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!!!
- LOTS more automation. If I'm playing as the Korx and I'm raking in 10,000 bc per turn, I want to have an option to buy all of my buildings instead of manually pressing buy for 20+ planets every turn. Options to implement AI on your starships would be great. For example, telling a ship to guard a planet or starbase and automatically attack any starships threatning it. Anything to get rid of the tediousness of the game while still allowing full control of your empire.
- More diplomatic depth. I want to have the option to add stipulations and conditions to my treaties. Or the option to make territorial recessions without giving up a planet.
- More political depth. Have opposing political parties from the start of the game. Make governers belong to different parties, and add more ways to control your political system besides government types and moral. Perhaps mix politics and diplomacy as well. Example: An empire that was dominated by the war party has suddenly had a shift of power to mercantile, and as a result is now to open to talks of peace and trade. Add ways for the player to effect this.
- A more intuitive interface. Instead of having events listed in a popup window, show them on a map with popups and added information. Make the smaller details of the universe more accessible to the player.
- More random events that require a response from the player, but don't neccesarily change the face of the game. Something to keep the less eventful turns interesting, and make the galaxy feel more alive.
fix
1. the game is won defacto, once you conquer 1 or 2 civs, unless an AI civ managed to get really big and this is rare. The bigger you become, the easier the game. Possible solutions:
- AI civs should recognize bigger empires and form alliances against the threat
- have a maintenance or corruption model in place that slows down expansion until the right techs are discovered and infra is in place
2. bigger is so much better here, the game may already be in the bag before it really starts after a succesful colony rush. Possible solutions:
-some form of planetary bombardment
-earlier planetary invasion and advanced modules (because 500 million or 1B troops doesn't cut it)
-maintenance/corruption model
3. the current slider model is convoluted and creates too much micromanagement
- have just a research and a tax slider and have all military and social production combined in one single queue per planet, that can be put on halt when low on credits. One thing on time is better than two things too late, or
- make research slider completely independant of all the other sliders, at the very least
4. beam weapons + evil is the 1 optimal way to play
-improve mass drivers
-nerf psyonic beam, alot
-everything should have it's cons and pros generally
5. the senate is irrelevant
- make it harder to get a majority, even with a happy populace, or
- make your own party vote against a war sometimes
yea maybe being able to sit up a planet que that tells the ai what you want built on what ever size planet and it only alerts you when there is a special resource sqare other than agro sqares,. don't think to many people use them.
The way you rant about Elemental Zyx is a bit to.....devoted (in softer terms).
If the game turns out to be crap (which I sincerely hope it won't), we will all have you to blame...
Other than that, I'm writing a Science Fiction book.
I'll be sure to use most (if not all) of these ideas in it.
If I get it published, I'll be sure to tell you guys about it.
I might even send some exemplary copies to some of you.
Wish me luck,
Extant Faora
(P.S.-They should really add a Nuclear Penguin smiley to the list...)
I suggest that weapons and armor could be more interesting:
There should be a miss chance based on the craft size and speed. Smaller and faster ships would have a greater miss chance. A miss chance would apply to all craft, because you have to target the enemy. However, missiles would get penalized twice as much, because not only can you miss on your targetting, but the time that the missile is in the air gives the pilot of a fast fighter the ability to maneveur.
Armor would provide a % damage reduction to all attacks, with a bonus against particle (gun) weapons. On a large, armored ship, only a portion of the armor would be on the outside of the ship, there would be additional armor around the most vulnerable parts (ie, fuel, ammunition). There would also be internal armor to make sure that when a hole is opened up in the ship, the injured parts of the ship can be sealed off. Likewise, internal armor would keep the ship from buckling from external explosions (missiles).
Shields are energy vortexes around the ship that absorb lazer fire. Their energy goes down when they absorb a shot, and can only be re-charged outside of battle. So, say you have a shield on your ship that's 80 strong, and your enemy shoots a lazer at you that has 50 attack. Your shields absorb the energy, but are reduced by the square root of the absorbed amount, to 73. It would likely take multiple shots to strip an enemy ship of its shields, but once they were gone, the ship would be decimated quickly.
ECM would be similar to shields, in that each attack thwarted would reduce the power of the ECM system. Each round however, the ECM power would be reset to full. Thus, being attacked by 12 missiles in a single round would be a problem, as your computer wouldn't have time to thwart all of them at once.
ECM would only affect missile weapons, and shields would only affect lazer fire. Armor would be much more common on larger ships, as putting 6 feet of nano-steel on a dreadnought is alot more do-able than 6 feet of steel on a single person fighter. Thus, gun weapons would generally favor well against small ships, while missiles would be better suited against large foes. Lazers would be equally good against large and small targets.
There's 50+ pages here and I don't have time to read to see what I'm about to suggest has already been suggested. But then if it's not original "all the better" as it means I'm not the only one desiring the change. Any way, here goes:
3D would be great, but I'm not a big fan of real time unless there's a pause & play capability (ie. one pauses the game, issues multiple commands and unpauses... takes forever but it's the only way my brain can keep up with the computer).
My real suggestion, however, is to remove the planets (and what not) from the main map! The stars should still be there representing their system. Unlike in the current game where you avoid the star, in 3 you would travel into the star in order to travel into it's system.
Now you're no longer in hyper-space, you're in real space within a Star (Solar) System. If this is also done in 3D (or not) the owner of the system (or intruder) could set up defences (or Offences) such as Star Bases (and such).
In addition I'd like to see the ability to set research up on a planet-by-planet basis with different planets providing pluses/minuses to specific technologies (and/or categories of technology). You could take it a step further and let each planet research multiple areas (similar to how they did it in MOO-3), but then we don't want to be copy-cats.
I'd also like to retain the ability to upgrade my freighters (after the trade route has been established). It seems to me the faster I can move the goods the more money there would be to be made. I'd love to see (almost) everything from the game "Space Bucks" included in Gal Civ; but that's probably wishing way too much.
Eventually someone will create a game where a husband & wife can both play. One handling the military apsect while the other handles the civilian side of things. But that probably won't happen in this century (if ever).
However, "Hot Seats" have been an integral part of other games and it'd be nice to be able to play two races at the same time.
Well, that's enough wishing for now.
SK
I was reading through the modding section when I was reminded of how weird it is that one starts with a Flagship that one doesn't even have the technologies with which to recreate. So, you need to fix that!
AND, with that in mind: the idea came to me that scout ships should be able to survey anomlies; except that it'd take multiple turns (like a minor on an asteroid) to complete (until the survey technolpgy is reached).
OH, and I'd also like to see permanent worm holes and/or the ability to create/find stargates. One way worm holes would be fine and set the game apart from MoO (and in fact wormholes would probably only be one way but I wouldn't know for sure).
In any event, having total control regarding the pace of the game, starting funds, starting techs, ships, etc. should be a key change/improvement!
Especially for those of us who aren't fully comfortable with modding (yet).
-carriers and strikecraft, Anti-SC weapons
-planetary bombardment
-capturing ships and stations
-special ship abilities like in sins
-artificial wormholes
-minefields
-temporary cloaking for ships and anticloak technology (tiberian sun anyone?)
-asteroid fields and nebulas that have some tactical effects like in Sins (only fighters/bombers and smaller ships can navigate them - now they are useless once you have the bigger ones, favoring/disadvantaging some type of weapon/defense system...)
-space creatures(giant amoeba) -destroyable ship subsystems(weapons, engines, sensors...)
-blackholes
Stable (Or at least semi-stable) wormholes. I have to confess, I've never quite figured out the point of the one use wormholes as it stands now;
They're only useful once, they can only be used by survey vessels, they actually *are* distinguishable from the 'standard' anomalies, so early on you are watching your flagship like a hawk to make sure it doesn't end up on the other side of the galaxy, later you have range and you don't care.
The only positive use for them is that if you have the extra production capacity you actually *can* put a surveyor on a tiny hull and drop it on one so you have a ship out in deep space mapping somewhere - but that's basically it. After you have range, they're useless.
All of which would be mitigated if they were more than a one use item that threw you out into deep space with no support. For instance, if they had a small (1% maybe) chance of collapsing per use, but while they were up they acting as if there was no range penalty between the ends? then you could throw a colony ship or a constructor through and build a base on the other side.
But as they stand? They have no real use.
Pug
And finally, MULTIPLAYER would be great! (both LAN/internet and Hotseat..). Just imagine playing GalCiv with human opponent!
Now that's an interesting co-op idea. "Plz gimme bigger ship budget, wifey!" "Not until you finish doing the dishes." "oookay."
first bx first
MULTIPLAYER
it will be a good game + u can do turns in same time
ect put buildings and research on doing and click turn and ur done(exept ships moving) so tht games dont neccesary have to be too long....
2nd.
military score sukz
i mean i have 2 state of the art warships and theyve got hundreds of them so they declared war
i destroyed em all they destroyed none^^
in tht war i ve conquered 11 planets they conquered 2
and if i want to ask peace my character asks for mercy:@
so my idea is tht add an military succes score
it will be counted like
bc they lost/bc i lost in war
so make military score*military succes to be real military might:)
_______________
3rd.
random events where u can choose good neutral or evil decision
make second neutral decision
ect theres event with those eggs-soldirs like to eat em but birds will be exterminated if they do
good decision is to pay bc to keep those birds allive(-350 bcu)
neutral is tht improve quality of rations so they wont have to eat eggs...
evil is to tell em to eat up(+5 soldiering)
so add extra neutral decision
pay money to keep birds allive and let soldiers eat eggs(-500 bc +5 soldiering)
i hope u get the point of this:)
4th
planetary invasions
1)i want to make multiple warfares(ect i want to choose information warfar AND micro soldiers)
make defender choose some of options like nuke their bases(-50% enemy adventage -500 bc),build a fort(-1000 bc +10 soldiering +100%our adventage),send the marines(+20 soldiering - 300 bc),ect
2)gc 2 dread lords had some tanks when battling
so i want to have war machines which are stronger then ppl
so make machines modules too(war machines cost bc obviouselyXD)
3)more invasion options like
emp-disable 50 % of enemy war machines,laser bombarding(-5% enemy population) or athmosphere reductor(- 30 % ememy population)ect...
5th
fix bugs when ur ships cannot move(it says tht range is too small but theyr near my planet:@)
i try to load game but it doesnt work so i have to restart gc....
thats all(4 nowXD)
picked up the game again...
Dynamic Invasions: a whole planet in a week is rediculous. Not to mention if it has a moon to conquer or another planet in the system to support its defense, and if there are trade routes or mining bases connected to the planet theres no telling how many weapons could be smuggled onto the planet to support the home team.
I'd like to see them last an indefinite amount of time. Until the commanding officer of the planet surrenders it or the forces there simply get obliterated. With invasions lasting longer it makes it possible to send in reinforcements via extra transports, or even make planetary bombardment ships to weaken the enemy ground forces (though the enemy can do the same things to you).
You could hopefully view the progress of your invaders by veiwing the planet as its taken over (or lost) each improvement at a time. And of course losing more quality the longer the fighting goes on.
Multiplayer! I used to hotseat MOO2 with an old friend of mine frequently, wish we could do that, or evenover some sort of LAN and internet play.
Control of ships in combat. I was playing last night and I found myself talking to the screen..."Shoot him, no Him, NO HIM!!.......GAH" I won the battle but I know I could have won it with less losses of ships.
Also, for the combat itself, I would love to have a level of realtime control, im thinking like the controls from Homeworld, where you could really get full use of the 3D aspect, even if it is turn based, maybe turn based combat that played in movie form afterwards. In general combat is ok, I just wish I had some interection in it. Also, perhaps have formations available.
Carriers, being able to make fighters, intercepters or bombers.
Fighters that are stationed at a base be able to fight with the base, not seperately.
Ground fortifications, that can work together with the defending ship(s).
If the base is close enough to a planet it is orbiting, and when an invasion is attempted, they fight the defense fleet, Starbase and planet at one. Which also brings back my other idea about in battle control, think setting up a screen and charging through with 8 drop ships while fighting in space to get troops on the ground. You can still to this in TBS style, even though it does sound VERY RTS. In MOO2 until I got really solid ships up that could punch through Planetary Barrier Shields, I would a simular tactic to get bombers close to the planet.
Weapon modifications.
Either a per ship mod or a blanket tech upgrade.
Range
ECCM
Hardened slugs (armor piercing, obviousloy to a level within reason)
Weapons that are not just bigger than the last one, for example:
Laser range 1km damage 2 refire rate 1 per second, Particale cannon range 1km damage 3 refire rate 1 per second, Plasma cannon range 400m damage 6 refire rate 1 per .75 per second, Gause Cannon range 2kmdamage 4 refire rate 1 per 2 seconds. Not saying these should be final stats, but you can see the direction I am going. Super fast intercepters with some hard hitting close range weps, generic weps and long range for the big slow lumbering ships.
I suppose this is basically half way between the weapon theories of MOO2 and Wing Commander, but I think they were on the right path. Not every wep is a boigger version of the last one. Perhaps a disrupter, somehitng that screws with electrical systems, makes ships less responsive and slow reactions and shield regen rates.
ALSO, being able to refit your ship in a build que. Say you still have a first gen ship out there, you are currently on the 6th revision, if it is orbitting a planet with a starbase, be able to put it in the build que and it can get a refit, or have a faster repair option. Heck have a space dock mod for the bases to help with ships.
I was going to read all of the comments to make sure I wasn't repeating, but then I saw 52 pages ... so if I repeat anything said between pages 11ish and 52 (likely) I apologize. Also, lots of text following. Sorry. I'm long winded.
First, have a campaign. Make it awesome. Make it epic. Make it desperate. I loved the Dread Lords campaign because there was this desperate feel to it as you struggle to bring your strengths to bear (high population, quick build up, LOTS more ships) against the tremendous advantages of the dreads (ridiculous technology).
Second, I hate the Tie Rule, in all its iterations. I know, it doesn't come up much unless you're playing the campaigns, but hey, I love the campaigns. This latest version, however, is even worse. It takes away your unique advantages against the dreadlords, because rather than saying "ha! Go ahead and destroy four of my fighters! I've got eight more, and you can't destroy them all before they destroy you!" I say "great. A single ridiculously powerful ship destroying a few more ridiculously powerful ships. This is lame." Which is too bad, because I wouldn't mind playing the Dread campaign where the dread lords can destroy an entire fleet of fighters (or at least most of them) in one turn, but the tie rule is so terrible in both expansions, that I just have to play the original campaign in vanilla DL, where each ship can only attack one ship at a time.
So, in terms of the Tie Rule, I think they should have an option (actually I'd like this for GalCiv2 as well, but I suppose that boat has left the harbor), an option you can set both before a sandbox game, and before each scenario of the campaign (like difficulty level). I'm thinking those options can be:
1. Vanilla DL tie rule (attacker wins)
2. DA/TOA rule (more maximum hitpoints win)
3. More maximum FLEET hitpoints wins (this can also make fleets a bit more useful)
and the two I would prefer
4. Whoever has more CURRENT (fleet) hit points wins (keeps you from abusing the Tie Rule, but still allows you to have one, also it keeps you from watching a large-hulled ship on the brink of collapse bravely surviving a horde of tiny black holes because it's bigger than the creepy bug creating those black holes).
5. No Tie Rule. If both sides are completely destroyed, both sides are completely destroyed.
Third, I think that allied planets should be able to resupply/provide a range bonus to your ships. Maybe not to the same extent as your own worlds, but still something.
Fourth, include an option where you can broker an alliance between two other races, and then make the diplomatic victory one where everyone is allied with everyone else. This would solve the AI pursuing alliance victory problem, because in order for them to do that, they'd have to get you allied with everyone else, in which case, hey, you won. In other words, this victory doesn't depend on you doing the leg work, only on it happening, so an AI can pursue this without condeming you to lose. It'd be an honest to goodness diplomatic victory, where everyone wins! Though, obviously some races just wouldn't ally with each other (Drengin with Torian, Iconian with Yor, Altarian with Drath, Korath with ... well, everyone else), so you'd probably have to pick one, and then wipe out the other, but hey, all sorts of bad guys in literature try to achieve peace through war, why can't you?
Fifth, I think it would be wickedly awesome to have a major race that are space nomads. In other words, they can't colonize planets, but rather they build these massive ships that serve as their habitats. I think this could open the door to some REALLY unique gameplay.
Now, these ships wouldn't have as large a population cap, or any of the same production levels as planets would. Furthermore, they'd take a long time to build. Also, they wouldn't be able to hold as many tiles (maybe equivalent in tile number to a class five, or six planet, or something, I don't know, it'd have to be worked out in balance, plus they could have their own terraforming equivalent branch of tech that allows them to open up more tiles for building stuff).
However, they'd have a few advantages. First, they can move. An enemy declared war? You can choose to pull your ships into a small sphere that can be easily defended by your navy. Or maybe you scatter them across the galaxy, buying you some time to research some better weapon/defense tech, or get your allies to declare war on your enemy, and then retreat into their space (of course this would probably require an option where you don't interfere with their influence, or whatever, so your allies don't think you're trying to subvert them when all you want is a little aslyum).
Second, they are a great way to project your influence, as well as expand your empire after the colony rush. All the good worlds are taken? Who cares? I don't need no stinkin' planets!
Also, while it would take a while to build them, keep in mind that it also takes a while to get a colony up and running (build the colony ship, send the colony ship to the planet, build the improvements) and since your ship is already well, a ship, you don't have to tame the wilderness or anything, so maybe it takes less time to build improvements, and you can transfer as many people as you want between the ships, since they'd essentially be docked together. They would probably also get bonuses if you parked them within a few squares of a star (though you'd start to take an approval hit if you stayed next to a star for too long, since these are nomads, and they like to wander. So maybe there could be an option where you can automate them, i.e. have them automatically migrate between the stars under your AOL, reach a star, chill there for a few months, or a year or something, then have them move on to another star, though you would have to be careful if you have an isolated part of AOL somewhere, don't want your colonies traveling through empty/hostile space because you're not paying attention!).
Also, they would be ships (though they would be MUCH larger than even massive ships. Perhaps you can have a version that are like transport hulls, massive but with only one hit point, and at the end of the ship size tech branch, you can research another level above Massive that gives you a hull size large enough for these that also have some hit points). This means you could put engines on them, weapons, sensors (not life support, obviously, since you don't need that) whatever you want. However, the "flying habitat" module or whatever would be HUGE. So huge in fact, that only the special extra large transport hull (available only to this race), and the hull size above massive are capable of having one, even with miniturization (I can't spell) maxed out (can't exactly make people smaller, you know). This would mean that you probably wouldn't be able to put more than one or two engines on them, or no more than a few weapons, so it's not like they'd be able to outrun a transport of comparable tech level, or outfight a dreadnought, just maybe buy some time, or protect yourself from undefended transports, or weaker ships. Also, you'd probably need something where ships are capable of taking out another ship's weapons, instead of the ship itself. Otherwise, put a single laser on your colony and voila it's automatically immune to invasion. Or perhaps a special kind of battle when attacking one of these ships, where your ships only destroy the colonies weapons, after which you can invade. However, if a race were to attack a defenseless world ship, then the world ship would be destroyed.
However, this would also mean that they can be destroyed (though I would imagine that the only races who would do that are the DL, the Korath, the Yor, and maybe a civilization that you're wiping out, so they decide to try to destroy your world ships in a desperate effort to stop you), and if someone did destroy one of these world ships, you'd better believe there'd be severe repercussions amongst the interstellar community.
Other races would also require unique invasion technologies to aid in invading them (mass drivers wouldn't really do much good, they'd destroy the ship. Also flooding, and core detonation aren't exactly effective with a ship), so there'd be a case of other civilizations not sure right away what to do with you. Also, these invasion techniques wouldn't grant any additional soldiering bonus (or the bonus wouldn't stack with the equivalent planet invasion tech).
Furthermore, since these are a people who have lived their whole lives aboard ships, they'd probably get bonuses to just about everything involving ships (weapons, defense, range, speed, hit points, trading). They would probably take a hit in population growth (birth control would be kind of popular when space is severely limited), as well as in planetary invasions (why would a species that lives in ships be interested in controlling another species' planets?), i.e. perhaps they can't research as far along the planetary invasion tech tree (though "planetary" defense would probably be extended so that they can get all the same soldiering bonuses. After all, I imagine they'd have no problem defending their homes, or invading another race's ships).
This would probably be very difficult to implement, especially writing an AI who can play this race well, since it's so different than the others, but I think it would be an awesome race, if done right (If done wrong however, they would probably end up way overpowered, or way underpowered, depending on how they were done wrong).
, in terms of making a larger empire less ridiculously powerful, you could take a leaf out of the real world, and look at the US. The United States is BIG, and this bigness brings in some major problems. First: infrastructure. It is a lot more difficult and more expensive to keep roads, bridges etc. up to date in the US, because there are just so many of them. So, perhaps you have some sort of "generic empire-wide maintainance" fee that increases based on how much space is under your control (sort of the reverse of tourism). Also, the US has a lot of people, and these people all have different viewpoints and tend to disagree. A lot. So perhaps, as your empire grows larger it becomes more and more difficult to maintain a good approval rating, to the point where with a really large empire, you're doing REALLY well to have an approval rating around 50%. Furthermore, have the whole lower taxes thing have have less of an impact on your approval. After all, some people will thing high taxes are necessary to keep everything financed (especially during war time), while others thing taxes = bad, no matter what shape they take, and what they're being used for.
Of course, I think that this would mean that population growth shouldn't be tied to approval anymore (which I think wasn't exactly the best idea). I think population growth should be based on such things as how healthy your economy is (people come looking for jobs), how quickly your economy is growing (people come looking for jobs), the quality of your planets (people want to live someplace nice), and perhaps even affected to a small degree by how much of the population is employed by the gov't (gov't jobs provide good dental ).
You could also have something where the game tracks what proportion of your population belong to certain political parties, and which ones are "independant," so to speak, and as your population grows the chances of them joining a party that is not currently in power (or possesses a large percentage of the population already) increases. So, for a smaller empire, it might be easier to maintain political control because there are fewer political parties, and a larger percentage of people are in your party. As you expand however, the political landscape fragments, so your party could be the largest party, but still only have 30% of the population be members of the party. And the independants would generally lean in different directions based on race (for example, human independents might prefer more peaceful solutions in general, but fully support a thorough butt kicking if another alien race attacks you, Arcean independants would prefer the whole neutral alignment thing, Drengin independants would often support conquering other races, etc).
Now, I know that in real life size tends to result in less significant party fragmentation, since only really large parties have the kind of finances to fund successful campaigns for national office, when the nation is really big, but for the sake of making the game more interesteing, as well as trying to minimize the "rich get richer, poor get poorer" I'd be willing to let this slide.
This could open up all sorts of fun/annoying potential in the intraempire diplomacy, because if you want your party to maintain a majority, then you may need to do things to court the independents, or try to form coalitions with other parties (though this may be a bit too much). Or, you could do whatever you want and take the penalties that come with having an unfriendly Senate, and lots of people not liking you (difficulty declaring war, signing treaties, perhaps even rebellions).
Furthermore, depending on the race, you could also start to take penalties (lower approval, rebellions, etc) if your empire continues to be Imperial when a lot of other empires have become republics/democracies/federations. For example, Drengin might not care so much if all the other "soft" races are using such a ridiculous thing as "democracy" but humans would get all up in arms REAL fast if you're running around as a supreme dictator when just about every other emprie is a democracy of some form or another.
This way, you can't just circumvent all the headaches that would come from a more developed intraempire political system by being Imperial (unless you were Drengin, or Yor, I guess, but then this just differentiates the races even more fully!).
I agree with Isomov on the morale... it should be based on how many people support the job your doing... and not affect population growth. Alternative could be availability of food, availability of housing... cities have been suggested many times, and hospitals (they would probably be IN the city so its debatable).
couple contriversial things... sorry.
Religion, could affect elections and morale depending on what religion the leader is. (no religions from this era... people will get offended and flame)
Policy, to make that empire just the way you want it, you will get to chose some specific things in your civ like gun and drug control, business regulations, minimum wage, treatment of minorities, who can be in government office, etc. Civs with largely differing policies would give you lower relations with them (- your policies, and -- your policies)
Religions and minorities (groups) would have different views on each policy and this could affect morale and elections. If you don't want to take the heat for things you could just pass off the dicision to planetary governors, but this could cause entire planets to be just one minority or religion depending on what the governor chooses and how they match up with views of the different groups. If you do this, and the governor's policies differ from another civ's then tourists from that civ would be more rare, causing a tourism income loss or bonus from that planet.
Evil people may choose to kill off opposing group leaders and to use a real secret police to take care of desenters. During wars people of the same species as the enemy could undergo racism and riots, if your evil you could also genocide or slave the people of that species (production bonus?). Its also possible to persecute different groups.
Also big empires are rediculiously easy to win with. If only the AI would give a tendency for smaller nations to gang up, Perhaps a relations bonus for them "+++ common enemy". And give them the ability to sign non-agression pacts, used as a temporary and unstable alliance.
Also, please get rid of the military ranking being the ultimate factor in wether your weaker or more powerful then other civs, I can not tell you how many retarded negotiations I've had because I haven't built those 4 fighters with just one particle cannon on them, even though I can easily outproduce and outresearch them (although I like not taking the blame for starting the war
Again... sorry for the contriversial content.
Some of these ideas are probably already posted:
1. Military starbases are the only structures able to build the biggest size ships after researching and building some modules. Once you research a new hull size you should be able to upgrade your starport to be able to build the new hull size. Starports can be upgraded and are only able to build up to large sizes.
2. New hanger modules (up to three?) to add to military starbases, one hanger gives free maintaince for one ship, the most expensive ship first.
3. Constructors- Max number of constructors depends on your logistics ability. The constructor module is now very expensive. Click "Construct" and select a starbase on the galactic map, then select the module you want to build. The constructor will automatically go next to the selected starbase/etc and start to build the module. Can have multiple constructors assisting each other, but the reduction build time is low. Ex. A module that takes 10 turns to build with one constructor, adding a second constructor to assist will only lower build time to 8 turns.
4. "Abandon Planet" option - The population on the planet will decrease rapidly migrating to the nearest planets. Everything including buildings/etc on the planet will remain intact. Needs some contermeasures, can't think of any now.
5A. Barracks (One per planet) - Trains your own population into soldiers. Regiment of troops or units.
5B. New buildings to train invasion troops (all are "One per planet") - One trains regular soldiers/tropps, 2nd building/factory manufactures mech warrior type invasion units. Another new building manufactures tank type invasion units.
Each race has at least three invasion troop types and they're different for each race. Ex. The Korx can hire powerful mercenaries with a special building. The Thalan empire will be able to build giant spider type units, organic or robotic. Each type of invasion unit takes up different space on transport modules. Your own soldiers takes one space, mechs take two spaces (one mecha = 2.5 soldiers), tanks take three space (one tank = 4 soldiers). The more powerful units takes every long to train/build. Once you build the barrack type buildings your planet will automatically start training/manufacturing. Once you research a certain tech the tech is unlock for ground forces. Ex. After finishing researching lasers, laser rifles is available for your soldiers, same goes for armor and defenses.
6. Pirates- Ships can randomly spawn in a undiscover parsec, near trade routes or planets with low approval rating. Pirate bases can also spawn, pirates can send ships and transports to conquer nearby planets. If the bases are left alone for a certain amount of time, bases will be upgraded. Can establish contact with pirates and tell them to attack your enemies with bribes similiar to Sins.
7. Able to research multiple projects at one. A slider bar similiar to MOO1 where you want to allocate the percent of your your research points to a certain category. Defenses, Weapons, Propulsion etc.
8. Speaking of propulsion, different fuel types? will affect your range along with life support systems.
9A. The star/solar system Stohrm mentioned above was a good concept in MOO3. Less micromanagement on the galactic map. Makes it easier to defend solar systems also. All your ships in the solar system are pooled together in the same system.
9B. MOO3 had system ships etc, ships that can't leave the solar system, they were much cheaper for maintaince.
10. New tech to build space/star lanes, warp gates, star gates on each solar system. Lanes and gates reduce movement between each solar system.
11. "One per system" buildings - Many new buildings, in addition to the above lanes and gates being "One per system" Build one and the bonus benefit all planets in the solar system. If your opponent already builds one before the player, the player can't build any in the same system.
12A. Weapons mounts - Point defense, Normal, Heavy, Very heavy, Ultra mounts
12B. Weapon modifications - Shield piercing, armor piercing, etc (Depends on what weapons, some beams get SP, some mass drivers AP)
12C. Armor mods - Very light, light, normal, Heavy, very heavy, Ultra heavy
13. New weapons - Each weapon is split into at least three types. Beam, Missles, Mass drivers
Beam weapons
I. Surging/focus weapons- When you fire the surging weapon at the enemy ship the beams will stay focus on the ship till it dies or player changes target/moves ship away. Naturally shield and armor piercing. Surging weapons are very effective at taking out large ships with high HP. Once you kill a target it takes a long time before you can select your next target and fire it gain. Ex. After one second your ship might do 10 damage per second, two seconds 30 DPS, three seconds 60 DPS, four seconds 100 DPS, five seconds 150 DPS, etc. One counter for this, is to move out of range.
II. Beam- Regular beam weapons, normal damage and range.
III. Devastator/bending? Beam - AOE beam type weaponry. Ex. After you fire the beam on the left, the beam is capable of moving to the right side if there's a ship.
B. Missle - Energy missle, regular missle, scatter pack (new missle modifications includes small and large, small being harder to shoot down)
I. Energy missles - Anti matter torpedoes, Photon torpedoes etc. Highest damage damage and fast speed.
II. Regular missles - High damage and the fastest speed
III. Scatter pack - One big missle launch can split into 2-3, then the 2-3 can split into 2-3 again when they get near the enemy. Since these missles are smaller size, they're harder to shoot down before it reaches your fleet. Medium damage and medium speed. Ex. one large missle can split a few times into 10-15 smaller missles, or if the large missle is shot down, it splits up into smaller missles.
C. Mass drivers get maybe an "explosive round" mod to deal damage to nearby ships.
14. Heroes - Can recruit heroes from different races, depends on your influence. Not sure if you want to seperate them into admirals (battle only) and governors (planets only). Each hero has at least three planetary/fleet skills, two system/whole fleet, and at least one super skill. Planetary/fleet skills only benefit the fleet and planet hero is on. System/whole fleet benefits every planet in the solar system/fleet in the battle. Super skill benefits your whole empire.
15. New Techs
A. Anti-beam field - Can only be use once per fleet per battle. Beam weapon effectiveness reduce near area where is it deployed. Can work both ways, ex. it can also reduce your own beam weapon effectiveness
B. Stasis field - Disables ship engines/fleet unable to move for one turn. They can still attack.
C. New special weapon that pulls the enemy near your fleet when used. High cooldown.
D. New special weapon that pushes the enemy back when used. High cooldown.
16. Percent population on planets - Ex. 50% Human, 25% Thalin, 25% Yor on one planet. Good alignment races get bonuses, Neutral ?, evil races get penalties. New option if a planet is multi race, "Destroy <race>" evil alignments will get a bonus after that, ex. morale. Your race's migration to other planets depend on their loyalty.
17. Organic ships - Maybe from a new race? Their ships can swallow other ships and heal, the organic ships can split acid in place of other races' beam weapons and has strong short range melee attacks. Acid has a poison effect. They can also launch mini organic alien ships. They almost act as carriers.
18. AI demonish buildings - New AI lines added to remove useless buildings later on in late mid game to end game. Say add the following line to "Recruitment Center" and other population/temp in PlanetImprovements.xml for each race "<Demonish> yes/no" then follow by variables when it will demonish the building. "<Demonish> yes, Variable one = 75% population, Replace with <specialize>". Makes the AI smarter, I saw the Torians (Ultimate AI) with max pop on planets still with "Recruitment Centers" and a few "Fertility Centers" all on multiple planets. AI will now demonish the recruitment center when the planet has 75% or more pop, and replace it with any building that the planet is specializing in. Maybe each race can have different lines for the same buildings. Say for the Torians you want them to Demonish or stop building the population/temp buildings when a planet reaches 75%, but for another race 90% population. A exception line to a certain faction AI to stop building a specific building or wonder on a certain planet such as the Thalan's building Hyperion Matrix right from the start on their cap with 300% food tile! their cap can now support 48 bil.
19. Spies/Espionage- Spies can now framed other races for sabotage, stealing techs etc. If you place spies on tiles they can sabotage buildings, high cost to repair the building.
20. Food - Different races consume different amounts of food each turn. Races such as the Yor do not comsume food. Farms now feed people throughout your empire, not increase the max population on a planet. Extra food is sold automatically for extra money. One special tech to grow a small amount of food on planets which food can't be grown, such as a toxic planet.
21. Every planet has new ratings (gravity, resources, farming, research, influence) the ratings were previously in tiles from GCII, they are now planet wide, but the bonus is greatly reduce. Planets now all have a gravity rating very low, low, normal, heavy, very heavy, extreme. Many new techs to reduce gravity effects. Resources (manufacture rating) - very poor, poor, abundant, rich, very rich, ultra rich. Farming, on non Earth like planets is usually poor or very poor unless you have special techs available.
22. A new solar system near the center of the galaxy with all high PQ planets, Ex. one planet is ultra rich, one has artifacts for a big research bonus, one main planet has all of the bonuses. This solar system was abandoned by an ancient race for some reason. Maybe this could be link to some event, the ancient race will send scouts/small ships back to their solar system by a portal near the new solar system. The ancient race will continue to send scouts thru portals in nearby systems harassing other races. Every race in the galaxy declare areas around this solar system "Neutral Space". Anyone can freely attack anyone without any diplomatic penalties. As time passes by the ancient race will send more and better ships through the portals. Your race can now research these portals. After multiple research you can build/use a portal of your very own and send your ships to take the ancient race's solar system/galaxy. Maybe in an expansion, the ancient race is in another galaxy fighting a winning war with other races. The solar system you took is just one solar system of many.
23. Team play - Better team play options, able to select teams when starting a new game. Ex. Three or four teams with 3-4 races each on each team. Say I have two other races on my team I can tell them what techs to research and what planets to invade/attack, etc. Your team's influence/etc is combine if going for an influence victory, etc. If "Tech trading" is check, races on your team will automatically get the techs you just finishes researching and vice versa, except maybe for some special race specific techs. Team play in Civ4 was good.
24. Able to restore a planet/tiles after the planet HQ drops. This takes a long time and players cannot purchase.
25. Five new Housing/Population increasing techs - 1. Tech that lets players build subterranean/tunnels bases underground, increase the planet max population. 2. Tech allowing players to build bases on moons if the planet has one, increases pop cap by a small depending on sizes and number of moons the planet has. 3. Techs that allows huge space stations orbiting the planet to be built. In battle these stations can be destroy and people die, with diplomatic penalties. 4. For only aquatic races such as the Torian, they have techs to build underwater domes/cities. 5. Planetary Reorganization: A new housing plan to better reorganize the planet so it can fit more people.
26. Initial Colony and starport no longer take up tiles on planets. They are infrastructure improvements such as the housing/population techs above.
27. Able to select different galaxy types similiar to different type of worlds in Civ 4. One type of galaxy is flat, the one we have in Gal Civ 2. Second type of galaxy is long, means if you have any ships that are near the left edge of the galaxy they come out in the right side of the galaxy and vice versa. Tall galaxy it's the top and bottom that happens. Round galaxy it happens at any edge of the galaxy. In total four galaxy types flat, long, tall, round.
28. 64 bit only? by time GC 3 comes out I think it'll be 2014-2016, by that time 75-90% of people will be using 64 bit systems. The only ones with 32 bit windows might be really old business computers.
29. GC 3 created with DirectX 11. Time to ditch the 15 year old Windows XP and and 9 year old Windows Vista. By that time I think we'll have Windows 8 and Windows 9 along with the currect Windows 7.
30. New feature to create your own leader with their own abilities.
I think I suggested this awhile back, but don't remember exactly and don't feel like reading through the hundred+ pages in the thread, so ...
Techs are just too convoluted -- seemingly both from a playing standpoint and from a coding standpoint. There seems to be an intentional comical/cartoonish aspect of GalCiv versus, say, Master of Orion ... but still, given some of the tech descriptions, it seems those who built the tech database just got bored making the entries and coming up with descriptions.
Instead of pre-coding things like five levels of Laser, just put in the database one laser and its 'optimal' capability. When Laser is first researched, a "Laser Mk. I" tech could be generated based on this optimal capability MINUS a significant penalty to its stats (which could vary based on, basically, how robust a civ's research is). "Laser Mk. II" could then be researched, with less of a penalty to its stats and so on. This way, you only need to put into the tech database some basic techs, and from this, a player could devote research to improving these basic techs.
Ok, probably covering lots of similar ground to the other 1300 posts.....
Some of this may have been already covered but I'm too lazy to re-read the above posts.
1. A way to control borders. Mine Layers, Auto patrol ship options
2. A way to turn enemy ships to your side during a battle
3. The option to continue playing after being conqured (i.e. as a freedom fighter or terrorist), or have a game option to start as an oppressed people
4. A way to promote a minor race to a member of the UFP. (If this is possible in Gal Civ II I have no idea how to pull it off)
Old topic is old. What people want from a sequel changes in two years. Or at least I hope so, 'cause I don't much like losing some of the features that people have insisted be removed.
One thing that might be neat would be the option to retreat from a losing battle.
Of course, if it was too easy (and the AI could do it) things might get very frustrating very fast, so it's an idea to be taken with a grain of salt.
What do I want to see?
Well right now it is june 2012... so what i would like to see is this game being released! please )
there are some anomolies and frustrations with gc2, But hopefully these can be ironed if if??? please no When the new game is released
I could make a huge lists of do's and Don'ts but the programmers would most likely put in the features and game modes etc, they think would best enhance the game and the gameplay
Just one point i'd like to make GC2 is a tbsg (turn based strategy game) And it's this conception and the mechanics and charecteristics of the game that make gc2 what it is and stand out from most of the crown.So no I do NOT want this to be made partly or otherwise into a real-time strategy game I already have SOASE for that!
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