 5, 6 great people when they settle in a city?

Reply #22 Top

They remind me more of Civ's "Specialists" than great people.

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Reply #23 Top

I like the portraits (of the citizens). I love it. I gives us another 'mini game' within the game and that is a great thing. It also breathes life into each planet we decide to put someone on. With luck we can uh mod the portraits.

 

I would LOVE KRBJMS' uh sexy leader portraits as some of my scientists and leaders! The Terran's with an elite cadre of sexy scientists and diplomats, now that is collective bargaining! 

Reply #24 Top

I, uh, see in your enthusiasm to create this new mechanic, frogboy and co, there's a few more typos that'll need squishing.

Looking very impressive indeedy, nevertheless.

Reply #25 Top

Really nice to see this shaping up! A citizen renaming feature would be highly appreciated, just to touch on the worries of replier #8, a bit more. The main reasoning would be that we are allowed to make these weird ships, so in order to achieve thematical coherency, customization in this department, would make it easier to create that wholesome feeling of a streamlined universe. Just a thought, of course. External modding would no doubt cover this aspect quite handily, as also touched upon!