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Steam News3 September 20241y ago

Forthcoming updated demo (0.2) - functionality pt2

This is the final update before new demo update is released. I realized I should start naming and numbering versions of demo updates being released to avoid confusion.

Full notes

Full Geopolaris: Conquer & Dominate update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions3 changes0 removals
  • Gameplay
  • Balance
  • Security
addedThis is the final update before new demo update is released. I realized I should start naming and numbering versions of demo updates being released to avoid confusion. This time I have no good idea for naming the demo (join discord and help me out ːsteammockingː) but at least I can tell the version number is 0.2. Doing some final polishing and testing and if nothing big pops up aiming at releasing it by the end of this / beginning of next week. And now to the contents of this week's update.
changedNew Military, Economic and Foreign powerIn the previous update I have presented additional geopolitical interactions that you can apply in order to increase the chance to flip a target region to fit your agenda (e.g. puppet or liberate). These geopolitical interactions are either from the military, economic or foreign policy domains. And they cost military, economic or foreign power respectively.
addedNew Military, Economic and Foreign powerSo how to get your hands on these 3 new resources? Easily.
addedNew Military, Economic and Foreign powerIn the new "Power Projection Generation" section in the region details form you have the possibility to boost any of the three power generation by spending your geopolitical (geo) power. The base cost currently is 10 geo power for each +1 mil/econ/foreign power generation boost.
changedNew Military, Economic and Foreign powerEvery time you boost any of the powers to +10 generation level - the further boost cost decreases by 1. For example if your economy power generation level is +10 in a particular region, the further boost cost would be 9 instead of 10.
addedNew Military, Economic and Foreign powerIn the future versions there could be more application for these new powers apart from covering for additional geopolitical interactions. Future uses can for example be related to technology research and global market.

This is the final update before new demo update is released. I realized I should start naming and numbering versions of demo updates being released to avoid confusion. This time I have no good idea for naming the demo (join discord and help me out ːsteammockingː) but at least I can tell the version number is 0.2. Doing some final polishing and testing and if nothing big pops up aiming at releasing it by the end of this / beginning of next week. And now to the contents of this week's update.

New Military, Economic and Foreign power

In the previous update I have presented additional geopolitical interactions that you can apply in order to increase the chance to flip a target region to fit your agenda (e.g. puppet or liberate). These geopolitical interactions are either from the military, economic or foreign policy domains. And they cost military, economic or foreign power respectively.

So how to get your hands on these 3 new resources? Easily.

In the new "Power Projection Generation" section in the region details form you have the possibility to boost any of the three power generation by spending your geopolitical (geo) power. The base cost currently is 10 geo power for each +1 mil/econ/foreign power generation boost.

Every time you boost any of the powers to +10 generation level - the further boost cost decreases by 1. For example if your economy power generation level is +10 in a particular region, the further boost cost would be 9 instead of 10.

It is possible to get the cost down to 5 that way where it stays capped. This incentive can encourage you to play centralizing your power generation in specific regions, however this increases the risk when losing this region. Therefore decentralizing or centralizing your mil/econ/foreign power generation is going to be based on your strategy.

In the future versions there could be more application for these new powers apart from covering for additional geopolitical interactions. Future uses can for example be related to technology research and global market.

AI

In this release I have obviously added the afore mentioned new mechanics to be used by bots as well so be prepared for some fair fight.

On top of that additional decisions were added for AI evaluation and some of the existing ones were reworked. Together with the old and new the current list of AI evaluated decisions consists of the following:

  • attack the weakest player;
  • attack the strongest player

(especially one nearing hegemony, i.e. being x2 stronger by geo power gain than all other players combined, which is one of the victory conditions); - grab regions cheapest to obtain; - grab regions with the best ROI; - disrupt enemy influences around the globe; - follow up on previously influenced regions; - defend the realm; - play tall; - decide when to prioritize boosting mil/econ/foreign powers. Apart from that I have fixed some of the gaps / weak points of the AI that were identified in the previous demo (0.1). I challenge you to find and report any new exploits which I will happily fix in the next demo to make the AI even more deadly.

In general for every demo rolling out new mechanics I also plan to dedicate some time to further enhance and improve the AI. I have a bunch of ideas in my backlog so it will be a rather iterative process.

If and when AI will become too hard to compete against I will introduce difficulty

Source

Steam News / 3 September 2024

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