GT: How do you see the move from a sector-based map to a planet-based
affecting gameplay?
BW: It’s a major change having the planets actually on the map. For
one thing, two different players can have planets in the same star system. It
also makes the cultural influence conquest strategies take on greater
significance.
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| You have complete control over the design of your fleet. |
GT: How much control will players have over ship design? Are the
customizations cosmetic or will they have an effect on the ships’ classes,
roles, and performance?
BW: The ship design in GalCiv II is pretty sophisticated. Players not
only control what functionality goes on their sip but how they look. It’s like
legos in space where players can stick on things that are purely cosmetic to
create their own unique ships.
GT: How will players be able to trade ship designs and import them
into the game?
BW: Yep. The game has an option to save your design to disk to use in
future games.
GT: What are fleets and how will they affect play?
BW: Players get X amount of logistics points which can be increased
through research and other things. Different sized ships use Y logistics each.
Players can thus put as many ships into a fleet as they can fit within their
logistics limitations.
GT: How has the role of star bases changed in GCII?
BW: Quite a bit. In the first game, starbases were generic and you
just loaded stuff on them. Now players choose between cultural centers, star
bases (military), resource mining bases, and economic bases. Which starbase they
choose to build affects what things they can put on that starbase. Players can
also click on a starbase to see its area of effect.
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