Greetings!
So the team is starting work on the next major expansion pack. But we also want to keep an eye on the base game.
Right now, the recent Steam reviews for GalCiv are pretty awful with most of the people reviewing it doing so because they don't like some of the changes in v2.5. So if there are changes you would like in 2.7 and beyond, this would be the place to ask.
The Steam review system is something I have and will continue to complain about because frankly, it absolutely destroys games. When it's less than 70, a game might as well not exist. So I'll be explicit, if you want us to keep working on GalCiv III, please leave a Steam review. If not, don't. If you already have, thank you!
As many of you know, I am AI biased. But I know I'm in a minority because there is another space strategy game outselling GalCiv III and, suffice to say, AI is not its focus.
It is clear that narratives in games matter. GalCiv has a quest system ala Fallen Enchantress/Sorcerer King. But we have tried to avoid doing that because we don't want the game to be a series of scripted narratives. We don't plan to change that position in the base game but we are looking at releasing DLC that will do that if players want it.
Now, the next major expansion pack focuses on politics and government. So we'll set all that aside for now. Otherwise, it's all open. What would you like to see?
.... I'm curious about the Quest System that you say you have but have not implemented....I think quests that directly impact the Bene/Prag/Mal options would be cool... "X planet will be destroyed in 30 turns..." Build slaver ships to "save" the refugees and add them to your population..Sell Evacuation ships...Give them colony ships to aid their evacuation to a new planet.... Either way the choice takes action.. it is not a one momentary choice.. There are a lot of things that could be done here especially with a lot of the mega events. 2nd thing. Mega Event love...The mega Events need to be properly balanced. Some of them like the Jagged Knife or Peace-Keepers should only show up late game as a possible break on a player that would otherwise run away with a win.3rd thingMap size balancing. This one is something that has been begged for from the beginning... Things like influence spread, research speed, resource production/cost are painfully unbalanced between smaller and larger maps. 4th thing More Merc ships5th thing UP Love https://forums.galciv3.com/485064/page/1/#36896226th thing: Bring back Miner ships. I love that we can click build the asteroid mines in our territory... But honestly it is painfully tedious to do so. If we had automated ships that went out and built the mines which would then expand territory.. that would be much much cooler.7th thing Influence projects8th thing Morale balancing9th thing. Additional tech steps for City, Metropolis, Megalopolis +2 pop +4 pop +6 pop10th thing More wonders....11th thing. The ability to destroy wonders/planet/civ unique buildings on planets I have invaded. I don't want your stupid deep core mine there... but noooo I can't destroy it soooo annoying.I think that's enough things for now...
I agree on that. In 2.6 you can only build 1 city and 1 metropolis. This still lets you go from say 3 population to 11 population (more than tripling) but you won't be able to go unlimited.
Some really good ideas in this thread. I suspect some of this would be saved for a future GalCiv IV.
Right now, we're still really smarting over the negative steam reviews people have given to 2.5. No matter how good a given set of changes are, you will have people who are married to the existing system.
As many others have stated:
1) Balance. Tons of balancing needed. Tons of small things are just not really sensible right now. Including the Mercenaries.
as I have not seen people mention yet:
2) /Ship/Fleet design is sad right now. The roles don't work as intended, the only roles that matter are Escorts and Capital (with Support for carriers). Defenses are generally pointless, more weaponry is almost always better.
I think the game would be vastly improved if I was encouraged to create more balanced fleets, where I need a mixture of different hull sizes. Right now... my "ships" are not really fighting... its really just my "components" fighting... and what level hull I've crammed them into is basically a function of technology. There is no compelling reason to take tiny hulls or such and there is no compelling reason to mix hulls in a fleet.
I think the game should reward balanced fleet compositions... big battleships surrounded by smaller pickets who are necessary to protect you from enemy carriers and their fighters/etc. etc. etc. Realistic or not.
A lot could be done by marrying roles to hull sizes, or giving hull types certain base advantages versus other hull types. It would create another layer of Rock/Paper/Scissors to the game, that the Roles were probably meant to do, but did not.
For ground invasions, I don't really have any new inventive ideas, which is why I wanted to see those of lyssailcor.
But recalling GC2, I think there are two things missing. First is, we have no (or very little) idea how strong the target is in terms of abilities. One could discover those by espionage; not so in GC3. Second, RNGesus was right out front. It was like waiting for the GM to roll them dice - "You need a 11 or better." The odds were roughly known, but not Conventional = 5%, Biological = 100%. Third was the brief wait for results. The graphics were window dressing, at best, but better than nothing.
Now, as for micromanagement, I think there's a real opportunity there. Perhaps invasions could become a micro-game, sold as a DLC (what does that mean, anyway, DownLoadable Component?). You want to play through the invasion? Here is the option. I, for one, would like it, I think. I micromanage my planets; ground combat occurs much less frequently so I could hardly find that objectionable.
A question, please. Why do I have to conquer a planet to get any idea of what's on the surface?
"Why do I have to conquer a planet to get any idea of what's on the surface?"
This is one area where Crusade is superior. If you have a spy, you can see the AI planets by clicking on "place spy". You don't actually have to place the spy at this point.
Shades of GC2 !
One thing that probably would have helped things out would have been to wait until after a sale to come out with a major patch.
I miss administrators from the base their seems to me not to be enough.
I definately don't like the food system it was better in the base. I'm talking about organics. Global is not the problem, but without a percent per turn. But a flat food I just can't seem to play carbon. Go Slynn.
unknown ship style is getting annoying. I think this is caused from not all the parts going into Crusade.
Now lets talk about hubs I liked what they did to those the best in base. Where the hubs were different with different factions.
Now the techs were the best in two in the way that each race had a different tech tree. Now I understand this is dictated by race types, and personality traits, but now it seems that there is not much differentiation.
I'm also missing taxation controlling approval.
Now this I can see as a problem.
Now I have some ideas.
Still like the idea of multiple factions combining to research the same thing. There could even be new techs offered this way.
I would like to see where we find precursor techs that you can't get any other way instead of finishing my research.
Would also like to see some endgame discoveries.
Now mercenaries and some of the colinization stuff could be changed where when they level up a lot of levels they increase in abilities, so this way they are not to strong to early.
Finding half the factions on the map doesn't seem to work for the galactic council on a ludicrous map, so the idea of what I thought was the rule would work better for me where the council meets 1 rear after you meet your first civilization would be better at least for ludicrous maps.
I think this would be better if after 400 turns into the game that everything random resets with new random stuff.
I think the manufacturing needs a buff.
I think that Epithius pollen needs to be less rare.
The Thalans could need Epitheus pollen to build farms.
We need more race types at least in customization.
Normally I don't rate anything, but I rated GC III and Crusade on steam. I would hate if the game stops getting updated.As far as ideas goes it would be nice to be able to select what tech era you start in.
I would say, keep an eye on and polish the base game, but save major changes for the expansion. To follow on that, the reviews suck, but this isn't the first time this has happened and can bounce back if you guys keep up the great dialogue with the community. I'm a regular GalCiv player, but also a regular Stellaris player. The devs over the lifetime of that game have copped plenty of flak for changes made, or a direction taken. The game director, Martin Anward, has had plenty of 'robust' exchanges on the forums. It got a lot negative attention for its initial 1.6 update, and even now after a decent drop of new content and a big patch, its recent review score has been dropping. And the guys over at Amplitude have had similar problems with their reviews too.
Also, the thing about the story elements of Stellaris is that they spent a significant amount of time developing the game around that idea. It sits in this, at times, awkward space between a 4X and one of their other grand strat games they develop and publish. GalCiv 3 seems to have been made with a new engine and sandbox in mind.
For galciv, outside of the things in the next expansion, I would like to see some more balancing and AI improvement, more mega events and super weapons.
Brad, you and your team are doing a great job!
PS. Oh, and I think the update and sale were not well timed. Newbies seeing established players vent is not going to help you sell the game!
Edit*
PPS. I think you could add a challenging set of late game events for competent to master players as a DLC. Another, simpler thing may be to have AI behavior where the they gang up on a snowballing player (perhaps as an optional condition, like surrenders)? Maybe that is an idea tied to the next expansion, so not sure.
I checked yesterday in the last opt in version and I can fill an arbitrary number of tiles with cities and farms.
Let's calculate together what the per tile benefit of a two farm - one city triangle is:
- 4 population, that means 4 social construction, 4 ship construction and 4 research and 4 wealth. 16 points of benefit minus 3 wealth of maintenance.
Let's say you have 3 research labs, those give you 5% and 5% from adjacency each, total of 30%. If you have 20 flat research on your planet that is 6 points of research. Let's say you have 3 basic factories: 5% all construction +2% from adjacency for each factory, totals at +21%, let's say again you have 20 flat production in both, that is 8.2 points of construction. Factories also have 3 wealth maintenance, laboratories have none.
Let's say the factory/research planet has 100% approval and the city planet has 40% approval, so labs and factories are multiplied with 1.25 relative to farms from the production bonus, so we are at 7.5 and 10.25 points vs. 12 points not considering wealth and 7.5/7.25 vs 13 considering wealth.
You could argue I have to consider hub buildings, but these benefit from city adjacency aswell, so no, not an advantage of factories/labs.
So now, your turn:
How are farms and cities not better? I am really curious how you reckon that.
edit: got the number on city population wrong, with 2 adjacency it is 4 not 5. adjusted above post with the correct number. The conclusion remains unchanged though.
you shall implement everything Imploddinggoat says!!
Great thread..
I'll second some of the earlier issues:
1) slow colonization. One of the ways this could also be done (that hasn't been mentioned) might be the use of a "claim" or "outpost" system where a planet can be "claimed" before it's colonized for less resources - but maybe others can also "claim" it too and these claims would need to get resolved prior to colonization (if there's more than one claim per planet). This would allow for races to slow down their neighbors by throwing claims out without actually partaking in a colony rush themselves. Also, planets could come with existing claims from minor races, primitive tribes or whatever that may need to be resolved in a specific way (ie this may also be a way to generate ideology without actually doing a colony rush).
2) ideology is mentioned as needing a pass. I definitely agree. It hasn't kept up with the rest of the game evolution.
...
reserving this space for an edit - I'll try later this AM. Great thread. Thanks for the work Frog.
Also i would like the ideology system fixed, like where instead of having 3 different catagories of points. Just having 1 that is the average number of all three choices, with a seperate section where the points to spend would just be added together. Instead of benevolent, and malevolent, which sounds like good vs. Evil lets actually have ideologies.
Lets make a fixed jagged knife dlc.
The manual needs updating it is over 2 years old.
There are few things I hate more than a Jagged Knife event.
Well one of the things i suggested on another forum was use class zero planets instead would you still hate them.
I keep saying a fixed jagged knife. Those ideas are good.
I'd love some attention given to minor civs, as well as another vote for a fixed Jagged Knife using the minor civ rules
I would like to have the possibility to say as an galactic imperator what happens with the resources and money of my Empire. It dont have to be the wheel but only citizen to have influence to that its perhaps simple but not good i think.
Many thanks
Most of the problems I have are moddable or else I can live with them. One thing I would like is the ability to update ship designs without scrapping 20 turns of build progress in the shipyard.
Many of the poor reviews you receive on Steam are coming from people who fire up the campaign and have their survey ship eat 1 thulium per turn, try to construct a starbase and get the not enough administrators message even though they haven't built a starbase yet, etc. Even though we own Crusades, we don't see the Crusades mechanics when playing the campaign, just a neglected old-and-inferior system.
Oh yeah, and the campaigns appear in a poor order. I've played through 2 campaigns of 3 missions, complex missions with tons of tech. Now starting the third campaign in the list, I am finally on the mission that should be mission 1, starting with no tech and fighting a space monster and later a single outlaw faction.
I'm not sure how much better the rebalancing is ever going to get, to be quite honest. We might be spinning our wheels in circles. However, new campaigns using the Crusade rules would be a clear value-add. Plus I think management would be comfortable delegating the creation of new campaigns to other people. The campaign EDITOR, maybe not so much, but the campaigns, probably.
Wormholes.
Not just temporary ones that you find in anomalies. Permanent ones that become strategic shortcuts across the map that need to be defended. Maybe the sort of place you'd plop a starbase on.
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