So there's going to be a GalCiv II v2.01 soon.
Normally, this time of year, I would be playing a new PC game. But right now, I only buy new games from Impulse. I'm currently looking at The Witcher and Sacred 2. I'm going to get World of Goo this weekend for me and the kids.
But this past weekend, I played Galactic Civilizations II: Twilight of the Arnor which some of you know I helped develop and wrote the AI for.
And when I play, I always have the debugger open and so came up with some changes.
1. I made it so that tourism revenue grows slowly with time. Late game, I just don't like hitting the wall in terms of what I can do.
2. I made Terror Star techs a lot cheaper. Terror Stars are pretty powerful but so are Spore ships and they don't cost that much.
3. I made a new planetary super project called Fleet Command Centers that you get on Interstellar Construction. Once built, all your ships in orbit will work together as a fleet when any of your planets are attacked. This eliminates the old orbital fleet manager improvement. I found it just too cheesy that I was able to go to a civ's capital planet, knock out their defense one by one with my mega fleet and take it which can often cripple an AI player. It's too hard to defend against and too unrealistic so I changed it.
One of the best changes in 2.0 that I didn't really realize was going to make the game so much better was the change in weapon tech costs. It is now quite difficult to get up the weapons tree. Combined with other techs being less expensive (the removal of the big late game tech penalty) and you really end up having to seriously look at other strategies.
I've seen the AI start to finally build up influence starbases and economy starbases because the path to victory wasn't so obviously a simple climb up the weapon tree.
So this update should show up this week I think on Impulse. It should go along with the update for the European expansion bundle "Endless Universe" so that they can update via Impulse as well.