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. combine the military and culture starbases. both work best on the edge of your empire, it allows more use of the military aspect, prevents crowding and offers more modules than the current single line (outside defence) for culture bringing them more in line with the utility of the economic bases.
2. a military tech branch based on starbase support for fleets because at the moment its all over the place. if you want to help a fleet with defence you need to research around 3 separate tech lines opposed to the 1 for research/manufacturing/moral/culture
3. more uses for military starbases. some off the top of my head ideas are...slow enemy movement, limit sight, debuff enemy ships, launch tiny/small ships to help a fleet in combat, increase friendly ship speed, firepower increase/coordination, central control systems (improves fleet AI when in base range). I know some of this is already in the game but it could use a some improvements
4. combine the defence/weapons modules on the starbases. if you upgrade 1 why would you not do the rest? save on micro (maybe reduce the increase each module gives at a time to balance)
5. stronger starbases, at least the military ones, because at the moment they feel like they are made from airtight paper against a half decent fleet instead of the stellar fortresses I imagine when I think "starbase"
Mine are mostly institutional and diplomatic in nature as that is my favorite part of the game.
1) Bring back internal politics (I loved the parliamentary type elections of GalCiv2)
2) Implement a treaty where minor races join your empire (and don't have it tied to an age of victory tech).
3) Failing that, have some sort of bonus associated with allying with minor races. Right now they're alright trade partners and exploitable for money/tech but otherwise they don't have a ton of utility in the game.
4) Reduce restrictions on asking other races to make peace/war with other cultures. Really reduce restrictions on what you can do in diplomacy across the board.
5) FULL MOD SUPPORT ON THE WORKSHOP! Pretty, pretty please. I'm telling you guys that's going to be the key to unlocking the potential of this game and this game has more unfulfilled potential than any 4x ever made.
1. I second the call for more interaction options for minor races
2. a full blown standing army. just grabbing a ton of people off a planet and saying "here's a gun now shoot" is not the best way to use an army. it may be tied into current tech or have its own branch that's up to you lot. planetary military units could add to a worlds defence and resistance while taking away pop room used in other areas so you have to make a call on how to balance the pop depending on the surrounding space situation/purpose of the planet/future plans. or they could be raised from the world with military structures working as barracks and training facilities for different types. (I will shamelessly say I got this idea from distant world but I really think stardock can improve on the idea. that and it gives a solid use to planetary military structures)
My wishlist: (I haven't played the game in 4 months)
1. Civilization/Colony capitals manual placement after colonization of planet- I heard this 15 months ago in a dev steam, they were going to do something about this and recently in the Oct 2, 2015 steam. Starting a new game or sending my colony ship to colonize a planet the capital gets randomly place on a planet tile, usually in a corner with no other adjacent tiles or capital is stuck right in the middle of 6 tiles, this annoys the heck out of me. 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 a player newly colonized a planet to select colony capital placement. Maybe a tech later on? to move capital or rebuild capital to another tile.
2. Colony capitals should also be upgraded through techs to give +2 adjacency bonus to all. Colony Capitals should do more instead of just sitting there. There could be new techs to add buildings within buildings/Colony capital. Example: A new tech will add a building that's built inside the capital that gives an additional + 1 to adjacency bonus to wealth, research, military, or etc.
3. Manual placement of Shipyards after completion-I had my shipyards auto placed many times 2 spaces away. But in between the 2 spaces are asteroids, it slows all my ships built in that shipyard by a couple of turns.
4. Super abilities from Gal Civ 2- I already missed some of them already. Maybe some of the Super Abilities from GC2 can make it in GC3 as race traits.
5. "Synthetic" ability doesn't always tie to the Yor tech tree. When you mouse over the Synthetic ability it saids "Disables Food and natural Growth. Instead an Assembly project is use to produce Citizens" This is only true for the Yor. If you're playing a custom race with the Synthetic ability, you are force into selecting the Yor tech tree or you do not get any population growth. The "Assembly" and other techs from the Yor tech tree needs to be added to your list of buildings if you pick the Synthetic ability with other races' tech trees.
Solution to fixing the above problem: All races' tech trees have Synthetic techs in them, if your race does not have the ability the techs are automatically turned off and do not show up, if you have the ability the Synthetic techs show up in the tech tree. I think abilities should give 1-2 unique techs to each race.
6. 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, and tech web made it easy to queue research. The tech interface/UI in GC3 might be good 10 years ago for GC2.
7. There is no stat page. All of your race's stats, 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.
8. No more edge of the galaxy! - Example: When your cursor is at the right top corner/edge of the galaxy map, you can still scroll northeast. Scrolling will take the player to the lower left corner/edge of the galaxy map. If my ships are in the right top corner, I can now select and move them to the lower left corner the next turn. My ships will start to appear in the lower left corner of the galaxy! Now every race will be surrounded by other races, no more starting off in a corner of the galaxy.
9. "Show transformable tiles" button in planet screen.
My wishlist:
A decision on focus technologies. Either they should be race specific, not tradeable OR it should be possible to research one even if you buy two others before OR at the very least the diplomacy trade should show the exact consequences.
The descriptions, especially for fleet support modules, should be much better (eg when is it better to add a field generator instead of a jammer?). Even for the AI designs descriptions, that have no effect, inconsistency is perceived as the game being pre release.
It should be possible to make two kind of designs: The regular design that is only for the given game and a template that is kept from game to game. For the template it should be possible to add components and component families to have auto upgrade.
AI combat designs to have not only a single type of defense (like quantity 2*highest tier defense developed first + 1 of both the other types)
STORY! Where is the story of the GalCiv universe? Prior to / during the development many hints were made: the break up among the humans, that the Yor will have an important role, did I mention: the humans potentially causing the collapse of all universes ...
Birthing Subsidies should auto - stop when the max population is reached.
UI update (texts on each other, lists neglecting the end of the screen, etc.)
At loading it should remember whether I was in the tech tree view and waiting constructors should not be reactivated.
It should be possible to specify the constructor design to be requested by starbases.
I miss the arceans.
Larger hulls may have a speed/defense malus or defenses (power 2/3) and drives (lineary) should take more space and cost (!!) for larger designs.
Either the logistic cost or the size of the huge hulls should be revised.
Shipyards should show which waypoint they are assigned to.
Mass ship update button should indicate the price.
The survey icon should be used by survey ships.
Non applicable terraforming should be hidden.
For GalCiv 4 I would like the adjacency removed, planet size and habitability separated, no distinction between minor and major civs (with the possibility to make them vassals), star systems better separated (adjusted parsec is way too adjusted) and the possibility to play in the fictional, not the game universe (ie stargates, Drengins having starting colonies but slower development even on random maps).
I want to have the ability to take of the galaxy with space taco's.
casesam case for s6
Samsung J5 cover by casesam
1.) Naming database for ships and starbases (with tabs and potential autoname features); I want to customize what types of ships are named what (i.e. freighters, scouts, survey ships, different-sized warships; as well as mining vs economy vs military starbases). I could do this with an excel spreadsheet but it'd be nice to avoid all the alt-tabbing (plus make sure ships don't get renamed when you upgrade them to a different ship class). It also makes it easier when ideas just show up in your head, and being able to have ships auto-named by the game rather than being named something like "USS M1D6a Norway-class Heavy Frigate 14293."
2.) Functions like alt-(F1-F12) to switch between naming conventions (so that, for instance, you can look at the map quick and find out which starbases have fewer modules or while in the diplomacy screen don't accidentally mix up your scout ship for a warship while trying to help out an ally). It also helps so you can figure out what foreign faction starbases are actually worth if you want to trade (and happen to know what is on them in the first place). This should be customizeable too so players can pick what matters more to them.
3.) Standing troops, reservists, and able-bodied recruits rather than just drawing troops from the population at-large. Recruitment should take more effort, and in combat only a small portion of the population (depending on faction bonuses and factors) should really fight against invading troops. Also make sure planets take more effort to conquer; I want to be able to have a planet with no defending ships survive an attack by a technologically-backward race that just used a basic transport and some asteroids as artillery. Presumably reservists would count as crappy troops and automatically defend a planet, plus reservists would reduce the time needed to build and load a transport (it shouldn't be instant without standing troops ready to go).Otherwise just imagine a set of ships landing in Virginia and just forcing the entire population to load onto transports, and hoping they learn how to fight on the way to the target
4.) More-unique minor race factors. For instance, they could vary from tiny populations on a single world to low-tech inferior alternatives to player factions that can grow and colonize like anyone else. They might occasionally start in the late industrial age (aka near future) but have substantial populations and potentially-valuable resources for a race that chooses to assimilate or conquer them. Options to assimilate minor races should offer bonuses from whatever they have available (for instance, they might have unique tech you don't have, better soldiers, a stronger economy, or a cultural heritage that could boost your interstellar prestige). Conquered minor races should still be possible to assimilate but harder, while alternatively you could do the good old ethnic cleansing if you don't feel like waiting for the diplomatic approach.
5.) Much more expansive colonization, terraforming, and development options. For instance, separating uncolonizeable planets from a few tiers to many (more like Endless Space) so that a lot of planets that aren't open early are available within 50 turns, while others may take closer to 200-400 depending on your tech (given normal speeds). Having more than a few upgrades on a planet so that certain planets might actually require extensive soil improvement or habitat improvement rather than only offering one slot (meaning a planet might have 6 open tiles, 4 for soil improvement, 3 for habitat improvement, and 3 for terraforming). Also, more unbalanced planet types and more variation on exactly what bonuses come from planets (and rather than simple modifiers, those should be more minor aspects like Endless Space's anomalies such as mineral rich while the planet type itself should impact more severely the population growth, food, production, economy, research, and number of available or improvable tiles. Planetary development and colonization was Endless Space's strongest point (other than its UI), and drawing ideas from that would be worthwhile.
Since it was explicitly mentioned recently that the developers read this thread I post one wish and one observation here although that doesn't exactly follow the pattern Brad suggested at the beginning of this thread:
1. One really annoying thing I encounter very often: when I send a ship via "go to" somewhere then all lists of targets (rally points, colonies, shipyards, star bases) are sorted randomly (at least I see no order there). The minimal thing I would like to see is ordering by ascending distance. Better still would be a possibility to manually order by name and distance ascending or decending.
And in case of starbases it would also be very, very, very, very helpful to see a list of available modules in the star base tooltip. Searching upgradeable starbases as targets for constructors takes away an estimated 50% of my game time ... (I play always insane maps and therefore have a lot of starbases).
2. An AI observation I made several times now: the AI protects their planets by sending ships to them. Often I see a stream of single ships following a nearly identical route that go to a certain planet. When I'm at war with someone I just have to park a small fleet in such a route and can shoot down one ship after another with ease. Wouldn't it be possible that the AI recognizes enemy ships in sensor range and either tries to avoid superior forces or tries to assemble fleets up to maximum logistics before sending them to a threatened planet?
#1:Ship Designer UI revamp. Do not make a difference between shipyard and designer and have all kinds of sorts for ships with a checkbox above the sorting options if template ships should be shown
#2: Make starting position on the galaxy more customisable. I want to start in around the middle of the galaxy where the action is, and do not litter the edge of the universe full with players
#3: Iron out the process of requesting constructors for star bases (make constructors ordered automatically basic by default and like a trader in previous GC2 game that can still be attacked but not issued another destination). This is before the star base expansion as it is a major factor why mid-game gets tedious on large maps
#4: Make trade routes more valuable and at the same time vulnerable to attacks. This would give the pirates some actual role making the game much harder and give some skirmish fighting. Also enable us to profit from attacking trade routes but anger all trading and non aggressive AIs
#5: MORE colours for civilisations and ships on the map to distinguish our 99 opponents from each other
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