I think the tile is discriptive enough.
But for those of you who like to be specific ....
What new features do you want to see in Gal Civ 3?
Is there something that you want to see from Gal Civ 1 or Gal Civ 2, only you want it to be better?
Do you want it to have Real-Time, Control Your Warships, Space Battles?
Etc.....
So please respond.
ROCK ON!!!
I WILL respond to all of these.
I have decided to do so during the summer.
Easier to do it then.
I want to see more variety of cosmetic looks for ships. At the moment nearly all the components are metallic. There are no smooth organic components, and few crystalline components. I would like more organic looking components and more crystal components. Maybe some rock components as well.
I would like to see a slight increase in the custom animation options. I would like to be able to do something like the unfolding petals on Vorlon ships as well as rotating segments.
I would like to see control of tactical combat, and control of planetary combat.
I would like to see more glitches gone, especially the invisible ships bug.
Aside from that, I think GalCiv II is hard to improve on. It is the best 4X space game I have ever seen.
Mind you, if they did something a bit like Empire of Fading Suns I might change my mind ...
Actually the Altarian jewlery looks organic.
I'd like to see a tech tree that is not entirely pre-determined ... not random like SOTS, but more programmed technology generations, but not fixed enhancements to those technology generations. Let a civ's abilities and research efforts determine improvements to the base technology ... for instance, say the first generation Laser does 1 damage, takes 10 space and costs 10 units ... you have a strong research base and develop th Mark II that is more efficient and only takes 7 space and costs only 7 units or wherever versus your rival Drengin who aren't as efficient and only get a slight improvement to 9 space and 9 cost (or whatever). Each race could get its own versions.
It might actually work in reverse, with the *best optimal* stats for each generation of the tech to be pre-programmed, and each race's enhancements get them gradually closer to that optimal stat.
Either way you'd choose whether to keep improving your existing tech, or instead focusing on getting the next-generation tech. Each race would then have its own components with their own stats (and/or stolen and copied via spying). Creativity could then help discover or unlock the next generation tech.
And maybe, just maybe, you'd build different research labs for each generation tech ... you'd have a Laser Research lab, for instance, and whether or how you fund that particular research lab determines how good and frequently you develop upgrades.
You mean it currently isn't based on how soon you win? Gosh, I'm not playing tournament games anymore.
Speaking of "joe schmo" winning strategies... a player seems to be able to perform better if he simply spends more time micromanaging. In the wastages in production, for example, one would think it's natural to do some AI to cut out the tedium (of making sure production doesn't overproduce in the final turn for planet improvement or ship production). The amount of micromanagement I do in the first 50 turns is so mindless, it's hard to comprehend why this wasn't automated. I'd rather not have to "work" to play a game.
But then again, this is just a game, for $30-40. Not some $1000 business software for process automation. The best games I've seen have similar lacking in automation.
Are you sure the production gets wasted? I know when it comes to research, research left over from researching your current project goes to the next research project (unfortunately, not always the one you want ... and yeah sometimes you do lose the research if its at the final end of a tech tree). I thought production would do the same, leftover going into the next ship.
On a quick glance, I think overproduction really does get wasted. At least for ship building, I'm sure it is wasted.
For research, I don't really mind it getting carried over to techs I don't yet want to research. Progress for each tech is remembered, so you can switch away from a tech and switch back later, and you'll continue where you left off.
What I've seen is, research only gets wasted if you're at the end of the line. Social production gets wasted. Ship production gets wasted, but the wasted money gets refunded back into your treasury.
Research: Yes.
Social: No. It is counted when building over the improvement you've just built, for your "discount". (Also applies when rush buying over it.)
Military: Red flag. Sorry, it is not refunded to your treasury. You can build a 150BC ship on a planet with 300 funded industry, and you'll spend 300BC to build your 150BC ship.
SHIT!!!
Really???
I never knew that.
Thanks for the tip.
Plus 1 Karma to you my friend.
just a little something:
Definity tactical thingee for combat, and also the ability to retreat AND for ur ships (or thiers) to target different bits like engines and weapons, sensors, and depending how big or wat ever it may take longer or shorter to repair and stuff.
Also, I think that 'Minor Races' need a heck of a bit more pazzaz, because right now u can just crush them by just destroyin a baby fleet at the begining of the game... a bit boring. Also Pirates should be a more... usaul experience. There should be like a defection meter and stuff...
I have more ideas... maybe i'll put them down later... but i'm too lazy right now lol so thats it
Some quiks ideas :- Food sharing among planets. Would make the +300% food production worthwhile (and some of the +100% too). Make an "internal trade route" with small transporters to move the food from one planet to another, and with an effectivity reducing with distance (like asteroïds mines beams). There would be a branch in the tech tree to improve max distance/quantity/loss/etc...We make dedicated planets for eco, production, research. Why not food ?
- Ship size effects. (I think there are no differencie in combat between 2 ship with the same att/def values but of differents size - except HP, so here we go). One could imagine a battle system were size gives a bonus/malus versus another size. Figthers are fast and agile so that they could take a capital ship that turns like a brick, and so on... Weaponary could be affected too. A swarm of fast missile wouldn't hurt a capital ship but would be lethal vs figthers...
(yeah, I played too much X3 )
- Fleet formation and strategy. With ^this idea, fleets would be given formations (offensive, defensive, protect support ships - the ones that give you att/def boost - small ships first, medium first, etc...). When fleets fight, they could receive one general order (kill that kind or that kind of ship first)
What about civilian ships?
Companies for tourism, transport, manufacturing
you would have to reseach a tech like "commercialization of space" or somthing but it would massivley increase your economy.
You would also have to protect them.
also i think that starbases need a make over, like for example, have docking bays,so ships can dock and repair/upgrade faster. also i think that starbases should have two modes. a) Mobolized Mode- Already deployed and have all effects b)Movement Mode- In movement mode, 1 move per turn AND dont have any effects. Because one thing i HATE is when u build a huge starbse... then u control the region, then u have to tear it apart, rebuild... AGAIN AND AGAIN! So i think that having monevering thrusters lik in DS9 would be cool
The game engine being developed for Elemental is also supposed to be groundwork for GalCiv 3. One of the more exciting bits of news on the pre-beta boards over there is Brad's thread on Re-thinking 4X economics.
I'm pretty sure the code 'infrastructure' for food sharing among planets will be in the engine when GC3 dev work starts in its own right, and I'd very much like to see it used. It would change those 700% farming bonus tiles from "What the frak am I supposed to do with this?" to "Ah, the Imperial Breadbasket at last!" (especially if the game will also separate population caps from local food productin capacity).
Mmmmmmmmmmm.
PQ for population cap, farms for civ food production.
Tasty.
WOW
THese ideas are great.
Now if only our politicians could get together like this.
We would have world peace in no time.
Wow, there were a bunch of ideas floating around in another thread (which was off-topic from the original thread), but this was just what I was looking for! Sorry for long thread!
Here are some ideas as far as Diplomacy goes:
1. Exchanging War Plans: If you are allied with another AI (only if you are allied), you should get the option to exchange battle plans. For instance, the AI would tell you what planet or planets it is currently attacking/or planning to attack. The AI would perhaps make a suggestion for you to attack another nearby planet. You could present the AI with another target, if you wish, and the AI would tell you if it is willing to do so or not. Also, if an ally is having trouble taking a planet, it may ask for assistance, and you can do the same. Having allies would become advantegeous to a much higher degree when you can 'somewhat' coordinate attacks. This would not be intended to be some super high-degree AI requiring thing, just a simple diplomatic option.
2. Territory Violations: This was discussed in another thread, not sure if it's a good idea or not (most likely not, I could care less to see it), but say you are on 'bad terms' or a war just ended with an AI, then they can request you leave their territory (only for the ships they have 'spotted' though). Since space is so big, this isn't really a great option though. To have this work, Eyes of the Universe would need to be scaled down (as it probably should anyway). Plus your Influence borders really aren't territory so-to-speak anyways.
3. Truce: If at war with another Civ, and both sides decide to make peace... a short-term truce should be enforced by the UP (# of weeks is up for debate). Or better yet, perhaps only if this is voted on during a UP vote. I know something similar exists where you have to wait 1 week after declaring war, and one where your ships are moved to neutral zones.
4. Alliance Bonus: Same as they are now, but for having an alliance, both parties should gain a small bonus (such as a small economic bonus, or increased trade monies, since it would be seen as an Ally is someone the other can trust, and therefore trade and economics are slightly increased). This could be a larger incentive for AI's to make allies.
Idea for Winning the Game:
1. Economic victory: This one is just asking and begging to be included. After all, an absolute economic powerhouse is something to be feared, with so much money, there is nothing out of reach. (except that tech way way way down the tree). E.G. to win an economic victory, you would have to obtain a certain amount of BC in your treasury, and then retain that amount of BC for a certain number of turns (would have to be a high BC amount and a pretty long period of time). All other AI's would be notifyed and would all attack to stop you from winning (similar to ascension).
Mega and not-so Mega events:
1. Asteroid strikes planet: (damage to a tile), not the asteroid destroys planet, as they have now.2. Blight event: a strange Blight breakout occurs on a starbase, you must bring a Constructor there to build a special quarantine to save the base.3. Solar Flare/Sunspots event: Solar Flare/Sunspots from a star (if you have a planet there) causes either some disruptive problems, or a possible benefit (not sure how this could be beneficial, but hey) if you are high up in the tech tree.4. Industrial Boom: Similar to the economic and tourism boom events.5. Collaspe events: Similar to the boom events, but would be the opposite, an economic collaspe would make economics go down (these should be very short term only). They already have this for influence, the xenophobic event. Could go for trade, industry as well.6. New Resource discovered: A random new resource is discovered in the vastness of space, could be any of them (morale, economics, military, etc), and anywhere on the map.7. RARE Supernova/Nova event: During a game, a random star could go Supernova or Nova. This would be seen coming though, and a message would display saying the star will go in 15 turns or w/e. If you have a planet/planets there, you would need to evacuate all citizens of those planets, or get a diplomatic hit for letting them die. Evil civs would get no diplomatic hit. Other inhabited planets nearby may take a small production/economic hit from the supernova radiation. The Supernova/Nova will then become a neutron star or black hole, and may produce a nebula. Note: Supernova's occur in Milky way once every 50 years about, so 0-1 times per game is enough.8. New major race: Possible new race enters the galaxy at one of the edges or through one of the wormholes that are laying about. Similar to minor races appearing in ToA. These would enter with higher tech levels than most tech advanced player, and game would allow them to colonize any world INITIALLY ONLY (in case all worlds are taken).
To be honest, I love random events! They add a whole extra dimension to the game, there are so many possibilities, I hope they do add bunches of em in GC3.
Planet building:
1. Too much industry can cause planet damage (ecological dam is the word I'm looking for). This is more of a reality than anything, just look at Earth. Although this may eliminate strategies such as the all-factory build and such, so just an idea. If it stays high enough for a long enough time, a planet tile could be made unusable.2. Too much research on a planet can cause citizens to go brain dead. J/K! Because this would eliminate the all-research build strategy.
2. Better Planet Defenses: I know Stardock has said they will not add certain things into GC3 EVER! But IMO, planets are too easy to take, it doesn't seem as if you have to actually 'WORK' for them. Making the AI build the defense improvements more often may help this. As well as making the citizens of worlds a 'bit' tougher so they don't get killed so quick. Having planets use stronger defending vessels as well.
Spice up Space!!!
1. Nebula: Nebula can occupy some parts of the map. These have a HUGE amount of uses in terms of gameplay. Nebula is an interstellar cloud of dust, hydrogen gas and plasma... so sensors would not work in them. Good for hiding places, to escape an enemy, surprise attack. Ships cannot be seen in nebula either. Ships could still move, say half speed or more (dense amount of particles interferes with 'warp' engines or w/e). Occasionally (ANOTHER EVENT!), a nebula may form a new star, and possibly a new planet (since that is what they do, would have to be a rare event though, maybe 0-1 times per game). The Supernova event could also leave a nebula.
2. Black Hole: in center of the galaxy: Perhaps on the largest maps only (immense). Just for kicks really, wouldn't have much of a purpose, unless you want to fly a ship into it to see what happens. Of course, initially you won't know it's there (accidently fly a 400-25 dreadnaught into it, that would suck).
3. Voids: these already exist in games with tight clusters...
4. Dark Matter Voids: Be wary before entering this area...
5. Terraforming: Terraforming unusable planets to usable planets. I could say perhaps on a very few planets... but once terraforming started, it would take a game year to complete or something before it's usable. Your terraformer spacecraft would continue it's mission, draining manufacturing hammers and commerce every turn from whatever planet you wish it to come from (and would be quite expensive).
6. Areas of High Radiation: These areas will steadily eat hp's from your ships if you stay too long. Areas could include: Certain nebula (not all) or parts of a nebula, in an radius around the star that supernovas for a time period, certain stars, etc.
There was a discussion at https://forums.galciv2.com/334511/page/3 about cloaks, which could probably work without them being overpowering. Also, evil civ's or maybe as a special attribute, could have tractor beams, to attempt to takeover a ship (with limitations though, perhaps only up to small hulled ships that are not in fleets).
Well, that's it for now, message is much longer than I meant to make it... I'll add more as it comes to mind.
Whoa, plenty of ideas, long and detailed responses...
My first thought would be more diplomacy: up to now it's still mostly limited to trading something of value A for something else of value B. Some addditional elements could be:1) a factor that determines the AI's need for a certain tech branch (if they are getting pounded and are behind in military, they would value military techs much stronger; if their economy is in the red, they would greatly appreciate econ techs or cash, etc.)
2) Similar to galacticdoom's first item: more exchange of strategy, plans, information with and between AI's. Some more communication with the AI's would be great as they seem to be exchanging lots of technology between themselves but only rarely asking you for a deal. Huge events such as the arrival of dreadlords, pirates or that race that gets so many planets all at once would lead to AI's contacting you for battle plans, offering you some trade if you either don't reclaim some planets from the DL / ... or if you do reclaim them and sell them to the AI. Getting rid of pirates in an AI sector would also improve relations with that AI or get you trade materials in return.
3) Some more strategy in how the AI uses its fleets (e.g. colony ships that keep sitting in orbit, unguarded transports, ...) and in battles (allow you to focus all attacks on a certain enemy ship or some default choices such as the weakest enemy ship, the enemy ship that sustained most damage so far, the ship with the biggest attack)
4) Since the campaigns have often been seen as a minor component of Gal Civ II, how about making a few changes in their approach? Carry over resources and tech from 1 campaign scenario to the next, but adapt the AI's starting capital and tech level based on the number of years you used for all the previous scenarios cumulatively. This shouldn't be hard to program and would perhaps make the campaign even more epic.
5) Balance diplomatic relations with the AI and/or make them more of a long-term evolution. The breakdown into + and - elements is already great as an indicator, but relations will still quite often change from warm / ... to neutral in a single turn with no apparent reason.
Also, weaker races (i.e. overall score or military score far below the average in that game) should be trying to be more friendly towards stronger races (unless ethical alignment or violent history make the strong race look appalling to the weaker race). The risk would be increasing the gap between strong and weak races; the potential benefit would be more alliances between race 2 and weak races against race 1. And overall a more dynamic diplomacy.
Bounty Hunter Skirmish: The way Minor Civs are set up now, a perfect use for them (since they often stack up HUGE fleets of ships near their homeworlds), would be as bounty hunters. When you are not at war with another civ, and say don't really want to go to war, it would be a good way to 'Skirmish'. Pay some minor civ to use its ships as Bounty Hunters to go destroy a certain ship or ships, or destroy whatever they can find. They can accept or decline your offter during diplomacy. They should integrate this option to the Korx major, since the description gives this idea anyways.
This would be different from having a minor declare war. The ship would become an unidentifible 'Pirate-like' ship flying no flag.
But once Advanced espionage level is reached (or w/e they will have in GC3), you will be able to discern who the 'Bounty Hunters' belong to and who paid them to come attack you. If another civ has this info on you, diplomatic hits will occur and eventually war if it happens often.
One of the Stardock fellas, (Brad?) said they will never ever include planetary bombardment in GC... too bad, I guess they must consider it taking away from the main point of the game, and putting too much emphasis on invasion.
I need to leave in a minute here, but one other thing I feel should be revamped is:
Diplomatic Vicotry condition (Form an alliance with all surviving major races in order to win this victory.)
This works well for a human player attempting to get a diplomatic victory, but I seriously doubt the AI has ever been able to win via this condition in every game ever played by everyone combined (unless the player did it purposely to let the AI win, or wasn't aware of the fact).
If an AI opponent had alliances with everyone but you, and asked for an alliance, of course you will say no. Because if you don't, that's end of the game sucker! You Lose! HAHAHA
Perhaps make it something that the AI could actually achieve, It's currently a 1-way street (player only victory condition).
This is another example of how a 'threat assesment' algorithm could be useful in making the AI much smarter on a tactical level. Each 'Sector' on the map is already shown with the gridlines. Right now, as it stands, parking 29 transports next to another civ will make them declare war on you eventually (they will say 'We see all those transports, therefore we must declare war, blah blah) which is great they made them realize things like that... BUT! They do not defend those planets any better than they do the 'safe' planets in the back of their empire.
Now simply using 'Sectors' as a guideline, the AI would give each 'Sector' (that it has influence in, a planet in, or a starbase/resource) a 'Threat Level'. The 'Threat Level' would be decided depending on how many opponents transports there are nearby, how many attack ships, where those ships are heading (only if they have appropriate Espionage ability to see that), if they trust that other Civ, how much more powerful their ships are than the opponents, etc....
Border worlds would automatically have a higher "Threat Level" than inner worlds, so this would make border worlds more heavily defended. And the 'Threat Assesments' would only begin to be calculated once someone researches Planetary Invasion to get Transports.
Here's an example, I brough my Alterian fleet into the Drengin border worlds ready to attack, they had maybe 2-3 ships stationed at each planet, and those ships were not their strongest. My fleet was sitting around for almost 30 turns before I decided to attack in this particular game. Using something for the AI to determine what parts of their empire are most threatened would allow the AI to better protect itself.
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I have some ideas for Gal Civ 3
1. Their shouldn’t be races just declared minor for no reason. A minor race should instead emerge later in the game. So if you play a game with 5 minor races at 5 random times a new race would emerge on a previously uninhabited planet or undiscovered planet. The race would then act just as a normal race but it is minor since the rest of the galaxy is established. Alternatively the species could exist before and randomly get space travel at some point starting with an already established planet but vulnerable to a species that finds them before they can gain space travel.
2. The UP as it is should disappear since it makes no sense for 2 races to just join together like that right after they meet when it took humans thousands of years to form the League of Nations and that failed miserably. Instead two civs should be able to start a organization similar to the UP (which they can name). The only way to join is invite by a civ in the organization and that is voted on by all member civs and if they are rejected must wait 20 week until able to try again. Multiple numbers of these groups can form and a civ can join as many as they want. Minor races can also be invited and start their own leagues.
3. Battles should have the options to have an admiral control the ships were the admiral has stats in 3 areas of large fleet skill, medium fleet skill, and small fleet skill. These battles should be able to be immense since I found it lame that my major wars seemed to involve 2-5 connected ships battling 2-5 connected enemy ships dozens of times. Instead we should have battles with multiple capital ships and more smaller ships like frigates and even more fighters.
4. Battles should also have the ability to have the player control them. The player can move ships individually or in large groups and have the option to focus on individual ships or just massive fire into the enemy fleet.
5. The location of the ships weapons should be important as well (the can swivel but it takes time so they can’t fire an instant counter attack from a flank attack)
6. Pirate ships. The ability to create a ship that has no connected nationality so you can attack anyone and not be punished. These ships are treated like pirates and attacked on site by other ships. Civ takes diplomatic hit if they are found in possession of these ships
7. Also the ability to make a ship look like it belongs to another civ and an attack by it will lower the civs reputation with the attacked civ or outright start a war. However if discover the civ you pretended to be will grow more hostile or declare war as will the civ you attack. If the ship is spotted by a ship from the civ they are impersonating they are instantly discovered.
8. You should have to recruit soldiers from the planet to defend it and man ships as well at assault. Only a certain percentage of the population can be recruited per week so you can’t spawn huge armies overnight.
9. The ability to set a certain amount of materials (food, metals, etc) to go from 1 planet to another so that a highly developed manufacturing world could send materials to a new colony planet. And a planet with lots of food could send to a planet with little food. These trades should be vulnerable to attack and raid but the ships are free since it is handled by a contracted company.
10. The ability to take over an enemy ship but only if you have extra crewmen to man the ship or else it is simply towed with you or scavenged for material.
11. Ability to turn destroyed ships into material which can be refined and sent to planets to speed production (same thing as sent with transports)
12. Colonizing a planet only colonizes part of it. Either send another colony ship or wait for the population to grow to a certain size based on the planets size before the entire planet is colonized.
13. Planetary invasions should be able to take only part of the planet’s surface if the attacking force doesn’t wipe out 80% or more of the defending troops. The rest of the planet would have to be taken culturally or with more force.
14. When at war you can plan strategy with any civs also at war with the same civs you are at war with. (They will target planets and can ask you to target plants) They may not agree if they don’t like you.
15. Revolution mega events which act as followed
1. Civilization X has a revolution. The new civ a different moral choice than the old civ and likes other civs opposite of what the old civ did (if they are rebelling against their cruel tyrant master they aren’t going to like their masters friends and will like their masters enemies) The odds increase with more unhappiness.
2. Your civilization has a revolution. A new civ with your most unhappy planets revolts against you and has the same tech you had and many of your ships and admirals. They also like those who dislike you and dislike those who are allied with you.
I may think of more later.
What the heck happened their? I copied out of word since it has better spell check and whaterver that is happens
Also ships with no attack capablities should not be engaded in combat they should be captured or made into scrape.
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