Galactic Civilizations II still sells amazingly well. Both at retail and digitally.
As a token of thanks, I was thinking of working on an update in my spare time after I turn in the book manuscript next month. Are there any small updates you guys would like to see in there? Mind you, it would be just be me. On a couple of cold weekends doing this.
We haven't heard so long from Frogboy ... maybe he isn't going to do it.
One thing I would really like at the start screen is the ability to create teams of other civilizations at war or on the same team at the start screen. I'd also like to be able to save governor configurations across games.
I think you can create teams of civs, just not through the start screen. It's something which you could do as a scenario, if you fire up the tools supplied with TotA, you'll find out quick enough.
Obviously for Metaverse games you can't start out with AI civs at war with each other.
He wil do it when he is damn good and ready. He is busy making a better game.
I would like for the "number of turns until completion" of social projects on the colony list to match the "number of turns until completion" on the colony dialog. Actually, to be more specific, I would like both to be accurate, which at least one of them is not or they wouldn't disagree with each other.
I would like a "% full" or "population capacity remaining" column on the colony list. I would like to be able to sort by that column.
I would like for the "remove functional components disabled" mode of ship design to auto-upgrade all components to the latest technology, even if it puts me over-budget on space. I could choose which components to cut before saving the new design.
I would like for the GNN report to appear AFTER any reports of culture-flipped worlds at the beginning of a turn.
I would like for the MCC to either do what it says it does -- culture-flip worlds more quickly -- or have its documentation changed to reflect what it actually does. I've built one in two games now and it doesn't seem to do anything.
Froggie is banned from doing anything to GalCiv2 until Elemental is released
i Just want the fog of war bug fixed
Its fine early on but later on i end up seeing the entire map with makes turns last...a very very very long time waiting on ship moves.
Anything going on here?
I cannot believe that no one has insisted or complained about this and perhaps it's just my game... but isn't an implicit nuance of "campaign mode" in RTSes persistance? Like, shouldn't we be able to expect our technological developments, ship creations, etc be carried over into the next mission?
I submit that you make the campaign a true campaign and have our accomplishments from one mission persist through to the next so that it's not actually a lot of single mission games connected together with bad animation and story line. You know make the advancements and progress something you can cherish because you getta keep reaping the benefit of your hard work, as if it's an actual campaign. Not like it is where you have to get the same technological advancements over and over as you accomplish each mission. The only way I can see that I'll develop the "neatest" things or research the "coolest" stuff is if I purposefully turtle in the game so that I can see the big neato advancements at the end of the trees for once; and of course only to lose all that advancement as if my entire species experienced some mind-wipe or amnesia/retardation where the knowledge is wiped clean from our culture each mission just because we have a new mission.
Make that one of your updates. Persistant advancement. That'd be great. I'm just sayin'.
Here's something that I don't think has been mentioned.
When an Immense galaxy is generated (Large also works) it's possible for the same star name to be used twice. Obviously it's possible to rename these things in the game, but next time you play on a big map it'll happen again. And on a big map there's nothing more confusing than having two planets with the same system name but existing at opposite ends of the galaxy.
Recent news about this: https://forums.galciv2.com/398277
I realize I'm quite late to the game on this one, but there's one thing I've been thinking about that I don't recall being mentioned:
It takes a HIGH level of espionage to look at another race's planets; however if I want to search for their Wonders and Trade Goods all I have to do is take an agent and open the "place agent screen" to see what's on a planet. It won't allow me to see other planetary details, but I still don't think I should be able to use agents this way.
Perhaps require a HIGH level of espionage before agents can be used to look at planets and sabotage buildings. It makes a bit of sense, I think, that you would need to establish an advanced spy network before you could begin placing agents to disable critical infrastructure.
Oh yeah, and the pop-up civs should be competent and moddable. (I-League, Jagged Knife, pop-up minors).
thanks!
All of my ideas have been mentioned already, but a few remarks...
pow3rgaming: That is not a small update.
While I've never seen them on the expansions, the I-League is competent, almost more so then the normal minors. It's what actually sets them apart from the pop-ups like Vegans, since despite flavor text they don't actually take their planet from an existing race. The one time I had the Fundamentalists live for a while, they also developed into a pretty decent civ. I'm not sure I would want the Jagged Knife to play intelligently, though, unless they took over less worlds.
Mind you, this wouldn't be a small update either...
Please consider improving the UI, it gets really unwieldy as the number of planets controlled grow larger. Some ideas: * implement multi-select at as many places as possible, e.g.: 1. Planet list, choose multiple planet to produce x, change focus to y 2. Remove multiple queued items in building list (such as when added by auto upgrade) Thanks
It'd be nice if the Auto-Upgrade/Auto-Terraform governor pop-up didn't just appear in the middle of the screen, but on the right, closer to where you need to click to open it.
TBH I think auto-upgrade should work on one tile at a time, then when it's done with that tile, flip on the next applicable upgrade, rather than queuing it all up.
Small update: (Twilight)
- be able to include miniaturization techs in the ship designer.
- first few armor, point defense, and shield techs are kinda useless unless a player researches all the miniaturization techs first.
- my game will crash after a while (Win7).
- bridge the gap between beginner and normal difficulties. Beginner is too easy and normal is too unfair.
- Lower the cost of ships so we can have more of them.
- Sometimes my income will fluctuate for no reason and I have to scale down to <30%.
- Stronger minor races that don't build influence bases everywhere.
- more pieces for the ship designer
Hope Stardock will eventually work on GalCiv 3, maybe with a better Tech Tree editor (something with a drag and drop feature). I'd buy it in a heart beat! I've had a great time with GalCiv 2, keep up the good work!
lol, he put this up in Feb.. idk if he's still taking suggestions at this time.
The reason this isn't allowed is that you could stay one small step from victory and "level grind" through the entire techtree. Then the rest of the campaign is far too easy.
Robot voices would be nice, but not on every turn. Perhaps when major achivements have been made. Or when citizens begin to get rowdy.
And when will GalCiv II Ultimate go on sale again???
Umm...nevermind. I'm just going to buy it now.
-.-
edit:
omgomg! Did it just go on sale? 25%off?? Just for me??? I'm so glad I waited! 30 minutes ago I was at my cart ready to purchase...then I got hungry and returned only to find it on sale for 25% off.
Lucky me.
Some simple fixes :
Settings for startup , anomalies/asteroids add a "none" option would my my choices.
I'd like colony ships to be launchable at zero pop.
I'd like to type the amount and enter to launch.
I'd like progressive colony and troop modules. 20 million 30 million 50 million 100... etc. I can only have one module, regardless of my tech ability. Irksome.
I'd like colony ships to be route assignable. Like trade routes, but you can stop them and redirect or reassign them. So constant transport of overflow population be autonomously relocated to colony worlds. Save me some headaches. I'll often have 6-10 colony ferries running at any given time. I think affecting logistics rating would be a fine game mechanic.
And anything else that Santa thinks I may need.
p.s. adding multiple freighters to the same trade route would be beneficial... And can trade routes be destroyed by warships? Or raided? Opportunities for random events!
Starbase modules which increases food production
Starbase modules which increases planet quality(good for making all planets colonizable)
Starbases built around planets just as they wrap resources
Domecities to utilize all unuseable tiles on a given world...
Evolving minor races from worlds with random race good vs evil options. If you enslave or cohabitate with an indiginous peoples, what becomes of them?
Expanding sphere of influence in starbases, dependant upon technologies.
Abillity to move starbases, though at a cost and very very slow pace.
Make the Constructor Module like the Colony Module. Goes out, builds the station, needs to go back to planet to 'reload'.
Or, make it so the constructor module is two parts. 1 part that cannot move, and a transport vessel to ferry the equipment, supplies, and manpower to and fro. This way, a couple ships can be built to ferry an endless supply of modules into place.
Multiple research options...
Research Collaboration w Allies
Multiple Production options...
Good for using every ounce of production. If you are producing 200, and the ships only cost 65 apiece... unlockable secondary production lines via technologies...
Layered Stealth and Sensors. The further out from the center, the weaker the detection. So vessels could pass by, relatively close to objects and each other, and maybe blink in and out of each others' screens randomly. Same with planets and other things. This would allow enemies to have a chance to get closer to their target undetected. Makes perimeter stations more valuable!
Hi,
Jenna should not lead the Terran Alliance in custom games. As far as I understand the story at the point of discovering the hyperdrive she is not a prominent person (and at the end of the ToA campaign Earth is still completely isolated - the explosion only crippling Dreadlord and Arnor production/creation abilities).
The terran intensive farming tech should be split into two (to give one building level per tech).
Better store of created custom player race - after a while playing only with the defaults it seems my custom race setup is loost for me only appearing as a competitor.
Not so small but I would also like to be able to demolish super projects and super projects to be autodestroyed when taking over the colony.
Sligthly better explanations in the user guide, I still do not fully understand in the combat section at some points whether weapon means weapon category (ie beam) or weapon item, and no idea on the use of focus during design - by the way in focus one defense category seems mandatory.
Starbases take several dozens of constructors to fully build up, having more modules per ship would be good.
Tech-end weapons are too strong relative to both the previous level and the defenses.
Absolutely not small but I would like to see no default hyperdrives and sensors in ship hulls - so if someone designs a ship without a hyperdrive it will be a satellite, not able to go to the next planet (of course with a revision of speed bonuses and abilities). And also a serious revision of sizemods: Engines and supports really getting bigger (and if possible more expensive) for larger ships (ie 10 times as large for a huge than for a tiny), sensors and defenses getting slightly bigger (due to the larger inerference created by the hull itself and the larger area to defend by some of the methods) while weapons should retain size regardless of the hull size.
In "both sides killed" combat situation the starbases should receive the "survival hit point" instead of the attacker.
Probably not for an update but for the next incarnation, starships should loose modules, a huge ship with a single HP still have full attack capability. Not too realistic albeit very usefull for intercepting small Dreadlord waves.
Thanks
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