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!!!
That's what i thought.
I like it, even though half the ideas royaly screw my playstyle. Way too many ways to prevent culture flipping.
Non aggression - reduced influence flip ability (not entirely blocked), requires breaking like current alliances. No planet spies (assuming that's still in).
Mutual protection - same as current alliance, requires non agression
Military (support) alliance - as listed above
Economic bloc - requires at least three civs; trade bonuses, additional trade routes between members, and about half the current value of econ treaty per civ.
Cultural exchange - again, reduced effectiveness of flipping (more so than non agression), otherwise I love it.
Scientific cooperation - I'd split it. I prefer the current research treaty setup, but maybe with an increased chance of stealing tech from the treaty giver. The sensor data should be something like this: you can trade it to anyone, for a per-turn price. Making 10 bc per civ per turn to sell my sensor data, where do I sign up?
Co-prosperity - pass, it's just too overpowered, and as currently set up would actually penalize you for getting unification.
Unification - Better than the current diplo win, I guess. Harder, anyway.
Yes, basically what I am trying to do here is boost diplo from a simple distraction, like esbionage, to a full-formed victory strategy. That is why I made the others so powerful.
how about the AI being able to leave the up. as stands if the up votes for something like 8 pieces to a starbase. You just have to quit and then you have a huge advantage over the AI. And all you have lost are a few trade routes.
I'd like to see there be more to planetary invasion than just throwing transports at it. Strategic control of ground forces, seizing a planet district by district, or even building a colony in an undeveloped region and coexisting, if your into all that peaceful coexistence stuff.
I understand Zyx had something like this a few pages back: https://forums.galciv2.com/328231/page/17/#replies
How about being able to research more than one tech. But at a cost. The number of turns to research a tech is for that tech alone. If you want to research two double, three triple, or something along those lines.
Actually, there is a slight problem with multi-tech system: if you research tech A, that takes 2 turns, and tech B, which takes 4 turns, and you research them one @ a time, you get tech A and its abilities in 2 turns; then 4 turns later (6 in total) you get tech tech B's abilities. If you have them researched at the same time, you get no bonus in 2 turns, and instead you only get both bonuses after 6 turns, and nada within 2 turns. So it's already more economical to research one at a time, and if you add an extra penalty, it becomes even less useful. Now, if you had a tech que, that would be interesting...
No, just allow the player to split their effort. 60% of research goes to one tech, 30% to another, 10% to a third (% fully adjustable, of course). If you're only throwing 10% at something, it takes 10x longer to finish. This would let you finish techs with exact amounts of RP and dump the rest into the tech of your choosing (instead of automatically continuing the line or being wasted in the current system). This would allow the player to research multiple early techs at the same time, but focussing 100% on multi-turn techs would still be more efficient than splitting your effort.
It would be a highly situational ability with the current tech system - most of the time you'd be better off with 100% on one tech. But if there is an unending tech tree, you could micromanage your research to exactly finish techs and dump the remainder into the "infinite" tech of your choice.
One thing or two that I find wrong, is the ability of the flagship/survey ships to see anomilies in the fog area and astroid miners to see astroid's in the fog. I really don't think that this should be done.
The flagship/survey ships should be set to remove the fog of war and when they see an anomily then go for it.
The astroid miners would have to wait for astroids to be revealed or given sensers so that they two could scout for their own astroids.
Coincidental research based on "Categories" or even through focused % on single techs is too "pax-Imperia" in my mind. It simply creates the illusion of spending precious tps with the surprise effect - congrats you've got one ready - what is your next choice - sort of context.
K-I-S-S axiom. Decision or decisions. Result is always the same.
BUT, there would be a way to split apart science with the "Globular growth" principles... here's what & how;
- You gain the knowledge of multiplicity through ability rather than feature.
- Your tps are then multiplied not by more PIs but HOW they supplement to the left side panel listings of next available techs... weeks suddendly "lowering" as a whole rather than individually.
- Your research potential becomes global rather than processed in consecutives steps.
Which is the same as of now, you'd say?
Not really, your overall research ability becomes a slot provider for expansions to PIs (refer to the hexa-grids of the 4 layers surface with polymorphic PIs). Small buildings grow in both the current levels (or names, appearances... up to DiscoSpheres) but also in sizes that you SEE.
Fog of war? I want it grey (or with optional colors by choice!) like the minimap... but it makes sense that the whole unknowns must be detectable or revealed in a realistic manner. And yet, the point in racing for anomalies is that who gets there first -- how would your small space be fun to explore with continual control over directions. Random luck is also enjoyable.
By 50+ turns on Medium maps, everything has been revealed anyway.
who plays on Medium maps. I play on the largest aviable and it is still to small for me.
Although I realise that it is important from the strategic side, the idea of fog-of-war hiding planets is quite rediculous. Here we are, hundreds of years behing Hyperdrive, and we already have telescopes capable of detecting Earth-like planets in other star systems! Granted, the data is hundreds of years out of date, but unless they get hit by something large and heavy, or have sentients with nukes and bad tempers, planets don't change that much in 100 years. I know that if we could see which planets had good PQs before we colonized, strategy would be nerfed, but I would like to see some sort of in-story explanation as to why the FOW hides everything.
Considering the lore talks about the distances being covered by some of the races (Drengin I think, to the Torians?) as taking ~70,000 years at sub-light speeds (which we don't know exactly how sub-light it was), I'm assuming this is a larger galaxy than ours, and that the Terrans are not Humans per se, but just very much like them.
But in any case, we certainly haven't come anywhere close to counting up the Earth-like planets in our galaxy, and we won't for some time. I don't have an issue with the fog of war, although it could stand to have a little larger hole in it.
We might be able to detect them and maybe soon see them. But we won't really know if we can live there until we go there. and the game does have steller cartography which lets you see the planets on the mini map.
True, but the technology exists to do it in a small group of stars, and as I saind earlier, the maps in GC2 are more like globular clusters than galaxies. From a tactical standpoint the maps work reasonably well. From an astronomical standpoint... they don't.
Well, okay... if it's good for Stellar Cartography (very early tech, btw) why would fog interfere with detection "factors" for all map sizes?
-- Sensors and range from your territory. And how you need to increase it.
-- The surprise effect. In a game.
-- Exploration. GC3 would simply become a 3X.
Telescopes!
I would like to see stellar cartography be an improvement as opposed to a tech, as catalogueing(sp?) planets is more grunt work than cutting-edge technological research.
I'm going to take this out of context and assume you want larger galaxies.
Wouldn't hurt. Besides, "Globular Cluster Civilizations" probably wouldn't sell very well.
Anyone want to jump on the bandwagon of solar systems like in GCI, where the planets were on the same "tile" as the star, and less speed (through a limit of one engine per ship)? It'd mean being able to stuff more into the same space, so it'd at least feel larger, and less speed makes it take longer, which makes it feel larger as well.
I know I'd like both of those things.
would rather have something like spore's
Care to elaborate?
Contrary to popular belief, not everyone has played Spore.
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