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 swear I checked before double posting.
I just downloaded GC2 from the website last week, and I'm enjoying it quite a bit, but one thing I'm really noticing the lack of is transparency. I mean this in two senses:
First, the effects of various things, like improvements and skills, are often unclear. For example, I know that creativity gives me some chance of instantly researching a technology, but I have no idea what it means to have a creativity of 20, other than that it presumably gives me a better chance than having 19 and a worse chance than having 21. I'm still not exactly sure how the Crystals trade good that creates happiness works (whether it's one world or all worlds), and I don't know if happiness, approval, and loyalty are all the same thing or not. The manual isn't very helpful, and the in-game descriptions given for everything are very sparse, and they don't stick to using the same words to describe like effects. What I'd like to see in a future sequel is an attempt to show the player the inner workings of the game - give me numbers, and don't only provide qualitative descriptions of effects. I want to know exactly what's going to happen in game when I make a change.
Second, the franchise would really benefit from having something like a Civilopedia. It's incredibly frustrating to be unable to see what the ship components that a given technology unlocks actually do before I research the technology and open the shipyard. TA is better about this - I've noticed that I can get short readouts of what improvements do from the tech screen, but even that's of limited utility. When I'm in diplomacy, I want to be able to look at a tech tree, and I want to be able to see how many beakers it takes to research the various technologies that I can trade for. In general, I want to be able to seamlessly move from looking at improvements to looking at technologies to looking at ship components.
Basically, I'd like to be given more information and I'd like to have an easy way of referencing that information.
Word has different formatting...
If you simply paste it into a text document first, it'll remove the formatting for you, at which point it'll copy/paste over to the forums without issue.
We're actually quite fortunate, usually when someone copy/pastes out of word it breaks the page in IE. This time I just had to read around the formating crap.
I know it's not what you're looking for, but ask around the forum (or use google, the forum's own search function doesn't work). Much of this Stardock hasn't released at all, to prevent (or at least minimize) the number crunching stuff people will do if this is freely available. For some, digging into the mechanics is part of the fun (and frustration).
Creativity - I don't believe it's a straight % chance; that is, if you were to somehow get 100% you would not automatically get the tech you were researching every turn. My guess is your actual chance is something like (creative %)/5, as even with 20% creativity I only seem to get a tech once or twice a game-year.
Trade goods are always civ-wide. Other one-per-civ and one-per-galaxy structures can vary whether they are planet-only and civ-wide.
Happiness and morale are pretty much synonymous. Loyalty appears to be a modifier in the calculation on the chance of a threatened planet flipping. Most likely this is in the form (chance to flip)/(1 + % loyalty), but this is nearly impossible to confirm.
On an additional note I'd like more veiws to veiw battles from. For example maybe a first person veiw from a fighter or cruisers bridge. Also line up the ships so they actually face the target they fire at, IO can understand cruisers having tracking weapons but fighters? just bugs me a bit that they have the same battle patterns for all ships. if possible have them focus on multiple ships rather than just 1 at a time when firing.
There is a bunch of cool stuff with weapons they could add in there. Say, fighters can only carry basic 'fire in one direction' type weapons. But larger hulled ships could carry a wider variety of weapon types. Such as Flak type frigates to help defend against smaller fighters. I think Tiny and Small hulled ships should get, say, a 25% bonus to attack against huge bulking ships, since there incredibly small size and 'zippy' speed make them difficult targets. Or, large ships get a penalty to their attack against small and tiny hulled ships.
Things like this would make different ships more of a priority and would bring in more of a Fleet Element of needing to use different ships for different situations.
Certain weapons, only being able to be carried on medium size hulled ships (perhaps large) would be most effective vs. fighters, being that med-sized ships still needs to be somewhat maneurable to be able to target the little buggers.
Large and Huge hulled ships can carry very large weapons (that would require more energy) that are more adapt at taking down starbases and other very large targets/ships.
Corvettes for instance, would be medium sized ships, made for the sole purpose of anti-fighter, with turrents able to swivel in almost all directions and advanced tracking systems.
This somewhat has been defined by most sci-fi as how space tactical combat is. I doubt they will implement the fact that a ship must be facing it's target to fire that way (since a Simulation would be required to do all that, and that is not what GalCiv is), but depending on the hull size and weapon type (what that weapon is BEST at doing, with penalties and bonues going along with it), that ship would become much more effective than other ships, depending on the target.
Before building all Avatars to take on the enemy, you may be better off with 1 Avatar, 2 Covettes, and a Fighter Squadron instead. Would add an interesting amount of tactical depth.
true but i think this game is aimed at a younger audience who somewhat think in simpiler terms. Pack says +7.
Wow, 5 and 6 year olds playing the game as majority? I am in my mid/late 20's, but I think the majority of modders and ones who put a lot of work / strategy mongers are at least 17 and up (I say this because when I was in high school, games at that time, were at the bottom of my list, even though I have always been a game-crazed maniac my whole life).
A new blog I just ran accross had a post (Justified Expectations of Pleasant Surprises), that reminded me of of a change I would like to see, regarding 'blind' tech exploration, similar to the options in Alpha Centauri where you could put put research into general categories, but not towards a specific technology.
One of the biggest 'suspension of disbelief' difficulties to me is to be able to set research on a 'schedule'. I would love to see a set of paths with a 'bell curve' of probabilities where most societies research this or that, but some early innovation by the Drengin where a technology opens new paths and closes off others, perhaps even to the point of going back to a unified tech tree with 'critical' technologies that shape their culture early on being the precursors that later give the Altarians a different technological 'horizon' from a minor race, the Terran's, or the Korx.
Maybe a system where current technologies gave 'points', similar to the way 'creativity' works now, for the development of newer, more advanced technologies, with the more points received, the higher the probability that you stumble across the new technology. Most obvious off the top of my head example, setting each level of laser to a specific number of points towards the next level of laser, but also a smaller number of point for the development of say, particle beams (Related technology), point defenses (as smaller lasers develop), and miniaturization (same).
This would make the different tech trees actually unique on a per game basis, with the imperial government playing a role guiding where you research, but not necessarily controlling the end result, and forcing you to deal with the fact that you don't have the doom rays you wants, but you have the best lasers and smallest point defense systems in the galaxy - <G>.
As an interesting thought - this could actually be expanded in several complementary ways (and I'm just mulling this over at the moment, rather than having something well thought through),
A - it could be used to create an actual 'path' that distinguishes the minor races from the majors. Considering the tech tree as not simply a technological history, but as a cultural history, and you could create a dozen different early, but slightly off the bell curve paths that make for development of a race that will eventually become a real power. This in contrast would make the minors simply races that never quite got there, never had any 'unique' cultural advantages that generated (for instance) influence and gave an early advantage in the expansion into space (It might also set a system for the rare situation where a previously minor power moves into the power vacuum after the collapse of an empire.)
B - you could institute a very few odd cultural events that created 'splits' (The 'canon' example being the Drengin and the Korath), whether 'friendly', or civil war, in which an empire would split into two smaller empires - you might even code it so if it happened to the player, (s)he could choose which side of the split to run, leaving the other to the computer. It would be similar to the 'jagged knife' (right name?) event, but with only one empire affected at a given moment, set up so there are clear 'borders' (Okay, AOI) between the resulting sides.
C - for that matter, you could augment the 'good and evil' path with the random event already in the game where you make actual choices into a cultural history path, with defining characteristics chosen as you advance - by the time you actually got to the 'good and evil' choice (Although if I ever get my mod off the ground, I swear I'm going for a Vorlon/Shadow "Lords of Order" vs "Lords of Chaos" paradigm) that wouldn't be a choice as such, but the logical progression of the previous choices. This makes those choices less arbitrary (As it sits, I don't know why you would 'chose' the evil path. Given the rewards the universe gives you for being 'evil' by choice before you make that 'final' choice, no good reason to close off those options. Well, Okay, now that the MCC works right, the Unimatrix was having fun with that one, but not nearly as much reason as there was for getting it out of the way if you were going for being 'good')
It seems to me that a number of hard coded 'arbitrary' decisions could easily be brought into a more comprehensive 'tech/cultural' tree with blind research - just setup the majors so certain 'random' cultural events in the early tree were chosen pre-game the same way the techs are now, but, minors come into the game with the center 'bell curve' selections preset. Done that way, you could even set it up so everyone starts as a 'minor' and either randomly ascends to become a major power (With some tweaking to ensure the player becomes a major? Or be a *real* man, play as a minor race! Go fighting Spemin!)or, ah, doesn't. Maybe you have 16 majors in a given game, maybe only two or three, even with 16 homeworlds occupied.
Jonnan
Oh, and in the neither here nor there range, I have another pet peeve I'd like to see eliminated from GC-III (Or, for that matter, GC-II, but I presume that ship done sailed - wish I had posted this before 2.0, ah well)
Change the way the starbase building limit is setup. After playing awhile, I have to confess, the 'set 16 starbases with speed assist on a set of ships' is just a horrid way to abuse the four starbases per sector rule, and setting up sixteen starbases to exert influence on that five planet economic powerhouse of a system (I've actually managed to get as many as nine planets boosted by the same bases before. It's awesome, er, a nasty way of abusing the system that no real player would succumb to. <--- That second one, there, of course. - {G}.
This should be changed to a simple "No two starbases can exist within each others Area of Influence" Rule (For everything but mines anyway, which don't provide bonuses.). Given that the AOI is still the same for all starbases, this still allows four three (Sorry, Evidently I forgot how to do geometry at some point) bases to assist a planet, but it doesn't allow the level of abuse the arbitrary 'x number per sector' system does.
If you wanted to make it less arbitrary, you could set it up as "Two starbases within each other's AOI cannot contain redundant modules" (edit: or even just not stack the effect of redundant modules in a given AOI) - that way you *could* crowd starbases together if you had a genuine tactical need, but there would be a limit to the abusability, although I think the first would be the clean and obvious implementation, although the second in turn would automatically account for mining bases and strategic reasons to 'crowd' starbases of different types. The third would not allow any stacking of modules of course, which I'm not sure I favor.
Oh, and wherever possible, svg for icons, graphics, et al. Just because svg is so damn cool.
And even more editability ported into the xml.
'cuz xml is also damn cool.
I am finally going to respond in detail.
By throwing my own ideas out there (into an apparent "Hot Read" post).
So..........
That's all the ideas that I can come up with at the present moment.
I have alot more of them, they're just hiding up in my head somewhere right now.
If anyone wants to add to what I've written, feel free to tell me.
Till then........
LET'S RAGE!!!
(If anyone can read through this whole post, please tell me that too)
(Not many people have the patience to read through "shit" like this)
DAMN!!!THAT'S A LONG POST I'VE MADE!!!SEEMS LIKE NOTHING BUT TEXT TO ME!!!SHIT!!!
I'll add some smileys in there later to make it easier to read.
(GOD THAT THANG IS LONG!!!!!)(YES I KNOW I SPELLED "THING" WRONG)
Well, it seems when you conquer a planet, whoever wins does indeed kill off every single last individual on the whole entire planet. In other words 'Take No Survivors! Kill Em' All!!!'
The amazing thing is how fast all this happens in game-time... The Dregin come in and take over the planet Mars from the Terran Alliance. Jenna Casey of the Terran Alliance says 'Hell no! We cannot lose our great Martian Planet! Remember the 'Roswell UFO incident'! Lets Get Em!'.
So since each game turn is 1 Week, the timeline would be as follows:
Day 1: Earth rush builds a huge inter-galactic transport from absolute scratch which costs them 1097 billion credits. (Jenna Casey put it on her Bank of United Planets Debit Card).
Day 2: Earth takes 1/18 of the total population of the planet and fills the transport with 1 billion troops (which would make Noah's Ark look like a walk in the park), and trains them all this very same day to be a planetary invasion force.
Day 3: The inter-galactic transport takes off and begins it's long, long journey to Mars.
Day 4: Well, the long long journey is over in 1 Day as the super transport arrives at it's destination and goes into a planetary orbit around Mars.
Day 5: All 1 BILLION troops land on the planet Mars and prepare to battle the Drengin, all done in 24 hours, NO SLEEP FOR THE WEARY!
Day 6: Battle comences, and not just any battle, but a full-blown battle of over 2 BILLION or more troops (I prefered the crappy Apple battle graphics they used to have over ToA's, just because it was hilarous to watch).
Day 7: In the last day, the Terran Alliance troops kill every single last Drengin individual that was on the entire planet. They found every single last person over the whole 144,798,500 km² surface area of Mars. And it only took them 24 hours to complete this last part of the mission.
It never ceases to amaze me, how dedicated and hard-working the people of the Galactic Civilizations are!
Well where to start.... shit I really should think about this but screw that time to think of stuff on the spot...
1. Carriers ie module that makes you store tiny and small ships in and it should come in different sizes hell make some races get it earlier ie hull size dependent. Like race A gets it early so they can put them on medium hull, but everyone else has to wait for large hulls to make it happen. Also have more different type of module so you could have different types of carriers and logistic ships... think Eve Online or whatever other game can come to mind.
2. Now planetary bombardment... now I have just read a great idea above but I like to add something else too it. Now have any of you played Star Wars Rebellion. Now go with me here, yes you have to research planetary bombardment ie should be in the middle or later part of the soldier tech tree. So then you would have to build a module on your ship to make it attack the planet... now the number of ships that can have it shouldn't matter. But in Star Wars Rebellion you had 3 choices to defend against planetary bombardment... A fleet orbiting the planet. 2 planetary defences(talk more about this later.) or 3 your best defence is a good offence. Now I think the normal planetary size should be uped a bit. Now you can build different types of planetary defences, shields, cannons, missles, macs, etc etc... Now your ships with the PB module can attack the planetary defences if you win you can invade, or soften the planet below with with more bombardments. If you lose you cry over your lost ships and try again.
3. Tactical space combat please... now for ground invasion... i dont care if you keep it the same but real time ground combat too would be cool but is not a must.
4. Trade needs to be way better and important. Yes TRADE SHOULD BE MONEY FLOWING THROUGH THE DOOR! WOOT! The more tech you research for trade should boost the survivablity of trade ships so they dont get shut down as much.
5. Starbases... need to be better hell the best ie largest hull ship need support fleet to take them out so military starbases maybe can attack twice as fast as normal ships (no engines so it should be able to hold its own.). All starbases can dock ships for repair and join fleets. The upgrades for starbases should also boost HPs on the spot as you get new tech ie like base tech one on the spot gives you 50more hps without constructor... now you would still need constructors for higher level weapons and defenses etc... Starbases should start at 100hps... and just move up. Later on constructor can do multiple upgrades ie 1 constructor ship = 2 upgrades, then 3 then finally 4 upgrades to bases. Military bases do most damage and support fleets in its sphere of influence(carrier like upgrades and logistic upgrades). Econ starbases, generate small amounts of money but is limited by logistics (# of starbases allowed.) Boost productivity etc... ahh influence starbases can have loyalty boost to your own planets. Fine sure all bases move 1 par sec per turn.
6. Now for special tiles and planets... econ bonus tiles (100%-300%). Farm bonus tiles either just 100% bonus or 100% and 200% but make them rare to find. Influence bonuses 100-200% tiles. Also we could get social bonus tiles too.The bigger the planet the bigger the moral boost ie more free space ie tiles. Now for small things. Number of moons orbiting planets... they give different types of bonuses so say like social, military, econ, population and or research bonuses. Same idea applies for planetary rings. Now a passive bonus to system with asteroid belts. Small on so 10% to any of the stated categories. Also special types of asteroids. Some are generally well rounded with resources some are just specific types of bonuses that they give.
7. Expand on the diplomacy system and UP. Also more + and - for relations with new ideas.
8. Minors expand in middle to late colony phase or they just pop up randomly in the game from time to time.
9. More special worlds. Blue star systems or young star systems have volcano planets. Ice worlds. Planetoids. Running out of things but ya get my point.
10. When setting up races more customization options. Naming your sun, other planets. Moons too? Customize what your homeworld and home system look like. Customize a starting journal that you read at the beginning of the game. Did I mention more customization? Tools that help you easily add pics and your own music. More mega abilities ie Hive mind. More Governments to choice from... hell even customize your own. More abilities to choice from. Also choice to be a meatbag or a robot race or something different...
11. Bring back epic generator.
12. 12-20 players please.
13. Really HUGE EPIC OMFG NEVER FINISH THIS MAP SIZE THIS YEAR!
14. Metaverse new mode. Conquer the galaxy where different empires face off in different starting areas and make alliances or just own everything in site. Ya also bring in multiplayer ie in the first GCIII or first expansion if you need more time.
15. MORE TECHS!
16. Nebulas think Star Trek Armada I and II. They are many different kinds with different properties.
17. Player can design their own modules.
18. More mega events.
19. Balance out ethical choices. So each eithic category say good has great, ok and bad penilites.
20. More sliders and options in setting up games and custom races.
Will finish this up... so many ideas.
I concede, Carriers don't really work for me in the GC context, for the same reason that I edited them down in Starfleet Command.
Carriers are not about fighters - you could make that easily enough in GC III - with minor mods you could pretty much claim the missiles used here are 'fighters' (It's not like you run out) and do the same thing.
Carriers are about projection of firepower - If the Enerprise had fighters, but those fighters had the same range as the guns of the Iowa, the Iowa would still be in service today. But that's not the case - a U.S. Carrier has virtually absolute control over a moderately large percentage of the planet Earth, up to the range of it's fighters.
Which, for all the 'neat' factor of Battlestar Galactica and Star Wars, does not actually translate over into any space combat system in which the capital ships have the same speed and range as the fighters, which includes virtually all of them (including the two previously mentioed btw, althought they are both better suited to it than, say Starfleet Battles/Command or Galactic Civilizations)
Now, if Galciv III comes up with some method of 'projecting firepower' that fits in the game properly, I'm willing to grant that might be an effective equivalent to a carrier, but not just for the 'that's really cool' factor of having 'fighters'.
I would like to see "ship design licenses" as some special kind of trade good. Those would allow to build exactly that design, but would not include the technology or the ships itself.
Nice skeptisizm Jonnan.
I like your ideas Hawwawa.
They'r Grrrrrrrreat!!!!!
Something that I'd really love to see is a 700% Food or Influence Tile.
I would bloody laugh my goddamned ass off.
And about that OMG F***ING LARGE A** map of yours...
Not all of us have computers that have enough processing power to enable us to hack into Military Intelligence files, so slow down there boy.
To those of you who don't get the message though.
KEEP THOSE IDEAS FLOWING IN!!!
Hell maybe Stardock will acctually incorporate some of these ideas into GalCiv3!
Who knows, the more ideas that come in, the faster Stardock will finish the game!
Miracles do happen.
Another great idea form me....
Ships should show battle damage during the battles.
Graphics should be helluvalot better.
And anti-missile defenses should look better.
For example: Chaff. Make it look like actual GODDAMNED CHAFF!!!!! Because Chaff and Shields look too much alike.
But this is all (of course) on a more graphical level.
Ships weapons (when they fire) should also look more realistic (or as realistic as possible).
And I like the swiveling turrets idea.
And there should also be at least one..............
Class 72 Planet per map.
It should also be really difficult to find.
Maybe it should be the default Dread Lords planet.
Stardock has said this themselves, they used to be known as the company who made cool games, but those cool games had crappy graphics. GC2 they changed this (and you can tell from the difference between GC2 and GC1). I would say they did a hell of a job, especially since they incorporated the ability that the graphics 'scale' with monitor resolution. Something not seen in many other games at all. This means even down the road, if you have a graphics card capable of 3360x2100, the game should be able to play at that resolution. Not bad for a 'first go'. I'm sure with the experience the Stardock team has gotten from GC2, GC3 will look quite spectacular. Just look at what they did from DL and DA, to ToA. I give Stardock props.
Let's think of some alternative ways of 'projecting power in space'. I know many games have used carriers to do this, such as Homeworld for instance. But I agree carriers in a game such as GC wouldn't really work with the way the game is setup currently. Right now, once you research all the life support modules, a few of those and all the range bonuses pretty much give any ship almost complete access to the biggest maps.
For one, they can increase the uses of Starbases in this regard in several key areas. Starbases really are a 'projection of power' in their own regard. The ability to sustain the logistics and materials required to have a city in space would be enormous. If they created an environment where 'vast range ability' is not so easily obtainable, this would make players need to build Starbases in order for their ships to be able to reach certain areas far from their starting positions. Starbases should also act as a place where ships can be repaired faster (same as planets do now). If you place a ship on a Starbase, it will dock with it, and if the Starbase is attacked, all ships stationed there should defend the Starbase (Orbital Command not required for this, since Starbases are very tiny compared to a planet).
Also, if they change the way ships are upgraded, it could make Starbases more useful as well. Right now you can upgrade a ship anywhere and the time it takes depends on how far out you are from your territory (i believe that is right, it seems to act based solely on this). Instead, make it where you can still upgrade anywhere, but the upgrading cost and upgrade time is dramatically reduced if it is done at a Starbase or Planet, since they are better equipped to do such a task, then out in the vastness of Space.
Certain Starbases would become as Deep Space 9 is, outposts which provide meaningful things to the fleet. Also, if they equip the Constructor ship to be able to create Starbase Outposts, which provide the same benefits of other Starbases, but act as observational outpost, to detect all ships in a given area (basically unfog the map with a much larger sensor range than any other ship, Starbase, or Planet is capable of), these would be constructed so enemies can't 'sneak up on you'.
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