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!!!
Post your debug.err file in the usual reports thread... someone at SD will suggest a remedy if your PC specs prove a solution is probable.
In the meantime, most of us write UPWARD compatibility recommendations to staff.
I've been playing GalCiv2 for a couple of years and I've made my list of features; some of them has already been posted, but, you know, repetita iuvant.
1 - Civilization borders. I know that this has already been discussed, but I think that there's a solution to the problem of being sorrounded. Currently we have (at least in Twilight of the Arnor) a UP resolution that (if approved, naturally) charges some taxes to a civilization that has starbases inside the area of influence of another civ; also, evil civs automatically "tax" foreing trade routes passing inside their area of influence after they research the ethical alignment branch.
My proposal is to make this the default behaviour for every race. Instead of being unable to transpass someone else's border, "civil" ships (that is, freighters, constructors, colony ships, miners, scout/survey) are charged with a certain amount of Credits every turn as long as they are in someone else's territory.
Military ships, instead, can't trasnpass at all, or at least are tolerated for a variabe amount of time depending on the relationship between the two civs; when patience is over, the choice is war or to send the ship back to neutral/friendly territory (like when ships are sent to an area outside teir range by a wormhole). This way you can't crowd your fleets around someone's capital planet before declaring war.
Of course civs should be able to negotiate their right to pass through freely, with a treaty for civil ships being easier and cheaper to obtain, and a treaty for military ship being harder and/or more expansive. A military pass should also work as a non aggression treaty and if you attack the civ that granted you free pass, you shold have serious diplomatic problem with all races. An established trade route with that civ can be considered a free pass treaty for that single route that doesn't affect other ships.
2 - United Planets. Well, now the UP isn't that great. It should be more interactive, with the ability to propose topics and a turn of encounters with the other civilizations before the vote to see what they think about the law in discussion and maybe make agreement with allies, or trade with a civ for a friendly vote. This also helps those civs that have too small voting power to influence the decision.
Also, when playing at normal and lower difficulties, it's too easy for the player to gain 50% or more of the votes, wich can make the UP something like a legalized chat. I think that no civs, no matter how big they are, should get enough voting power to be able to vote a resolution without the help of at least another civ.
3 - Shipyard #1. This also has already been discussed. Upgrading a ship shouldn't remove all the funcional parts. Maybe I just want to change the engine with a faster one, or worse, I just want to add some eyecandy to the design, why should I be forced to replace everitying?
4 - Shipyard #2. Idem. I think that there shoud be some way to restore an obsolete ship, just like in TOTA you can build obsolete buildings from a separate list. You never know when an old design can come in handy (because it's cheaper, faster to build or whatever).
5 - Shipyard #3. Not the biggest problems, but there suold be some way to rename the class of a ship without upgrading it. When I build a custom set for a race and I re-use it in next games, I usually call the most modern designs with progressive names (i.e. mark1, mark2, etc.). I know that it's not a big deal, but if I need to add an intermediate model I'd like to rename all the other available ones to keep the right progression.
6 - Trade goods. Now, trade goods can be only traded for money or something else once. Instead there should be, like in Civ4, the possibility to sell them for a weekly revenue. Or, even better, they should affect the value of every trade route of your civilization and not be sold via the diplomatic screen at all.
7 - Constructor Ships. I think that they should behave like miners: it takes a certain amount of time to build the starbase, but the ship isn't lost in the process.
8 - Distance between civilizations. It can be good to add a new parameter for sandbox galaxies that allows the player to choose how far the civs are at the beginning of the game.
9 - Pacifical conquer. Already been proposed. There should be a diplomatic path to conquer small civilizations and even the bigger ones, provided that the conquering civ's power is much bigger.
10 - Internal commerce. This is partially linked to the idea of territory and borders. In Civilization, the cities and resurces are connected only if they are linked by some means of transport (rivers, roads, ports, etc.). I suggest that in GalCiv 3 planets and starbases can share their resurces and benefits only if their influence areaa are connected directly or indirectly (I mean, direct connection between each other or connection to a large "bubble" of influence made bay other planets/bases).
If you have a group of planets or a minig starbase that is separated from your main influence "bubble", you have to either expand your area of influence with new colonies or with starbases or manually link them via internal trade routes; those are not limited like the ones between civilizations. I think that now it's too easy in the mid-game (at least in normal difficulty) to race to resources and best planets and have your empire scattered through the galaxy without any real drawback, except if you ere aiming to an influence victory. The feature I propose should led to a more smooth and planned expansion.
11 - Escort. There should be an option to add some military ship as escort to a civil one. I'm specially tinking about freighters, as other ships can be grouped in fleets. Once a freighter has established it's route, however, it's alone and can be easly raided by enemies.
12. Ok, this is silly. Just eyecandy, but it's a thing that bugs me a little. Starports, if will still be there (why not?), should be renamed dockyard or something like that. I mean, a freighter can land on any planet, not just the ones with starports, and I assume that there is some private/passenger/commercial traffic between planets. So it's safe to assume that every colony already has a starport, meaning some sort of facility where ships can land and take off. What they actually miss is a place where to construct ships.
I agree that it could be changed to "shipyard". I could mod that, but in my opinion that is more trouble than a little thi9ng like that is worth. Still, good thing to tell the devs.
Having done a little work with real UN procedures (my school has a UN simulation team, if you can believe it!), I can offer a few suggestions as to what to do:
Each race can move to sponsor a resolution. They are can either by written using an in-game editor (it would be pretty basic: just a few check boxes for things like nutral ground and number sliders for things like war tax and starbase module limits) or chosen from a set of them that the game makes depending on situations.
Then, you get to hail each of the races and try to get them to sign the resolutions (you can trade stuff: both the regular diplo screen stuff AND changes to the resolution [those only if you have no races on board] to get them to accept). If you can get X number of races (I'm thinking 50%) onboard, it goes to a vote.
In the vote, the races vote with each race recieving votes based on population. The current influence trading will be scrapped in place of trading the actual IPs that make planets culture-flip. If a resolution gets 50% of the vote, it passes. Each resolution gets voted on individually.
I am invisioning this process actually taking multiple turns. You create resolutions and submit them on turn 1, then three or four turns pass, then you vote. In that time, you get two other diplo items to trade with other races: Vote "Yes" on [resolution that you select from a drop-down menu], and Vote "No" on [resolution that you select from a drop-down menu]. Obviously, if you get a race to agree to either of these, they will vote in that way. If you agree to one, you get to see how the others vote, but you cannot choose which way you vote (becuse it has been predeternmined).
Maybe have the option (both for you, and the AI) to vote against your promise, but take a hefty diplo penalty with all races, and a bigger one with the one you cheated. This also decreases the in-game value of your promise a fair degree.
The only had thing I forsee in this proposal is getting the AI to value resolutions and decide if it likes them or not, and how much. But I'm sure that if it can be done, Brad can do it.
Tactical engagements other than the crash and roll system would be awesome at the point.
I just started playing GC2 and was very disappointed when I finally engaged an enemy.
We want Orion and Civilizations all in a nice 3D tactical package. Now if we could add online combination like Shadowbane (farewell SB) and give it out for a one time cost unlike the monthly charge MMO you would be gold. Tho this type would utilize planet guilds which would require individual encounters, mining, upgrades yeah we don't wanna pay for Eve. Anyways....
I would like interactive combat. I had to give up my MMO's, at least let me squish some AI without it doing all the fighting!
I concede, I wouldn't mind having tactical *options*, some kind of devisable order of battle kind of thing, but I'm not sure I actually want tactical *control* as such.
It's a strategic/political game - I just have difficulty coming up with excuses why the President is ordering individual battles, et al. On the other hand, being able to say "Attack the escorts first" or "Concentrate your fire on that Super Star-Destroyer", well, I can get behind that - {G}.
But if I want actual tactical combat - I have this pretty copy of "Starfleet Command" - {G}
Jonnan
'eh yeah well coming from a long line of various games of the genre.
thinking of Starflight, Orion and Civs. I don't mind exploring and the micro-management at times.
If I want to put a colony on auto so be it, if I need to take control of it and do some tweaks great. Same with engaging the enemy IMO. I was hoping it was a game of this type following a line of great games. Just a 'lil disappointed since I will probably have to purchase another game eventually to fill that roll. I do see a lot of great ideas in the works so hopefully it evolves. I mean if I got to carried away and got everything I wanted my brain would never stop and would probably over endulge . Civ4 still kicks my butt anyway
I'm just getting here after a very long line of conversation and suprised the thread is still active.
I add another couple of points that I forgot:
14 - Pirates and privateers. Why not make pirates a permanent faction or a minor civilization insted of an event (like barbarians in Civilizations) and have the option to contact them and use them as privateers against the other civs? Of course you have to deal with loyalty problems, some risk of backstabbing, etc.
15 - I don't know how, but there should be some way to deal with a multiracial population in your empire. Would you let aliens settle on your planets and become citizens? What social problems this may carry? Also, if the population incrase is due to both births and people living on the planet that acquire citizenship, why you don't have to deal with all that people living in your colonies without being part of your empire?
Great ideas Morporkian.
The latest two that is.
That would honestly be great.
I'm also surprised that this post is still going Deus2.
That does not give anyone the right to stop posting.
We're going to get this post up to 2000 replies.
Another thing I though of: Esbionage Victory (Your race becomes the shadowy leader of the galaxy: not so much military force, but tentacular reach into everybody's government: think of the Tal Shiar). To get it, gain an "advanced" esbionage rating on every race. Of course, if the esbionage system stays the same, this would just be a big spend/wait fest, so some beefing up is needed.
So pretty much. you are able to influence everybody's cultural, economical, political, etc. decisions.
I like it!!! Sounds like fun!!!
question how come we are limited to ten things in orbit. Just how small is space.
First line of defense against invension since any Transports are a one shot affair; but, i'd use any of them again as many times as i wish cuz troops *must* conquer (or be defeated by!) planets and shouldn't colonize.
The eventual ability to use artificial gravity to turn asteroid fields into planets.
A ship's maneuverability should be a factor in battles. Why not allow ships to dodge enemy weapons fire? This would involve a second propulsion system for battle maneuverability. Also, the ship in a battle which has the higher cruising speed should be allowed to escape a battle.
All ships which are in a grid cell should be involved in the battle, regardless of logistics.
If you buy/receive a ship from another race, you should be able to commit it to reverse-engineering bringing it out of service, which after some turns, would provide all the techs found on the ship, then also that ship's design should be added to your list of ships you can produce. If you receive a vessel which has techs that you don't have, it should suffer attrition damage over time since your race doesn't understand its technology. And how about the possibility that a ship could be captured in battle?
A ships range shouldn't limit travel, but cause attrition damage if the ship goes out of range. It should be possible to order a vessel out of the safety range. And if the ship encounters a friendly race, that should (with some fees) provide the option to avert such damage within that race's range.
You should also be able to share map telemetry with friendlies.
I would like to see more on planetary bombardment. And what ever happened to good'ol fashioned nukes man?
You should also be able to temporarily moth-ball battleships in order to reduce maintenance costs.
I'd like to be able to build massive constructors with all the modules needed to instantly build a starbase with all modules installed.
Aka -- Tactical combat.
allllllmost as implemented in TA, the constructors "concept" must be somehow automated or handled differently than it already is.
Turn-Based or real-time?
Don't know if this has been mentioned before. I'd like to see more political and economic instability. Maybe more options for directing the economy. Right now its pretty straightforward. Except for the odd recession, which has nothing to do with how you are running your economy, the economy just keeps growing and growing. And while it is very idealistic, politics is not a straight line toward a utopian future, and I can't see the Drengin and Korath as anything other than despotic autocracies at best.
Well, race-specific political parties might solve some of these problems. That, and moddable systems of government with different types of elections and other power-shify-things.
RT. As long as we already have simulated conditions or results, i really don't see why we can't have any control (complex or simplified, btw) over ANY combat phases or even determine by ourselves which specific AI ship in a fleet must be destroyed first rather than wasting 3+ minutes worth of computerized decisions ***favoring*** their defensive or offensive capacities. Which is precisely what tactical means are rather than press play & watch.
TB. Master of Orion did a pretty good job at it. GC3 has to do much better than X-Wing & Flight simulators, otherwise they might as well hand over planet surface developments to an algoritm too and be done with interactive gameplay.
Absolutely not real-time: I have said before that RTS has a tendancy to cut out the strategy component in favor of a click-fest. Besides, I want a game that I can play while eating ice cream, doing homework, and watching TV. A pause button would go a long way, but only if you could issue commands while paused. Otherwise, it would be a nightmare..
Another few ideas.
Why is a space port a "on ground" construction? Can space ships in that era simply launch and land anywhere they please? Why not ditch the whole space port/ship yard thingy. If there are factories, then starships may be built.
Looking at the astronomy picture of the day (for today) http://antwrp.gsfc.nasa.gov/apod/image/0906/Korona_oreshko1800.jpg I think of vast regions of space which are nigh impassible. Those "dusty" black nebulae whose "dust" particles may be the size of planets should be like the forests of Age of Empires II which you could not pass easily and maybe, just maybe the Yor Collective is hid somewhere in such a nebula and is feeding on unlimited resources and is growing immensly in technology and power but their race remains completely unknown until the climactic end of the game when they emerge and the player had better be ready!
Perhaps as a special event, a minor race desides to become major. I also think that the minor races should have votes in the UP. If a less influencial race can garner their support, they can have their way in the UP. Unity itself should multiply the combined influence by 1.1, or 1.2 depending on how many races are united (1.#)
Perhaps also once Star Federation has been researched, minor races could join your Federation...or later suceeeeeeed.....(well, that's federalism). At least it's supposed to be. They still retain their identity.
Also, I'd like to be able to delegate the ethical decisions and tell my delegate to always go ethical or evil or middle and perhaps save the big decisions for me.
BIGGY! -- MULTIPLE MONITOR SUPPORT. Show the map on one screen, other screens show manager screens and so forth. If you get two cards supporting two monitors each, why not support up to four monitors with which to rule the galaxyahahhahahahahahhahahaahaha...ehm...sorry'bout that. Was I on? uh....No I was kidding about cutting of his...oh the mike wasn't on for that? Well why didn't you tell me? Now everyone wants to know. shutting up.
I'd like to turn off the "________________ research complete" announcements.
Why can't I make any ship my flag ship? What if it is destroyed? I can't have a flagship then? If I try and name a ship "The New Americans Flagship" I run out of room in the name. But my starting flagship's name is that long.
As an option; Dropdrown Icons to the right side panel (as with the "ships completed" blues, etc) and once clicked, popup the selection screen of next tech to research OR suggest a choice intuitively to approve or not.
I'm a big Civilization and sci-fi fan, so from the start I thought GalCiv would be the perfect game for me, but I lost interest because the gameplay just didn't grip me like I thought it would; parts of the game were frustrating or simply distractingly nonsensical. Anyway, I thought I'd return to give my suggestions on how GalCiv3 can be made, in my opinion at least, better. Apologies if any of these things were changed in Twilight of the Arnor; I didn't get as far as that expansion.
1) 1 Year = 1 Turn
Whose idea was it to measure time in weeks? It made no sense at all. The vast changes that occur in your societies and empires over the course of a game, not to mention population growth, can't be reconciled with only a few years passing.
If 1 year is 1 turn then 1 space on the board is (roughly) 1 light year. Ship speeds can then be measured in terms of multiples of the speed of light. Very simple, very neat, very obvious... at least to me.
2) Blind exploration
I know in real life we know exactly where stars (and a lot of planets) are in the galaxy, but exploring the map would be more fun if we had no idea where to look, and in a choice between gameplay and realism I have to go with the former.
3) Slower initial colony/empire growth
I found the 'territory grabbing race' at the start of every game very unsatisifying. Planetary Settlement tech requirements mitigated this somewhat, but I would go much further. Establishing an offworld colony should be a long term investment; it should be a significant period of time before it produces more than it costs you. Rapid expansion would therefore be counter-productive.
I would get rid of all the 'gifted' starting ships and put a much, much lower limit on the number of colonists in a colony ship, perhaps as low as 10,000 to begin with. Population growth would be augmented by migration from your home planet, but still slow. Colonies wouldn't become comparable to a home planet until around mid-game.
So instead of a territory grab, initially colonies would be built only for a specific and immediate need; to acquire resources, gain strategic advantage, or perhaps ease overpopulation/free up space on your homeworld.
4) Rework the economy system
The sliders don't make sense. They just don't. Admit it.
The last reinterpretation I heard was that they were 'population sliders'. But then why does the population level itself have no effect on lab/factory output?
One way to rehabilitate the sliders would be make them separate and refer to funding level. You can fund your labs and factories as much as you want, but over 100% their efficiency starts to drop and each unit of research/production costs more and more credits (this could also replace instant rush buildings). The separation between ship building and colony improving should be made on a planet by planet basis.
5) More in-depth planet management
The planet management is rather simplistic. Your population grows until it meets your food cap, or morale drops below 40%, and then neatly stops. There's no starvation, no discontent, no overpopulation, no pollution. The future shouldn't be an automatic utopia; the way you manage your empire should impact your citizens more. Do you pursue sustainable development or pollute your planets to maximise production? Do you divert more land to living areas as your population grows or encourage emmigration to the colonies? Do you provide food and medical care for all or just rely on the secret police to keep order?
I also think energy itself should be an important factor in both your economy and the management of your planets; we know how sensitive todays economies are to the price of oil, and in the future energy is only going to be more and more important. Ensuring you can provide power to all your labs, factories and starships could add an extra dimension to the game.
6) Increased role for resources
Resources should have a larger role in the game. You should have to mine for rare metals to build ships, collect tritium from gas giants for fusion power, search for isolated pockets of antimatter to create weapons etc. Defending your strategic resources and trading for others would become a huge part of the game.
7) Rework starbases
Apparently there's a starbase cap, but I got tired of building millions of constructors before I ever reached it.
Starbases should be less time-consuming (for the player) to construct and build up, and should have a lower cap which forces you to make some difficult choices about how you use them.
8) Handicap larger empires
The game shouldn't be over when one civilisation has conquered another's territory; the benefits of owning extra planets should be reduced and delayed.
The current planet conquest model seems to assume you have to face the entire population of the enemy planet in one big battle; this hardly seems realistic. With control of space, and the ability to destroy targets from orbit, large scale resistance wouldn't last very long, and taking nominal control of the planet shouldn't require hundreds of millions of ground troops; you can largely bully the population into surrender. After the short-lived large scale resistance, a long-term guerilla resistance should begin, which would prevent the extra planet from being an immediate benefit and generally make it less valuable than one of your original planets for a considerable period of time.
Additionaly you shouldn't be able to get extra research/maufacturing capitals etc by conquest.
9) Improve tech trading
Before the first expansion, tech trading was easy for the player to exploit. After the expansion, tech trading was always ridiculously unfair to the player. Surely some kind of balance could be found, possibly by introducing Civ4 style limits on the extent of tech trading.
To be honest I would consider getting rid of tech trading and just having research treaties. You can't just be 'gifted' knowledge and immidiately start using it; it takes time to spread knowledge and integrate it into your technology or society. I would also try and reign in advanced civilisations slightly. So for example, if anyone has researched a technology, you get a bonus while researching it; if you have a research treaty with a civilisation that has researched it, that bonus is doubled.
mmm
1) advanced stellar e planetary manipulation like in se4
2)more ground combat options
3) please don't improve the graph at impossible levels we don't need to please the eye but the brain
4) possibility to build stellar planets (ringworld, dyson sphere...)
5) possibility to build worldships (giant ships) with more space for weapons and other stuffs
Pazarius.....that was one of the most in depth replies I have seen up until now.
And for the record, those are all really great ideas.
Keep up the good work.
That means.....KEEP POSTING!!!
If we don't, we'll never get to 2000 replies.
We've barely gotten past 1200!!!
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