Greetings!We are so excited at the number of people playing GalCiv III. Now, the question is, what NEXT. Stardock's perspective is that your purchase doesn't just get you the game "as is" but rather is the beginning of what will be a multi-year journey of updates to the game.So in this thread please list FIVE things (no more, no less) that you would like to see in an upcoming free update (and by upcoming, I mean, by end of Summer). Preface that list with the understanding that these should not be expansion pack type things (i.e. "full blown interactive invasion" or sophisticated espionage system). To get the ball rolling here is my list:#1 Steam Workshop support. That means, I want to be able to easily download other people's ships and custom civilizations.#2 Massive, community driven AI update based on the expertise of all the players (rather than just internal devs playing it).#3 Anti-Micromanagement UI improvements. That is, kill constructor spam, make managing a huge empire more interesting and fun.#4 Better, more satisfying fleet battles (both visually and in terms of player decision making)#5 Major diplomacy updates. Let me have full blown diplomatic discussions with the AI.That's my list. What's yours?
Steam version here: http://steamcommunity.com/app/226860/discussions/1/598198173700392501/
1.Tech brokering
2.Fleet list instead on ships.
3.UI improvements.
4.A.I
5.More political options.
1. Manual placement of Colony/Civilization Capitals and Shipyards-About 10-11 months ago in a stream manual placement of Colony Capitals got mentioned but never happen. Later it got mentioned that manual placement is not going to happen.
I don't know how many times I got frustrated colony capitals get auto placed. I find a good planet and near the middle my capital gets auto placed. It was ok in GC2 since there was no adjacency bonus. Sometimes I tried to reload but it doesn't always work. Once my colony capital got auto placed on a bonus tile, tourism.
A. If you go into your home planet after a new game, pop up will ask where you want to place the civilization capital. Pop up after player newly colonized a planet to select colony capital placement. Maybe an ability to move capital or rebuild capital to another tile. Capital is only structure available for building initially, after completion other structures become available.
C. Maybe a chance later on to move the capital once with a tech.
D. A later tech to improve the bonus of the capital by +2 adjacency bonus instead of +1. Anti-mater plants will get +3 adjacency bonus instead of +2.
2. "View transformable tiles" button in planet screen-I don't always remember which tiles are transformable or not. if you click the button player will see all the yellow tiles that can be transformable.
3. More star base and shipyard Hit Points- each module added should add 5 to 10 more HP, more infrastructure means more HP for star bases. Military star bases get 25% more HP or more. Maybe some new techs? or if a player unlock some new star base techs, all shipyard attack, stats and HP would go up. Or maybe if a military star base is nearby and in a planet or another star base ZOC, players must destroy the military star base first before they can attack the planet star base, or invade planets with troops. Military star base serves as a protector.
4. Easier Ascension victory by reducing points needed-I need 4000 ascension points on a medium map to win, reduce points needed for an ascension victory by 15-20%. I checked the metaverse and it seems only 5.1% of the victories are ascension victories.
5. Synthetic tech trees- All races' tech trees should have some of the techs (population increase) from the Yor tech trees copied over. I hate playing as a Synthetic race and use a non Yor tech tree. My maximum population on my planets are 15 with no way of increasing it. Also the race has no way of building more population higher than the +2 Assembly.
Say I pick the "Synthetic" ability with the Altarian tech tree. The Altarian farm techs will get all replaced with + population techs instead of farms.
6. Aquatic ability (Torians)- If you pick the "Aquatic" ability, you can't pick "Synthetic", they're mutually exclusive. The Aquatic Torians treat Aquatic worlds as high class worlds. Being Aquatic means you can work some water tiles near land increasing the class of all worlds with water. Aquatic races may place all? improvements on water tiles with some unique water structures.
The unique water structures are in every races' tech tree, but only become active if you are "Aquatic" Read #5 above. Just imagine the possibilities.
7. Diplomacy screen when trading- right click to see the tech's description.
8. A better tech tree interface/UI - Similar to Endless Space or Civilization: Beyond Earth (I have not played but saw videos of Beyond Earth). Their tech tree is a web going in four directions, left, right, up and down, that means you get to see all techs on the same screen at once, no more clicking/scrolling back and forth between screens in each tech category. Players can zoom out and zoom in, filter by tech, name, search, queue research is easier because all the techs will be on one page! The tech interface/UI in GC3 might be good 10 years ago for GC2 but not it's outdated.
9. Marked race specific techs with race's icons-For some reason in the tech trees, race specific techs/buildings are not marked, GC2 had icons belonging to the race marking them.
10. Not enough stat pages. "Race abilities and stats" All of your race's stats such as research/production/wealth %, Capacity %, - manufacturing cost %, etc. Current bonuses from techs to stats, etc.
There is also no page where you can see what galactic events are active, their effects and how long till event ends.
"Event history" page-this was something that was in GC2 but missing in GC3.
In the year xxxx (turn x) <racename> colonized the planet xxx.
In the year xxxx (turn x) <racename> declared war on the xxx.
11. Faster ship/starbase repair-Unless it has changed, ships repair 5 HP per turn inside a planet/shipyard/starbase. Repair 20% HP per turn seems reasonable, 5 turns maximum inside a planet. Ship repair is very annoying near the start when your only survey ship gets badly damaged, and you spend nearly 20 turns to repair. Starbases and shipyards auto repair 10% HP per turn? or maybe a new module increases repair.
1. Steam Workshop support
The game is made as a sandbox, with customization options. Skyrim is one of the games that has shown what large potential a game can have if the average user just needs make one single click to add a mod. I think GalCiv3 can skyrocket in popularity (and for that sake, sales) if the Steam Workshop support works great.
2. Custom Ship and Race colors
Similar to the above. Allow people to more customize their game. If we have downloaded 10 different races, and they all fly around in the default Terran style, it will be hard for them to "feel different". Custom ship and races colors, as already present in GC2, can help to make the game more individual.
3. Mod Love
What I mean by that is that is that you give the community tools so they easily can create mods. Right now, if things go beyond adding a race pic and stuff, at some point you have to weed through XML code. But there may be creative and inspired people out there that have great ideas for mods, but not the programming skills to actually make them. Make it easy to create custom mods, i.e. an easy to use tech tree editor, ability to one-click create custom ship styles and assign created ships to them etc..
4. Ship role/battle overhaul
For example, without changing the current system too much, think about ways to improve ship to ship battle, perhaps with changing the role assignment, some "attack this target button" or something like this.
5. A.I. update
letting the AI think more locally/enabling FOW for it. Also implement something so the AI can specialize planets more, like many players do.
If you can create a good modding community that is EASILY ACCESSIBLE to the average computer illiterate Joe, your job is effectively done.
Let the dozens of modders do their work.
THIS IS THE MOST EFFICIENT PATH. ALL ELSE SHOULD BE SECONDARY. DEMOCRACY IS BETTER THAN DICTATORSHIP ON THE INTERNET. PUT YOUR BEST EFFORTS ALONG THIS LINE.
(And I really really hope when you made this game your design philosophy was to make everything including the AI easily moddable).
No Stardock, please continue to support your game as many people out there don't play with mods. marigoldran doesn't speak for everyone.
Thanks Stardock
Putting half the game's data files into XML in the first place IS incredibly mod-friendly. Merely putting them in text files helps a lot, and using XML as the base language is even more so.
Seriously, if someone can't get their head around XML then they're probably not gonna produce a completed mod anyway. You can learn basic XML in half an hour, from scratch, with no experience in programming. If someone doesn't have the attention span to manage that, or is too timid to attempt it, then I don't think that any amount of GUIs or one-click tools will help.
Thanks for this, Frogboy!
1. Some easier way to decommission all ships of a class. (eg. click on a C-Surveyor M11 and have an option to decommission all C-Surveyor M11s).
2. A hotkey or easier way to decommission all ships in a fleet or stack of fleets.
3. A hotkey or easier way to obsolete all automatic ship designs.
4. A hotkey or easier way to destroy or overbuild all of a type of structure on a planet. (eg. destroy all labs on this planet).
5. Show which ship is being referenced or selected whenever a popup shows up. For example, "This Area Protected by Pirates. Engage?" Which ship are you asking about? An unarmed survey ship or an armed one?
Most of my friends that I have gotten to purchased the game did so because we all wanted to play against each other. Hence the reason for my list below. Some have stopped playing until MP is "fixed."
MP wish list:
1. More stable MP
2. The ability in MP to play on Immense maps.
3. The ability to turn on Pirates in MP.
4. Basically everything that is in SP should also be able to be accessed in MP.
General game wish list (MP and SP:)
1. THE ABILITY TO EASILY (for non-programmer types) TO ADD SHIP STYLES TO A CUSTOM RACE. For example: Star Trek Federation style ships for the Federation custom race. Which mean that once attached it will not build Terran ships.
2. Fix Diplomacy (which I think you guys are already addressing)
3. Would be nice to have starbases has a upgrade starbase without having to build constructors for every module (this just gets tedious)
3a. However if we must keep the current constructer for each module model then when we hit the button to queue a constructor for a starbase allow us to pick which constructor to build from this queue including custom constructors.
1 - Ship roles. Make them not be set in the design phase, but pre-battle, allowing you to switch roles based on what your fleet is made up of (I'm the sort who just cobbles fleets together out of whatever I've got nearby), and what your enemy has.
2 - Multiple diplomacy transactions per 'deal' provided you stay on the screen.
3 - Faction elections. Would be cool if it was linked to your actions rather than your approval too (e.g., if you're building a lot of merchant buildings, have Wealthy Population or have a rather fat income you get the Mercantile Party getting a bigger vote share for an eco boost, while if you're prioritising research on most worlds the Tech party get in, if everyone's at war with you then the War Party...or something. You get the idea )
4 - All the AI points made above. I shan't flog that particular horse.
5 - Tax rate please instead of having to micro every colony's eco output for cash directly.
1. Fix Diplomacy
Remove Diplomacy Lockout
Add Diplomacy Fatigue and Scale Number of Interactions with Potential value on trades. If I have no interactions with the AI over the last 20 turns I should get the full value of a trade. If I have 1 interaction I should get the full value if they got the better deal last time. If they got a worse deal, I should get a 10% reduction in what they will offer me for something or have to pay 10% more for something I want from them, more recent interactions = higher penalties & lower values. The whole 20 turn idea effect cooling period is good but the lockout is a copout.
Also modify this with your relationship slider, if you have great relations then you pay less of a penalty, if you have poor relations expect to need your checkbook as well as your wallet if you want to deal.
You should want to hear from your "friends" and not want to hear from enemies. So if you have an alliance or are in the highest relationship zones, then the above fatigue should not apply. Like a friend you keep bugging to hang out who has other stuff to do. You should be told "That is all for now" after a series of successive recent interactions. Not one interaction.
Races that are more diplomatic should also have a modifier here too. Races that don't like to talk should charge you more for the privilege but then also shut the hell up too.
As has been listed, Diplomacy should not be how you do espionage and learn about another race and all of their assets. You should only know what you've seen. However, if you want to know they should be able to price that information like how many planets do you have, or how many ships do you have? Instead of begging for money every 3 turns the AI should have lots of diplomatic products to sell you. Want information on how many planets another race has? Well just ask your neighbor, maybe if you are allied with them they'll sell this to you cheap.
You should be able to threaten and coerce and negotiate. If an enemy wants to go to war with you, they should name a price which would prevent it, or be able to do the same to you. Commodity resources should also be tradable for fewer than 50 turns or longer than 50. More options is always a good thing.
2. Fix AI, Each race needs a few different AI engines, one for how to spend their money, one for how to build their planets, one for how to build their fleets, one for where to stage their fleets and one for getting "friends" The AI who builds planets needs the most work, for if they can't do this on an individual basis effectively they will never compete anywhere else. I think this should be accomplished by decision trees, but I could be all wrong on that. The first 100 structures any AI builds should include probabilities to build certain structures to get them off the ground and then it should be filling gaps as efficiently as they can based on the tiles of planets. Certain planets with really good size or fit for a certain kind of specialization should begin to be specialized by the middle "age" What are the choices? Right now the decision for each planet should be production or research. Each planet should have a minimum of 2 factories but then be designated as research or production. Special planets which should be designated by the AI should be built around the specialization like trade capital or research capital or capital whatever, but this should be after the age of expansion and the AI already has a production foothold.
Fleet AI, Early on smaller, faster, more ships, these should be shooting down other empires colonizers. If there is a choice between attacking a human colonizer and AI colonizer the AI should prioritize slapping down the human colonizer. If you attack a colonizer inside your SOI it should be legal for all parties, AI and human, while it should also be just another "-" on the diplomacy modifier it should not immediately lead to open war, or cessation of diplomatic relations. If you do not have open borders you should expect the AI to target your colonizers for destruction outside your SOI. Simple as that. This would also slow down the stupid-fast expansion and all of the other game breakers that come from that.
I might be wrong but it feels like the AI has no concept of borders or can even see these. Either remove influence border display and relegate this to a display on the planet itself or fix it so the borders mean something with benefits and consequences. Colonizing a planet inside of another empire's SOI should carry a diplomatic penalty and it does not appear that it does.
Later on, fleets need to stack and play more intelligent. Build manager also needs to take meta data from the cloud or popular downloads from the nexus or whatever to help it determine what to build and it should be able to change builds on the fly. 64-bit right? So the AI never truly needs to build the same ship twice, why not let it build dozens of variants. Oh yeah RAM is a thing, well figure it out.
3. UI so why can't we have the bubble circle slider right on the Main UI when we click on a planet? Why do we have to go to the govern tab? Save the Govern tab for fine tune and detail data, we should be able to get a quick summary data and adjust individually right on the main UI.
Research UI, stop making me click Research and then Choose New Tech, If I am in the Research screen I'm already there to do that it is redundant.
UI size, yeah make it bigger.
4. Ship battles, Would like the ability to control targeting in real time so as to maximize an advantage. Yes the AI will never compete but it makes watching the battles more fun, and would not needlessly drag out the battles. I'm not suggesting a whole new level of depth just a mini tweak to override the already established targets with new targets on the fly. Very low bandwidth decisions would not affect multiplayer much either.
5. Earlier invasions. I don't even know how deep you have to go to get invasions but in my 100+ turns I've always been expanding faster than I could turn around and just invade. Invasion should be easier than expansion and cheaper too, which is why defending your planets should be a thing and isn't really at this point.
6. Starbase spam/constructor spam yada yada
7. Planets as logistics points. NO. We don't build ships on planets anymore, We don't dock them on planets anymore, NO more logistics, yes they are big globes in space but still, you get fuel, weapons, repairs, personnel from starbases and shipyards not planets. This would slow expansion even a bit more, and it would make more sense too, also it would add tactical necessity to these structures and keeping them alive.
1- Better micromanagment tools, specifically starbases, I want to set a template starbase, tell the game to build it "there" with transports that are going to "this" waypoint
2- Smarter AI, specially at building planets
3- More complicated colonization and planet invasions
4- BALANCE... specifically; planet upgrades, traits and abilities(in my experience, production traits overpower combat ones always), planetary projects(research project is worse than setting the slider)
5- Meaningful diplomacy
_________________________________________
LEP as a simple morale penalty is a cheap way of achieving basically nothing
Population demographics(not just race, but also profession)
Asteroid mining and manufacture, like pirates do i suppose
MASS Relays
Carriers that store 'real' tiny and small ships (otherwise they are obsolete, however very powerful in swarms, if you dont put engines, life support etc... which they dont need since they are in the carrier)
Money should be more valuable
build 2 or 3 ships at a time (tiny hulls)[actually, is this implemented ?] might test later
More ways to earn ideology
Orbital planetary infrastructure
No Stardock, please continue to support your game as many people out there don't play with mods. marigoldran doesn't speak for everyone. Thanks Stardock
We need the best of both worlds
I want the ability to take of the galaxy with space taco's.
1. The ability to choose our own capital hex when settling a planet. Way too often the randomly placed capital is put in the absolute worst possible spot. Very frustrating.
2. The ability to see what the planet looks like, including resource tiles, before making our ideology choices. The ideology choices are scripted to sound like some events that occur after we've settled the planet, and how we deal with them. Well...doesn't it make sense that having settled it, discovering the catalyst for the decision, and then resolving should all come *after* we know what the planet looks like?
3. Terra forming overlays to determine which hexes are upgradeable, and at what tech level, for each of the tech trees. Often, I end up waiting until I have 2-3 tech levels of terraforming capability just so I will know what sets of tiles I can 'fill out' before I build some of the better improvements/projects. It is tedious to have to leave tiles unbuilt so that I can come back to them later in the hopes that a particular terraforming tech has made my planned build out feasible.
4. Shipyards should NOT be allowed to be the free first building chosen by races with the Colonizer ability. None of the Colony Unique buildings are allowable, and the basic buildings are all much cheaper in terms of manufacturing cost. This discrepancy, along with the colonizer spamming allowable from instant shipyards, should really be considered grossly exploitable, and addressed.
5. I have a major immersion killer in the time scale of the game. Turns are weekly, yet the population growth rate, being constant, and too high for weekly turns, means that literally billions of people are reaching some game determined sociological/military/economic viability (coming of age?) on a yearly basis. And from relatively low starting thresholds. Either redefine the turns as monthly, or better yet, yearly, and things will seem less obviously out of place.
Mr Human, please leave us, we are busy and will be busy for the next 15 years after the last time we've talked.
Commander, if we continue at this rate, we estimate that our ship will be fully repaired in a mere 80 years !
Joking aside, months will be better
Who says all these populations are born? Why can't some of them be immigrants to your worlds? hmm? Also immersion will always have to take a backseat to balanced game play. Though in this case, it really doesnt matter if you call each turn a month, a week, or a century. For most of us who don't play strategy games for "immersion" but for the joy of strategy its a turn. I measure the game in turns, the time line is irrelevant.
Basic biology, really. Even if the emigrate from somewhere, they need to be born somewhere... In truth, the whole growth mechanic would work better if it were subdivided more than just to 100k, and growth rates were handled in %es. Then you could have proper growth worlds which produced lots of population and fed them out to smaller worlds via transports (or even a full-on migration mechanic).
Since I own two copies of the game, can I have another 5 wishes?
Actually, just one more...
Please let me get rid of the background nebula on the main map.
1) Some Starting options for the gamea) The option to specify starting location in center of map or edge of map. Game play changes quite dramatically if you start in center or at the edge. It would be nice to be able to request this rather than restarting till you get one or the other. The ability to select if an particular AI opponent gets a 5, 10 , 15 or X turn turn head start. To mimic the condition of an "Older" established race for the larger map sizes.2) Adding some stealth techs to minimize opponent sensors to some degree.3) Modifying some .5 value trait factions skills. Currently some Trait faction skills just aren't worth the whole point such as sensors etc.
4) The ability for human or AI to fund or give pirates ships, Starbase, Ship Yards or funds to speed up pirate (think England funding of pirates to Harass Spain.)5) Fixing / improving the repair and upgrade ship optionsa ) Upgrading ships further away from planets / starbase too cheap and easy. For example I can build a faster constructor, zoom it to your build spot and then upgrade it to a cheap slow double constructor at destination to get extra starbase build. Too many exploit exist around the upgrade costs and process of ships right now. Repair modules for starbases, and having improved repair rates at the ship yards..c) Repair ships. So if away from Starbase or port they can help speed repair of ships. OF course repair ships make easy targetsd) Living ship tech, which increases ship repair speed.6) More robust diplomacy AIGive the computer the option to be able to surprise humans. For instance trading an incomplete tech or ship, or to have two computers AI work together to bait and trap a player. Have one AI lead a player on and the other AI come in from behind to attack etc?If you add the ability to surprise humans , this game would go the extra distance.
At this point I think the game is nice even with a few things missing 2 had.
1. Better Ai at expanding and tech trading. Adaptive Ai. Adaptive Ai. Being able to set Ai in modding. Better Ai all around.
2. Bring back back some features. Being able to upgrade building, not having to tear them down to replace them. Like the planet list on the main screen, but it does help being able to classify planes by production social, military, population, overall production, name, and class. Being able to classify planets by sponcers. I miss being able to modify production from. I miss being able to see a planet from double clicking on this. Economic wall or a equivalent to stop making the economy to easy. I need to be able to flip my ship when designing it. If you didn't have a map editor in two I would have to have this somewhere else. A scenario editor. We need to be able to add all the techs this time that is when you add I should be able to bring up a list of everyone paths or techs. On the map settings able to make the size bigger, like civilization three let you make the map 4 times bigger than the biggest map. Give me an option to pick from all the ship parts and buildings on the game for techs. Civilization lets you pick any unit for techs you make. To make the scenario editor more flexible. A game manual from the menu screen. Being able to upgrade the game from the menu. A stardock sponsored download site for things including mods. A physical copy of the game. My game didn't work, and I couldn't redownload I don't have the internet on my computer. I miss taxation. Or improved versions of these. Even though Race are gone why don't we have 3 versions of their personalities and tech trees in customization screen. Options from the first menu their needs to be more like their used to be. Can't choose different mods. I want to bring that back. Would like to download mods, races. and trees without this runaround. more planets.
3. Being able to make my own tech tree from the customisaton screen. What this means is their will be a list of all the techs, or all the tech paths. To help out the player You should classify these techs or tech paths by whatever you feel like, and you could also do this for specialization here. To make sure their is at least the minimum type of specializations in the created tech tree. They should require this selection first to ensure that you pick the required minimum tech, and specializations types at the beginning of the selection phase. After you should keep the classification to make it easier to pick the rest of tech paths. They would pick a classification then a tech path. It isn't a requirement for additional paths and techs. Their may need to be a limit on how many of some trees you can pick. What I mean is in some races it is easier to research techs or you start out with techs. you might limit short, or no tech paths to research a tech, by if you pick the maximum number of certain tech paths then the other quick tech paths disappear off the choice. You should probably have an option to unselect a path, so you can change your mind and change the paths because you didn't realize you can't be that cheesy. You would have specializations apply by types of techs when you research them. Limiting the number of specializations your tree can have. If you reach the limit of specializations at some point then their would be no more specializations based on techs to choose
Now abut buildable player achievements, colony unique, or any other deemed potentially overpowered building type if you have to many of them. You could make multiple lists of them, and classify them by type of civilizations. Let the player choose one option from the list. To pull this off you would have to have multiple techs selected by path. Prioritizing what tech goes is first probably for the whole list. In case this doesn't, and you somehow have none of the techs then you could randomly select a tech by classification of wonder by classification of tech. Now if you have double techs picked from multiple paths then you would keep the same tech on the easier path, and get rid of it on the other path. The requirements are not an issue since you already researched, or could research the tech. Unless you reach the maximum for short paths, then you would minus the tech off the short path, and keep it on the long path. Giving the player the option to reverse this as they pick this. As long as this is a customizing creating build your own tech tree I would accept variants to this.
4. Still want combined research. The trick to prevent this from being overpowering is to automatically have the Ai do this. This would require the player o the same, but this is that awesome of a idea. I want to be able to combine research. The way this would work if both races have a tech they would be searching for on their trees. They both would have to be at that level. If they decide to research a tech only one has then you could require that the it would be next on one, but the other has to have a reasonable tech level on his tree. This could be measured by points on that type of tech. Star docks tecj classification system. This may require a tech trade, or gifting from at least one player. I would like to be able to add as many partners as possible. Relationship should affect this. This would only work if races are friendly towards each other, and require an alliance between each other. They deffineately wont do this if at war, or hostile towards each other. We could stop hear, but this is not my whole idea. I would like to see specialized trees for when certain combinations of number and trees are combined for this.
5. More races; even, if it was one. More customized tech trees. More leader pictures. Customized race videos for leader, and background. More work on the race tech differences.
6. stop playing abundant more rarely planet wise that is kind of annoying
1. AI, period. The current AI is helpless. It builds ships and doesn't group them into fleets, it fills planets seemingly at random with improvements. It gives the players a free pass for the first 50 or so turns of the game; there is never any reason to do anything but hammer colony techs. I don't want to be able to win on the hardest difficult setting, if you can't make it smarter then make it cheat more. I play entire games without losing a single ship, this is urgent.
2. Ideology overhaul. The only way to get ideology reliably at the moment is either to play on a huge+ map with lots of planets to colonize or to take the Zealot perk and invade lots of planets. This makes ideology irrelevant on small maps or maps with few planets. There are many ways you could fix it, but they all include adding additional ways to score ideology. The more these ways are tied to the way the player chooses to play the game, the better. Ideology should have something to do with alignment and waging war, but currently you can as easily be a Benevolent warmonger as a Malevolent one. Fix this by giving Malevolent points for declaring war, Benevolent points for peaceful play, Neutrality points for not becoming involved in the wars of others. Or something, but do something.
3. Trading. This relates to AI, but currently the AI will trade you everything it has for an obscene amount of credits per turn. Then you can immediately declare war and the net effects is getting everything the AI has for free. Just revert the trade system to the state of GC2 and problem solved, you don't need to reinvent the wheel on this. There isn't any excuse for this glaring flaw, unless the player decides to exercise self control and not use the exploit, gameplay is ruined.
4. Better shipyard defenses. It doesn't matter how strong a planet's defense is if you can break the shipyard and camp it. There need to be significant bonuses to defending shipyards, or any installation for that matter; but especially shipyards. Shipyards are strong early in the game, but their stats are soon dwarfed by those of fleets. Additionally, the way combat works the shipyard doesn't even get involved in the fight until a decent chunk of the defending fleet has been destroyed. Have them give a % bonus to defending ships, make them very had to crack.
5. Random Quests/In game missions. Every other suggestion I've made is about fixing something currently broken. This is a suggestion to add something that would be fun. I'm sure everyone reading this has played Civ 5 and can recall the City State quests. They made the player make a choice of whether to keep doing whatever or change strategy to collect a bonus; they added variety and a sense of engagement to the game. Galactic Civ 3 could profit immensely from a similar dynamic with minor races.
I would recommend this as a solid 4x game if you just fixed (1), (3), and (4). Add more fun elements and fix ideology and it will be good. Make it prettier on top of all that and it'll be a really great game.
Personally, I would use burritos or cheese enchiladas.
Did you call me. Someone is inpersinating Brad
I want to make my list bigger with one wish: Please nerf Carrier Modules! 3 different weapons and defense systems? Lot of modules for your ships? Everything doesnt matter, because you destroy the whole gameplay with carriers, which are overpowered by far.
There are many great features available to you once you register, including:
Sign in or Create Account