THIS IS EDIT#41: This post will include idea by writing them in a brief format.
There have been numerous good ideas for this game that have been read. Sadly because we are human, some may have been forgotten or discarded. I am sure Stardock has a great creative process to remember them, but this list is a courtesy as there are currently 14 pages with about fifty posts on each one.
Alpha game ideas are welcome, not bug reports or what's absent (duh). Features already in game or planned to be will be removed from the list as they are added to the alpha/beta.
Here is a easy to read list of all the sane ideas I have found.
UNITS, COMBAT, AND RELATED FACTORS:
1. A enhanced ship leveling system.
2. Ship promotions: a system that gives more than HP as a reward.
3. A way to easily upgrade multiple ships at once.
4. Star base docking and joint tile defense with fleets.
5. Total planetary bombardment. (or the ability to modd it.)
6. Some kind of late game super weapon.
7. Heros/admirals/commanders/crews.
8. Logistics influencing ship range.
9. Logistics impacts planetary defense and invasion.
10. Capturing ships/star bases.
MODULES AND THE EPIC SHIP DESIGNER:
1. Science vessels. A module that adds a set amount of research.
2. Starbase population modules.
3. Different laser beam colors.
4. Over clocking components. To increase the size of a component for increased effects. The same for under clocking applies.
5. Old galciv2 design imports.
6. Starbase designer.
CIVICS, CIVS, AND IDEOLOGY:
1. Civics and ideology that influence the probably of rebellion.
2. More ways to make and prevent planetary rebellion.
3. More playable civilizations.
4. Multiple leaders per civilization.
IMPROVEMENTS:
1. "Dyson Ring" orbital Power Stations.
2. Improvement modules that increase output and efficiency, like; larger living quarters in factories=more output.
3. On/off switchs for improvements to reduce maintenance in hard economic times.
COLONIZATION, FEATURES, AND GALAXY SETUP:
1. Custom planets for custom races; a way to customize your home system at the game setup.
2. Partly random race selections in game setup.
3. Blind tech advancement.
4. Pocket universes; a area that is accessible from one tile. (Also a large. Area initially out of reach of colonization was wanted to. Like a mirror universe.)
5. Chosen completed tech branches.
6. Optional tech branch speeds;
7. Different race life forms; be like the Yor as robots, or organic, or something in between.
8. Partly Randomized tech tree cost.
9. Partly Randomized improvement cost.
10. Custom civ traits that can define your play style. Example: +% in laser damage, or +% armor.
11. Rainbow worlds: full of resources but weird stuff tends to happen if you colonize them.
12. A minimum threshold of habitability like in Galciv1. (what does that mean?)
13. A way to have homeless players in games, including the player.
DIPLOMACY AND TRADE:
1. Special dialogue between allies, and specific tasks.
2. More relation factors.
3. More treaties to give.
4. Defensive pacts.
5. Add Morgan Freemen's voice as a valuable diplomatic resource for the game.
6. Closed/open borders agreements.
7. Ships can get range a increases in allied territory. (for a fee possibly)
8. Civ credit ratings.
9. Request allies to research techs. And joint tech research.
10. Trade routes can yield production, research, or minor morale boosts.
11. Ultimatums and time dead lines for demands.
12. Planet liberation. (return the planet to the original owner, and you get all surviving troops and transport.)
13. The ability to loan/rent starports, or other things.
14. The use of collateral for trades.
15. Third party deals; have someone make a deal for you or with someone.
16. The ability to surrender to a faction becoming a vassal state; Doing so may result in losing your super ability or other bonuses.
18. Option to give credits per turn in diplomacy.
19. Population trading.
INFLUENCE:
1. Improve the way influence is calculated; economy, and morale can be factors.
2. Grant visibility within friendly borders.
3. Influence can help go to grow population.
4. Options when someone violates your closed borders agreement; destroying the single ship instead of a automatic conflict.
5. Planet influence tile limits; so a super planet can't go over a sector or a entire small map.
6. civs cannot colonize planets in your influence.
R.E.P AND POPULATION:
1. Asteroids that give research or economics if chosen.
2. Two populations; one civilian and one military.
TECHNOLOGY:
1. Researching multiple techs at once. (you may have to research this ability. Lol )
2. Research points can be dispersed and spent if you have multiple techs at the same time.
3. Unending technology research. tech branches become more potent the second time being researched.
4. Enable race research bonuses in specific tech areas. Example: Drengin get double the research points when researching Warfare tech.
5. Let Research Treaties allow techs either civs couldn't do alone.
6. Object based requirements for techs. (ships, starbases, and treaties)
VICTORY:
1. Allow Vassal states in conquest victories. (So everyone doesn't have to die.)
2. Capital victory. (conquer all enemy home worlds.)
3. Espionage victory. (Advanced intelligence on all civs, and spies on X% worlds for X turns.)
4. Economic victory. (be the richest and or most influential civ.)
5. Domination victory. (like the influence victory but with population)
6. Super technology victory. research all techs to win, (possibly twice or more) and build the winning super project.
7. No victory conditions selected. (for when you just want to play forever.)
AI, UI, PROGRAMMING, AND MODDING:
1. AI can declare war on first encounter with you in real games.
2. Applying to ALL game aspects, may there ALWAYS be a defense or a way to lessen negative effects via strategy.
3. In game editors. (like in civ)
4. Smarter automated scouting and way points.
5. Computer generated opponents.
6. A disable tag on events for easy modding or in game selection of controversial events.
8. Support for scripting languages that could allow players to add new game play mechanics.
9. Fully adjustable AI; Have one slider decide how much help you or the AI gets with production, research, and economy. And the old AI intelligence/algorithm slider to make a game with a more customizable difficultly.
10. Animated leader reactions/movement when given proposed deals.
EVENTS:
1. Civil wars. A group of planets rebelling at the same time for independence.
2. Auto trigger events button that isn't a cheat code. like the disaster button in SimCity.
3. Race specific random events. Like drengin declaring war if your Torian or machines Rebelling if your the Iconian.
4. An event were special abilities can stop working when they are needed. i.e Altarians not getting help in wars.
5. Random event missions for ships and your empire. (explore X sector or improve relations with X empire or be first to complete X tech for a reward.
6. Planetary events don't always have to be ideological.
ESPIONAGE:
1. Make spies easier to train; a flat rate to create.
2. Spy costs scale with the amount active; when a spy is lost the cost scales with the amount active, so the price isn't exponential if you loose spies. (if 1. is ignored.)
3. Spy interrogation; find out what civ sent the spy.
4. If you place a spy in a research lab, instead of nullifying the lab you can steal research points from the lab each turn. Or steal a tech easier.
5. Missions against planets that can increase the probability of revolt and loss of assets.
6. Spies are not detected the first turn of infiltration, unless your espionage score is high enough.
If you have a idea write it in a similar format and in as short as possible in a post and I'll add it. Keep it simple though, don't give me a headache with long paragraphs and riddled words.
Thanks you and remember, its easier for a dev to look at this every now and then vs every forum made. So double post a abbreviated version of your posted idea here.
DARCA
This isn't the place.
Alpha suggestions go in a personal forum you make and the devs read it. This forum can't (nor can I) handle all the critiques and post alpha suggestions.
I might make a conglomerate forum for the alpha though. Thanks anyway, talking is good.
DARCA.
I'd really like a minimum threshold for habitability, like in GC1. Having that opponent slip in and colonize that Class ONE planet is quite annoying.
Here is the idea for adding population management (genocide or forced relocation) to the game.
https://forums.galciv3.com/450213/page/1/#3419559
Depends. Would a fleet of freighters traveling the same trade route unbalance the game? You could throw in some disguised warships or spy ships.
Although this post is not for discussions about ideas (What I wanted to do in that post was to expand your idea rather than discuss it), I'll answer your post and, if you want, we can create thread to discuss that idea further .
I think that a fleet of freighters and disguised units won't work (unless you have far superior technology) because , well, it's a fleet of "harmless" freighters and some "not so harmless" freighters. Just remember that a fleet is as big as your logistic allows and that can be reduced to, for example, two freighters and two medium war ships disguised, or one freighter and 3 medium war ships (see bellow why should be medium and not large). In that case I would prefer to apply a "cannon diplomacy": that is to show you that a fleet of heavy fighters are guarding my freighter and, if you wish to attack them, you must be prepare to lose more ships that would be convenient for one freighter or to mass more war ship just to take care of one freighter (that make little sense unless trade become a really strong way to earn BC).
Mmmm, disguised units. Well, that sound good, really good, but the point would be that if that ship after being discovery can hold against the fleet. Remember that to be an effective disguise, the ship should be in the category of the ship you want to impersonate. That is, a cargo hull would be of medium size (for the sake of the discussion), the only war ship that can be disguised as a cargo hull would be a medium size warship and a medium size ship is not big enough to withstand a fight against a small or medium fleet (the most common kind of fleet). There are other implications that can make this work or not in most cases or that make it worth most of the time, like: how big is the fleet that attack the freighter? What kind of advantages a disguised unit might have, like first strike or critical hit on first strike? How defense and formations are going to work this time, specially the rock-scissor-paper of the defense-attack? How big the income of the freighter is going to be? Because there is no point to have a bodyguard to protect an income source that would cost you more than what you can get form it.
Edited to add an idea that could be nice (talking about spy ship):
A module (spy module) to add into a freighter to obtain information about all the planets this ship goes through (like the activity of the planet like what is the next structure, what is producing in the star port, things that cannot be seen with normal spies)
To allow to visit more planets per route to increase income (visit several planets before returning home with the revenue)
PROGRAMMING 26.
there you go.
goty!!!!
Having played all the GalCiv games (and other frogboy games), I wish you would make a simple change to your AI controls.
Stop connecting the strength of the AI to the PERCENTAGE CHEATS.
Have One slider decide how much help you or the AI gets with military, tech, monitary, ect. (the CHEAT/NIGHTMARE slider)
Have ANOTHER SLIDER decide on the strength of the AI (how many of its algorithms will be used).
This will be much more helpful if the 64bit AI is as strong as we are led to believe.
Many times I wished to face the best AI, but give them differing economic help/hurt to change game easily.
Good idea, I don't think anyone has thought of two options. Karma for you. Needless to say, it under the AI section.
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