Title says it all.
i would like to see 2 things
1) new/different bonus tiles. Lose the food tiles, gain better ones, like infulence 300%, or an economy boost one.
2) more options in the race setup screen, such as new race ablities, like logistics, minitureisation (bad spelling) and boosts for each type of weapon, like mass drivers, 1 point for 15% boost. Also to be able to set strong and weak points, like the pre-set races. I would also like the option to customise your home planet a bit. maybe add a few points, and let people put bonus tiles of their choice on the planet (if you live on a planet for 10,000 years, and had a precurser liberaty on it, you would know about it, and be able to use it a long time ago) as well as pay for extra pop and economy from the start.
Absolutely.
Personally I think a serious boost in ship assist is all it would need though, I don't think I would enjoy having starbases flying around. A ship assist boost would certainly make starbase defense viable, especially for weaker civs that can't afford to expand but need to consolidate. Also, I think that punching through such a line of starbases would be exciting for the player, as it is they're not quite as "mission critical" as they should be.
double post
I've never been entirely comfortable with the way starbase types work. The trade ones seem kind of clumsy the way they either improve both planets and trade routes. Especially when you contrast them with the single-purpose influence base, which would probably be a trade station in reality. Twighlight made things seem clunkier with the introduction of Terror Stars and fleet modules since fleet modules are a logical way to get ship assist and Terror Star reasearch isn't related to military base research.
One idea is replacing the current starbase types with two new ones: fixed and mobile. Fixed starbases would be cheaper and larger, allowing you to mount more modules. Mobile starbases would be more expensive and have a module limit. The starbase "type" would be determined by the modules installed, without limits on them. Starbase construction would have to be tweaked somehow, so you could indicate which modules you weren't interested in seeing as available.
A quicker approach would be to get rid of military starbases, add research and production bases, then move the military modules to different bases and generic fleet support modules. Defensive military functions are taken over by R&D stations and offensive military functions by the Terror Star. Now the Terror Star is the only mobile station, but the ship assist features make it much more appealing. If it can't be fleeted it needs either a significant amount of research into fortifications (in which case you're probably behind on ship research) or significant air cover (in which case it's as vulnerable as a military base is now).
One thing I do like a lot is the combination of military base and Terror Star, because it allows you to choose between ship and starbase research while providing benefits from the early techs. Even if you don't complete the Terror Star branch, they're useful force multipliers.
agressive, conquering minors with no colony ships and peaceful, colonizing minors with no troop transports
Increase the value of trade routes based on the speed and cargo space in the freighter to provide incentives for keeping your fleet up to date while making trade somewhat more profitable.
Oh... and more than just 8 minors, maybe 16?
"2) The only thing funnier than their technology is their hair style."
I laughed so hard. I agree, I remember an old TBS game Lords of Realm II, you could send angry letters to the Computer controlled opponents. Lots of fun.
I'd like more "fiddly" tech. more interesting gear to put onto a ship other than weapons or armor.
Wonderful game, they don't make them like that anymore. Well... except for GC2
I like to see someone fix the hyper warp drive engine hardpoint because it is not centered on the engine, it is off to one side so when you put it on your ship it looks funny.
Like this | v | but not like this | v |
Thank you
The ability to give your ships and fleets an order to attack an enemy that is moving. SO you would pick you ships, select the space that has the enemy ship in it, the game will recognise that there is a ship there and the added option to "attack" or even "meet" that ship will be available. Tjis way you don't have to keep checking on the location of those AI ships you are trying to engage.
In a related way, I'd like to be able to clicjk on any AI ships and have the option to "track" or something. So that at the end of each turn when the game is done showing me all the ships i have to move, the screen will then center on any AI ships that i wanted it to track; the same way it does for my own ships.
Would be nice if minors could join your empire in a peaceful manner. Vulcan anyone?
Please fix the Ship Yard so stuff i build is at least comprable to what designs are already available( the ai controlled pre-designed ships hold more modules than anything the player can design themselves) this keeps me from designing my own ships. Please fix the terror stars so they are usefull to all, not just to those who are about to win anyways. And finnally please fix the game crashes. There have been multiple times I have been forced to delete a saved game because it crashes on the same turn every time( now if i wasnt winning that particular game i gues i wouldn't care as much, huh )
Can anyone who has downloaded the 2.0 beta confirm whether or not this issue has been addressed?
I should add that if it turns out it is not addressed, I will cry, possibly leading to electrical short-circuit as my tears cascade down upon my keyboard.
Sometimes I play a DA game just so I can design some usable ships, also I have never had DA crash a game that I couldnt reload and continue to play. ToA on the other hand: once my game crashes, it will crash at the same spot every time I load it.
ToA v1.99 Impressions (and some ideas for the future)
Espionage
I found the Espionage Tab to be very good in 1.99: effective, focused. We can place spyes on planets, see where they are and also place them as infiltrators (without doing damage to the races) to raise spy level. Would be a 5 star update if it would include new features. Of course that the espionage feature could be expanded alot in future versions, some ideas: (1) steal specific tech (with cost); (2) incite riots (specific towns); (3) sabotage trade routes; (4) sabotage starbases; just to name a few.
Production Governors (Not rated yet)
Didn't used them yet. Used them in the past however. Didn't found the need in Huge map where I like to manage my ~20 Planets by hand.
New "Disable Tech Brokering" feature
Wonderful option. A new and fresh game experience. With this feature enabled you raise diplomacy to a next level since it is possible to micromanage relations by deciding with whom to share your secrets.
New "Random Events" and "Extreme Planets" ocurrence feature
I like random events, I think they bring a certain dynamic to the game, that is important to add a little salt and pepper once in a while specially for long games, so I tend to choose "occasional". Now about extreme planets. Extreme planets have something about them that just does not feel right yet. Extreme techs take too long in normal speed. In many occasions extreme planets are rather poor (4 to 6) which make them unattractive. One idea would be to plant derilights/bonuses on them (wrecked ships, ancient ruins...)
Some ideas for future updates:
a) I think on suberb new feature of Galciv2 would be to alow planet bombardement with loss of citizens and occasional planetary buildings. I leave too often my planets ungarded for the entire game which does not seem realistic to an hostile race with a foothold in my territory.
Replace the invasion screen for something more dramatic. I fancied the old invasion screen with the little man and tanks shooting. Another aspect to invasion is that I think it is too easy to invade (read also something about it in other threads). The advantage to the attacker is just too high. Adding assault vehicles would be nice (would need to be built apart with special techs).
c) Planet destruction is already there but what about planet creation (from gas giants for example). This would be a nice addition (should be costly though, but there could be random events shortcuts like a device left on some planet that would unleash a chain reaction ...).
d) Raise diplomacy to the next level by introducing new diplomacy traits like: "You attacked our friends [--]" or "You are allied to our worst rival [--]" or "you have a treaty with our rivel" [-] and the analogous options.
e) Enhance espionage: (1) steal specific tech (with cost); (2) incite riots (specific towns); (3) sabotage trade routes; (4) sabotage starbases; just to name a few.
f) Spice up extreme planets with derilights/bonuses (wrecked ships, ancient ruins...) that could be seen before they are colonized.
Note: Fleet stacks still have moving difficulties. When all fleets are selected sometimes all move, other times only some move. This should be looked at.
Don't hold your breath for those...but they sure are great ideas. Especially like steal specific tech, that would really make espionage bonuses worthwhile. May have to wait for Galciv3 though.
There are many great features available to you once you register, including:
Sign in or Create Account