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/
Most of the suggestions in here are pretty good.
1) I'd say the number one thing I'd like to see is upgradable shipyards, maybe even replace/merge them with starbases (economy).
2) Batter space stations (defenses/weapons), seriously you're on the right track with the drone defenders but we need more and better as they're to easy to kill.
How about adding a hypergate as the ultimate upgrade on a starbases. So if a starbase gets attacked a fleet defending another starbase will instantly travel from one starbase to another to defend it. Just give it a range modifier and limit it to certain size ships, say medium or small size ship at most to make it balanced.
3) I know you said no invasions but i really miss the dread lords and the peacekeeper invasions. How about a small pirate invasion instead or an invasion of lunatic cannibals that have gone of the deep end after being in deep space for to long ?
Thank you for the opportunity to weigh in. My requests are all management related.
1. Overhaul of zoomed out graphics. I find I really need to stare to sort out what I am looking at. Visually very difficult to find what I'm looking for as compared to Galciv II. My ship icons within other influence zones are almost invisible. Ship icons don't seem to match ship types - should have the icons scaled to hull size. Starbase types are also hard to rapidly differentiate.
2. Overhaul rally points. Yes I can get ships there but find the ships and fleets difficult to manage within with rally point. Selecting individual fleets and moving them is not intuitive. This was better implemented in Galciv II. I would also like to be able to specify only new ships of a certain type to be sent to a rally point. Accidentally sending your various carefully placed ships to a rally point is frustrating. I also miss the auto-fleet function. They are visually hard to spot compared to GalcivII (see 1. above).
3. Better filtering and selection. Would like to be able to flip through the colony management screens based on filter selections (population, production, wealth, research etc.). Currently filtered colony lists reset after visiting a colony management screen. Would also like to select and manage colonies based on location using click-drag-select, same with ships for movement commands. Hopping all over the empire makes me feel ADD and I lose track of tactics within a specific area.
4. Way too many core ship model options, and user versions created at differing tech levels during previous games. Selecting multiple ship options at a time and deleting/obsoleting them would make this much more manageable than the current tedious one-at-a-time method of cleaning up the available ship options.
5. Yes, constructor spam is bad.
1. I loved the Death Star ships in GC2. Could we bring those into GC3.
2. I may have already mentioned this but bring the Dread Lords back as a 'Pirate' like bad guys much like the Orions in Masters of Orions.
3. Different types of space travel depending on the tech (Jump Gates, Hyperdrive, Warp Drive etc.)
A few ideas I have had kicking around for a while
Something I have found while playing multiplayer is that whenever my friend is being attacked/involved in an early war I have the ships he needs so i have two options send the fleets to the end of their range and then give the vessels to my ally or i build starbases to extend my own range to help in the war myself.
While playing i regularly say it would be cool if there was a way of creating an alliance/ treaty agreement to share starbases range for the duration (25/50 turns?) e.g. in the games sense i can refuel at my allies starbases and use them as staging areas (would be nice imho)
I have found that unless there is a Drengin AI or a particularly aggressive custom faction that i have made in a game there is no emphasis on early war in my experience at least. it would be nice if there was a form of the invasions from Gal civ 2 (yes i could have pirates on but I generally play with other players in MP )
A feature which I believe would be really useful is the ability to survey planets before you colonise them (using a surveyor) this would allow you to see how the tiles on the world will be laid out and could definitely help with your overall empire management/ plan.
The ability to queue research would be nice. (while yes some research require direct input into how you want to specialize them it would still be a nice feature)
And as many people have mentioned before it would be nice if the constructor spam which ultimately plagues your shipyards for turns on end could be resolved, so some workaround would be nice like creating a mega constructor that is the equivalent to 3 constructors modules.
An idea that I found pretty cool would be to have excess manufacturing on a world carry over to the next building/improvement in the queue to reduce the amount of industry being wasted every turn.
While not a new feature more like a bug fix/ pet peev have the governing slider not reset itself on every planet when I reload the game.
It would be cool if you could build a cheap sensor station to give you view range on the edge of your territory (i know you could just use a starbase but it would add some variety imo)
Or add the ability to create patrol routes which your ships follow and if they encounter an enemy ship/ fleet a notification asks you if you want to first view it then attack or retreat.
In multiplayer I find that late game it takes some time for the people i am playing with the end their turns and so i sort of get distracted by my planet screens a much louder / adjustable its your turn noise would be much appreciated
More diplomatic actions would be nice like forming coalitions / creating an alliance objective ( for example set a specific planet as the liberation goal and join a coalition to liberate one of the smaller AI factions.
More United planets stuff! at the moment you get the same few options every session it would be nice if there was some massive penalty to leaving the Up like a trade ban or negative diplomacy ( I am not really experienced with what happens when you leave as i love the UP idea and have never left its just aggressive AI just leave and they really don't seem to suffer from it)
I feel there is a need to clarify the government types in research when you do specializations and it changes the government (federalist party etc), is this overriding previous specializations or is this stacking? there's no tool-tip on the planet showing them from what I see ingame.
Thanks for reading!
Some very good ideas in this thread.
1) Better diplomacy information. Trying to go for a diplomatic victory and having a close ally suddenly pull out of the UP, forever, over something like a Tourism resolution, with no warning, is very jarring. Give us an indication of how we expect others to vote and let us lobby them to gain their support. Allow for 'Defiant' empires to rejoin through diplomacy.
2) Change colonization events to actual colonization events. Many of them reference an established colony that has existed for weeks, which breaks from the week-long turn timeframe. It is very odd that these events are seen before we even know what the planet looks like, thus we don't know what resources are present. I agree with others who suggest the ability to survey planets prior to colonization. Save the events that reflect an established colony for later on as special events.
3) Tie gameplay to ideology. If we are being peaceful and honorable and generous, give us Benevolent points. If we are declaring war on weaker empires, give us Malevolent points. Make ideology an organic part of the game.
4) Launch fighters from carriers, don't have them already spawned. Would be a nice visual touch. Also wish we could design and select the fighters to be used.
5) Better diplomacy options. Allow us to broker peace between enemies, and allow us to ally with Empires that are already at war. Really annoying trying to play Diplomatically but find yourself unable to make allies with AI Empires that are stuck in forever wars. As others have said, allow for diplomacy options such as coordinating attacks.
Main requests now that I've played a bit:
1) Some sort of diminishing returns to specializing planets and ships. Right now, it seems like specializing your planets is WAY stronger than not. Research planet? 100% research. Building things? 100% manufacturing. With no disadvantage to cranking everything to 100%, it seems like that's the default choice. Even when building on a research planet, might as well go 100% manufacturing until done building and then go back to 100% research. A system that rewarded balance would be a lot more interesting imo. This is also true for ships. My transports are way better if I just throw 10 engines on them, why would I bother with things like sensors and such? Battles are absurdly easy even before carriers because human designed ships will pack WAY more punch or just generally be superbly awesome compared to the default "little bit of everything" designs. The 2nd engine should not add as much speed as the first one did, and the 5th engine should definitely be less effective.
2) I wish the summary screen for planets on the right would make Manuf and Science output for planets visible as well. Why show us money if that doesn't matter?
3) I also wish I could sort them in some manner.
4) I kind of wish patriotic was nerfed tbh, it feels somewhat mandatory when building a custom race.
5) I wish the scoring and multiverse interface were better. I have no clue why I scored what I did. It is very hard for me to see how I'm doing with highscores, find myself in the hall of fame, etc.
1> Filters and sorts on the Ship and Colony lists
2> Hot key to pick Rally Point (Was the T key in GalCivII)
3> Ability to mine from any starbase.
4> In Ship Designer a global size slider to set the size of the entire ship with ship size in meters.
5> The ability to change production on multiple shipyards from the Governor's page as we had in GC2.
1. Economy Improvement- Adjustable tax rate, economy that can actually go in negatives
2. Happiness- Make it actually matter, remove large empire penalty
3. Ability to end turn with idle units
4. Better AI, especially more in war and diplomacy and planet management
5. Get rid of the neutral policy that blocks war being declared
6. United planets founded at first contact like in gc2 as opposed to hundreds of turns in
+100
I would love to finally see that feature. For me there is no sense playing the game without it.
I also might add that in the game of say 100-120 players you quickly run out of schemes to paint your races. There are 40 schemes which would cover only 1/3 races in the game. So in any given BIG game you will have at least three races that are colored the same scheme.
The situation is even worse when choosing minimap colors. There are currenly 15 colors. So in the big game you will have at least 7 races that share the same minimap color. You will not be able to tell them from one another without zooming in for closer look.
Just saw this post. Will append a post I made to this:
I'm loving this game. I thank the devs for making one of the best 4x Space Strategy games, in my mind. I'm definitely recommending it to my buddies. I have a few suggestions that I think would add even more fun and complexity to the game:
A chance for ships to escape in battle. Sometimes my scout ships get jumped while exploring and there's nothing I can do about it. Faster Than Light allows for engagement and then for a ship to bide its time while its engines power up and get away. I think it would be nice to allow for ships to escape due to better engines, maneuverability or cloaking ability/subterfuge.
Some more technologies would be nice:
-Hacker drones that can introduce chance to disable or impair certain ship functionalities, or even turn guns on friendlies for x amount of time.
-More drones in general. Space Faring civilizations will probably use a lot of robotics in ship-to-ship combat. Cutter drones, mine drones, tractor beam drones (that weigh down ships).
-Mine fields. The ability to mine an area of space and countermeasures for this.
-Tractor beams/tethers that can be launched to slow down enemy ships or dampen their inertia
-Marine frigates that allow for boarding and takeover of ships in the middle of battle
-EMP/Ion weapons that disable shields and electronics
-Ability to set ship's tactical behavior in combat (aggressiveness, guard, flank, focus fire, etc.)
Ok I am going to copy n paste my thread into this one...
I cant seem to find a 'feature request' thread so Ill put up a few I want and forum folks can remove/add or whatever.
Kind of a small one, but...
Could we please get the option to auto-upgrade ships on repeat build? If I've told shipyard 97 that I want it to produce Destroyers, I want it to produce the best possible destroyers my empire can. I don't want to have to come back to it every 3 turns to tell it to move from mark 13 to mark 14.
Shared Victory for Multiplayer
Currently, the game only allows for competitive MP games, with all players pursuing victory on their own, and one winner at the end. Please also allow coop gameplay, where a team of players plays against the AI, pursuing a path to victory together and winning as a team.
Basic Multiplayer Settings
The game lacks basic settings for multiplayer, such as player name, session name, password protection for private session and turn time-limit for public sessions.
1) Custom Flavor Text support without needing to resort to Total Conversion + Workshop support for Custom Factions created through the Mod Folder method.
2) More versatile Extreme World support. Right now, all of the Extreme Worlds handle everything in the PlanetTraitDefs file, which means custom factions that do cool things with extreme worlds aren't compatible with each other.
3) Better Wartime AI. The AI cannot into war because it keeps building Tiny ships to mix into its fleets, slowing it down and nerfing its range, and it doesn't understand how Logistics works, so if it sees a planet with 20 tiny defenders that only have 4 laser power and no defense, it won't try to break through, it'll just hover around the planet with all its forces.
4) More Music modding capabilities. Currently, custom music is pretty much useless to you unless you play against that faction, and only sometimes.
5) More documentation. I would love to use Triggers, for example, but I don't know what any of them are!
Even if you're allied with other human players or on the same team?
Yes.
Let's say you are in a team with another human player, you are allied, and you have diplomatic victory enabled. You will "win" the moment you make the last AI join the alliance, and the other player will "lose".
1. I miss the ability to upgrade improvements. Right now you need to destroy improvements, and then build over top. Ie. You build four factories then when you research power matrix, or get duranthium you need to go in and destroy a factory to replace it. This I lose production from factory.
2. Would like to combine research with other players.
3. Get rid large empire penalty for bigger maps.
4. Being able to rotate ships in ship builder.
5. Would like to see an option for my scout to auto explore stars only. Stats on the mini map.
Isn't that already there? Pressing middle mousebutton (or wheel) down and moving mouse will rotate the ship. Or did you mean "define which end of the ship is bow and which is stern"? That would be nice since it is indeed rather frustrating to have built a nice detailed big ship only to notice after putting in the drives that it's going to fly backwards...
Anyway, I'd really like some helpful improvements to the UI, so here's my wish list:
1) Add sorting to lists and tables. Preferably so that the user can define the sort column but at least sort by name. For example, the colony list would benefit very much from "sort by chosen column" option. Don't leave them unsorted or "in the order they were added". This applies to about everything from the list of colonies to the list of ship types in the designer and shipyard windows to the list of starbases, ships etc. Everything where you show a list. Now, some lists are better to be sorted by something else than the name (for example available improvements by type). That's fine. As long as you sort them in some logical way.
2) Add filters to the lists. Any list that can get long would benefit from having optional filters. Notifications could have importance levels and filters based on them so that you could, for example, separate "enemy ship in your territory" from "neutral ship in your territory". Seeing which starbases can be upgraded would be useful. Ship type lists in shipyard/designer could have filters based on modules or other major ship attributes. Ships that are stationed in planets and/or starbases/shipyards. Damaged ships.
3) Fleet management could use some improving. Being able to name fleets is good, thank you. However, fix the issue that adding a new ship to an existing fleet resets the fleet name to a new random numbered fleet. I named the fleet "1st Fleet" and would like it to stay "1st Fleet" even if I replace lost ships. Also, in the main window (map) ship list, show fleets, not individual ships, if the ships are in a fleet. It would make the management much easier plus would shorten the list enormously. A very nice touch would be the ability to switch the list to show fleets or individual ships as needed, if you want to get fancy with this.
4) Some additional ship commands would be nice. For example: "Heal" would autowake or autoeject a ship after it has been repaired (it's quite easy to forget ships that you have parked in starbases...). There should be another "Sentry" command that would mean "wake when you see an enemy ship" instead of "any foreign ship". Or you could reuse "Guard" for that. There should be a command "go to the nearest starbase that can be upgraded counting those constructors that are already on the way there" (or, alternatively, change the way starbase upgrades work).
5) Add the possibility of using ShipBlueprints with ship designs. Ideally, you would have a list of available ShipBlueprints (i.e. all that you have in ShipBlueprintDefs.xml or that mods have added to the <ShipBlueprintList>) in the ship designer and you could assign one to apply to your ship design (and leaving the equipment of the ship otherwise empty). The computer would then automatically upgrade the ship components for that ship design as you research techs similar how the core ship types work. A really nice ship design editor would allow you to design new ShipBlueprints as well but I'll settle for being able to add new ones by modding if it's too much.
1. Popup window for galactic achievements like Shrine of Tandis. How bad is this: You achieve a galactic wonder (yeah) and there is NO feedback. It's like building your 20th factory. There must be a nice pic, a short description and a congratulation.
2. Costs displayed at the "upgrade all ships"-screen. It's nearly useless now. Who's idea was it not having costs displayed?
3. I can sort ships at the shipyard by costs, size a.s.o., but in the right handed ship list I have every ship by itself. If the ship is moving by waypoint to a planet, the text where it's going is too much and is overlapping and unreadable. I must be able to sort by fleets at least. maybe by size, action, a.s.o.
4. Invasions are boring as hell.
In my memory, every single point was better implemented in GalCiv2.
These are really basic must haves that drove me crazy when playing the game. These things make the game look unfinished.
Yes, better AI and such things would be fine, but I think when someone plays the game casually, these four listed things are things which make the whole game look really bad in an instance.
Another wish:
5. Protection promise to minor races. If you play the "good guy" it's really annoying to see your befriended major race invade your befriended minor race and there is nothing you cvan do about it. So the major race invades your friends, colonizes the planet and some turns later the planet culture flips and is yours. So why have I not conquered them by myself? There is no game mechanic which gives me control or rewards me.
It it really encouraging to see SD ask this kind of feedback, makes me look with optimism at the future of the game. Here's my 5 thoughts
1. AI. Adaptable, flexible, moddableSame wish as #2 in the OP. The promise of a clever, adaptable AI, built to leverage 64 bit, multicore, modern systems is THE reason I purchased the game. There are many TBS games around, with all kinds of bells and whistles: an AI raising the bar is the element that could really set the game apart from the crowd. Make it as open as possible so that modders can experiment with would help developing it much faster
2. Tie ideology to gameplayAlready mentioned earlier in the thread
3. DiplomacyIt is a crucial aspect of the game. The list of new features and improvements could be very long, I'll mention only a few I'd love to see implemented:- protectorate: offer a weaker civ protection, in exchange for a weekly payment. It should work as a "one-way alliance", and failing to protect the other civ from aggression should have a huge diplomatic impact- ultimatums: ask another civ to do a certain action (e.g. withdraw their ships - except traders - from our ZoC, make peace with another civ they are at war with, etc...) within a set amount of turns or face the consequences. An ultimatum should have a strong negative effect on the diplomatic relations- overhaul diplomacy lockout (see KD7BCH's suggestions in #35)- improve diplomacy screen: I feel the simpler, 2D representation in GC2 was easier to read, offering a clear view of relationships with the other civs AND between the other civs- locate the ship/fleet/starbase/planet in a pop-up minimap ... it is not easy to remember or guess where all the items are located- right-click to take an item off the table (now you have to type "0" with bc and resources)- "hire" pirates to target a particular faction in exchange of an amount of bc/turn
4. Delayed production changesChanges in the production wheel and slider settings should take time to be effective, the more so the bigger the change is. You cannot convert a peacetime economy to a war economy overnight, and you cannot turn your factory workers to researchers in a week. Any change should be a pondered, thought-out strategic decision
5. Route planner and waypointsI'd be nice to "simulate" how long it will take my ships to reach a certain point on the map... Waypoints are also a "must have".
Looking forward to seeing gc3 potential unfold!
my wishlist:
1) actual, thorough documentation on moddable .XML files and components of the game and/or basic UI tools to work with them- this is absolutely critical to long-term survival of the game, since the way GC3 has spaghetti'd its XML definition files compared to GC2 and GC1 has made it extremely difficult to find and modify large portions of the game without repeatedly breaking it without error messages (IE loading hangs, CTD with no error message/log, and other Bad Stuff TM)
also, as previously stated, the GC3 engine needs to be able to support line-item editing in order to make mods more space- and maintenance-friendly. something like .LUA hook functionality or even the way GC2 implemented mods would be very welcome, if only so I don't have to scroll through hundreds of lines of entries to change six numeric values.
2) improved color pallet options: the is the 21st century, implementing Color Pickers is not hard. as it stands the customization options for custom races are fairly thin on the ground (I'm working on rectifying that, but it's slow going due to the issues mentioned above) and the color options are implemented hilariously badly.
3)better empire management tools: at the moment, lategame empire management is hell. the current tools are completely useless above 100-120ish planets, and that makes lategame empires on larger maps often more trouble than is worth it. I personally have not been able to actually finish a game on maps in Huge or larger, simply because the tedium of keeping your empire's economy from imploding and managing all your fleets and shipyards turns GC3 from a fun game into a mind-numbingly repetitive chore. quite frankly, having owned several other Stardock games, failing to balance for long games seems to be a chronic issue for them- any game that takes more than an hour or two in any of their products becomes a poorly balanced slog pretty rapidly.
4)better support of player ship themes and schema: mainly, the lack of ability to select specific ships to appear from Graveyards or Fighter Bays, coupled with the difficulty of implementing custom ship themes is a serious issue for player immersion, much like the aforementioned color pallet issues. honestly, given the degree of focus on the Custom Race options that was afforded to GC2, I'm somewhat baffled as to why GC3 has in many ways worse implementation for that particular aspect of its gameplay. the dearth of trait customization options alone is odd in light of the work of General Pants, which is on the 'must have' mod list of everyone I know who plays GC2.
5)Ideology:
Ideology, Ideology, Ideology.
*sigh*
the fact of the matter is, in its current state Ideology is not very integrated to the game and feels 'tacked on' rather than a core gameplay aspect. this is mainly due to it's lack of long-term gathering options- the various buildings are poorly balanced into uselessness, there are no unique systems to be had as in TOTA, and the fact that the only real way to gain it in the quantities needed lategame is fresh colonization, which is almost never an option by that point, makes it difficult to get any of the rank-four bonuses- especially if you've picked up a rank or two in the the other aspects due to specific choices. additional implementation of things that gain Ideology points is a must.
Would just like to add a couple of reasonably small UI requirements to the large number of suggestions that have already been made which may help with some of the micro management stuff that cannot be avoided.
1. Shipyard - it would be nice to have a facility to manage the sponsoring planet sliders from within the shipyard screen. Today if shipyards have been shut down and planets assigned to something else (birthing subsidy, research, whatever), you have to go to the shipyard screen, resume and then go back to each sponsoring planet and manage the production sliders. You then often have to go back and forth between shipyard and planet if you want to say produce some ship in a set number of turns. Adding a facility to manage the sponsoring planet sliders from within the shipyard screen will help reduce micro management.
Conversely from the plant screen you should be able to see which shipyard is being sponsored. It gets to be very painful in extremely large maps to deal with the shipyard management issue.
2. On the minimap it would be wonderful if shipyards, planets and rally points are shown in different colours Also it would be great if selected items (including ships) are highlighted in some manner in the minimap to help locate the ship. One has to keep zooming in to find the item but its painful to do this if you have hundreds of items.
3. Rally points - when ships reach rally points it would nice if its treated as though its reached a planet or starbase and shown as 'stationed'. Today it will show as 'idle' and then you have go and set it to guard or sentry or whatever. Every click reduced is less micro management.
4. Sensors and FOW - if there are overlapping areas of vision then the boundaries of sensors are not demarcated. For regular ships this is not an issue. However if you build specialised sensor ships (and I think everyone does) with large range of vision it takes a lot of micro management to position ships to cover areas of your choice, Again this is a problem of very large maps. It would be nice if the sensor range has a dotted boundary visible so that again micro management becomes simpler.
5. Building upgrades - I think suggestions have already been made to allow upgraded buildings to be directly selected instead of having to go step by step. For example basic factory has a minor upgrade and then manufacturing centre and the industrial sector and so on. One may not want to auto upgrade all then way but may be go up to manufacturing sector. It would be nice to be able to select just that for a tile - the production units can the sum of all the earlier ones (30+, 45+, 67, 101 whatever). This would also help reduce micro management.
This is very hard. FIVE THINGS, I love it so much (after my first weekend) that I don't know where to start:
1) SHIP REPAIRS. Repair time for ships damaged after a battle, is unknowable. So, I suggest breaking it into IN-SPACE repairs, SpaceDock repairs, planet-side repairs, and maybe paying friendly races MONEY to repair. So, I talked about my thoughts on this post. Maybe even a SpaceDock that has SHIP REPAIR MODULES that very quickly repair the damage to your ships.
https://forums.stardock.com/470944/page/1/
2) NEGOTIATING BUTTONS. Maybe some additional buttons to reset back to ORIGINAL OFFER or maybe allow us to store our BEST OFFER, then we keep working and wiggling on them to see if we can get a better deal before we select it. I talked about it here:
https://forums.stardock.com/470945/page/1/
3) FASTER CAMERA NAVIGATION. Maybe allow us to name space (like Waypoints) but jump to it with the camera. Again, I am new but the camera was a little nuanced and kept jerked around as I wanted to do things. MINOR ISSUE. It is time-consuming to keep scrolling the camera places. I am not lazy but looks like maybe some named click locations could be used to jump to places in space that you are dealing with alot.
4) EDUCATING TECH TREE. I love all of the TECH TREE but it didn't really seem to help me as I got further along. I had planets set up just to research, and I kept getting lost in knowing how things are helping me. I kept getting NEAT TECH but then I did not see new options when I went to the planets. And, I just kept feeling I was clicking, clicking, clicking in the TECH WINDOW but that I was not really seeing how it was useful to my settlements. Maybe, get a pop-up or video (like in FALLOUT 3 and VATS popups, or skill achievement unlocks in BIOSHOCK) that helps you know how a certain thing will benefit you. Like a Tutorial option if you choose in the Tech Window.
5) MORE TUTORIALS / EDUCATIONAL OPTIONS. I still don't fully understand Trade Routes (or how to get them going), why Spacedocks won't produce ships other than transports (and why my world's productions doesn't help me on my starbase), etc. This would be solved by the Tech Tree and some educational videos or links as things appear to read.
6) BY TURN REVIEWER? I wish that I could see how I was doing THIS TURN from LAST TURN or FIVE TURNS ago. VISUAL SNAPSHOT / NUMERICAL POP-UP TOOL on a turn-by-turn (or some setting like 5 turns) where I can see progress. I wish that I could see an overview of money, population, production, etc. It is in all of the minor screens, but I don't get a sense of accomplishment (as much) from turn-to-turn because I would like to be able to look back over my reign and see how well I have progressed. Otherwise, it is just a slosh from turn-to-turn without any real sense of universal progress being made. The Ideology is nice, but I wish that I got more feedback or rewards as things go along, especially per planet. Or, that is an idea to explore.
I bought the game on Steam, so maybe I didn't get a Manual to read or something. So, I just figured it out myself by Youtube, but not everything is there. I am still learning and have an outside prospective, because I have not played something like this (since SimCity or way back when).
wishlist for the future....ok here goes, I will warn you its long (and maybe somewhat unrealistic)
1. the ability to design ships and empires from the home screen
2. a way to compare tech trees without entering a full game (in editor preferably) and maybe a separate colouring for unique techs. also a way to know what a race misses out on
3. in depth espionage (preferably in a manner similar to tech/space empires and not based around characters. including misdirection, sabotage and espionage in all arenas "political, construction, research, counterintelligence, influence. ...... what goes on behind the scenes is sometimes more important than what everyone can see)
4. major diplomatic expansion. war is a form of politics, ergo politics is a form of war (a way to let both the AI and a possible human know quickly if something is an issue with me. eg. starbases in my control, expansion of influence, "your military build up/tech lead is worrying me. you know...all that stuff that leads to WAR. the ability to threaten war if something doesn't happen, this would be an auto declaration of war if they refuse. this could be done with a group of diplomatic sliders I can use to indicate this stuff, similar to the computer but under my control)
5. reworking of influence splitting borders off from them (ok I admit I have no clue how this would work but a nations influence can be very different from its borders, this may allow "claims" on an area and stop major wars from the spread of influence, something a peaceful race/player cant really control.)
6. more use for gold (at the moment its only there for maintenance or rushing, a strong economy affects so much more than that. I have heard this is already happening)
7. tax rate vs happiness (just because someone works in a factory or a laboratory doesn't mean they don't pay tax, doesn't mean they like it. again, this may tie in with the new economy I have heard is coming)
8. internal politics/government (I don't REALLY see this happening but It would be nice to see because at the moment other than with the AI diplomatic power is useless. the only things I would ask it keep it in lore and don't use an opposing party as a nerf, because really, just because they don't follow you doesn't mean they are out to tanks the nation and I really cant see the drengin or the yor as a democracy of any sort. so maybe different government types)
9. future tech...not the civ type (some permanent repeatable end game techs that give a steady increase in differing areas would be really nice. I know by the end your people are all but gods in their ability to manipulate energy but there is always those small improvements that can be made to weapons, communication and economy. this will prevent research becoming useless once the tech tree is complete. this was something I first saw in fallen enchantress LH, which if I remember correctly was by you lot.
10. change of the large empire penalty (I don't know anyone who gets angry about the number of cities/planets in their nation. what does annoy people is tax rate (because most people cant see its use, or maybe that's just the people I know) and the ability to express themselves to the people in power. so maybe balance it out with tax/pop vs entertainment/communications)
I THINK that's it. to finish with I would just like to say thankyou to the whole team at stardock for continuing to support their games. I know you're getting a lot of flack for the release state of this game, but really you aren't the only ones to do it, it just seems to be the state of the industry right now (not saying its acceptable but you haven't abandoned us so you are far better than many others in my book)
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