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Things you would like to see in a Galactic Civilization expansion set

Things you would like to see in a Galactic Civilization expansion set

I know that there already is one suggestion thread up but I decided to start a second one anyhow. Post any and all ideas that are too outlandish or broad in scope to implement in a commercial patch. Let's see if we can give the developers some evil ideas and maybe, just maybe, improve the chances that there will be a GC expansion pack. I'll try to get this one started.

Things I'd like to see implemented in an expansion:

1) More good and evil technologies
2) Race specific units, technologies and events
3) More events of all types
4) Morality triggered events
5) A new (hard) victory condition only attainable by neutral civilizations
6) Larger than gigantic maps
7) More customization options for maps (more neutral races, better than abundant planets, extra star clusters, more/less anomolies, etc.)
8) A second scenario
9) Two-tiered maps
10) A simple fleet combat system
11) More permenant galactic features (astroid belts, gas giants, ancient junkyards and ruins, etc.)
12) Some additional empire building tools (cosmetic and meaningful)

More technologies and events:
Any expansion to Galactic Civilizations would have to include more of what has already made this game the true, spiritual sucsessor to the Orion series. The event library in particular could be easily expanded to make every game unpredictable and different. Granted, this is already one of the stated goals of the patching process, but what can be done in patches can be 'overdone' in a retail release. :) Adding more technologies for the good and evil civs would also be a likely addition, but would require some compensation for neutrals.

Race specific technologies, units and events:
A familiar idea to an RTS player. An ideal way to introduce race-specific items into GC would be to create 1-3 units and techs for each race, including the humans, and then allowing each player to chose one of each at the start of a campaign. Only techs and units that the player picked at the start could be eventially researched and built.

Not allowing the usage of every racial unit in every game would be a good way to ensure that one race is not automatically 'the best' at any one thing. If the Torians chose their heavy combat vessel they will be able to hold their own against the Drengins. The best part is that the human player will not know what choices the AI races made until later in the game. Did the Drengins decide to activate their Warlord-class battleships (for space superiority) or did they instead chose to use Mutagen bombs (for mutating other species into Drengin hybrids during planetary assaults)?

Neutral victory condition:
Create a United League of Planets and conquer or dominate the galaxy. The catch: The League of Planets cannot have any of the other major races in it -- only minor races (and Independant League) led by the human race. You need at least 4-6 minor races (depending on map size) on-board to win this victory condition. They all must be alive at the end of the game.

It could work like this: Once a minor race is convinced to join the League it becomes an ally of the lead race and every other member race. All member races get military access, shared exploration, trade and diplomatic bonuses with one another. All member races benefit from each others starbases. All minor races belonging to the League give a tribute to the founder but recieve a hefty scientic grant in exchange. League races cannot culture bomb one another.

This would be a very cool victory path. It would be murder build and protect a League of Planets, but it could be a very rewarding endevor. If neutral technologies were to be implemented, perhaps they could be intended to allow this style of victory? The first neutral tech could be League Alliance (allowing member states) and subsequent techs could improve economic and scientic ties between the member races. A full formed League would be an unstable but very wealthy ediface.

Under the right circuimstances, the Arcean Empire may even attempt this. Perhaps one or more of their racial units/techs could be designed with this victory path in mind?

More ahead...
24,262 views 529 replies
Reply #276 Top
Special resources. Once you've mapped them, you get the minimap marker if they're unoccupied, but once another race grabs them, the marker disappears. You should be able to always see something, even if a base is parked on top.
Reply #277 Top
Autoscout order for scout ships.
ai that asks me to declare war on sbdy else in exchange for something (tech, money...)
Reply #278 Top
Some small improvements:

- teach the AI to defend Starbases on resources => asign some defending ships

- improve the election system: make it less predictable to win the elections please

- more and different spacemonsters ;) ;) ;)

- Hot seat option for more than one player.....

-Cultural takeover:It "should" provoke a civilwar (treat it as an invasion)

- A scenario editor where you can time events

- More options to automate ships: raiding, patrol, convoy etc...

Reply #279 Top
edelshad -- The problem with liberation is that when a planet is successfully invaded, it's because the previous population was annihilated. There's nobody left to liberate, or if there are, they never ever show up in the population count again... the only time you'd have survivors is when a planet is ceded or if it rebels and joins someone else.
Reply #280 Top
I wouldn't mind seeing some treaty options. Research treaties (perhaps only applicable if you research the same thing?), refueling rights (treat bases/planets as supply bases), non-intercourse (avoid each other's sectors; if you have no colonies/bases there and the other's leading in influence, don't go there), maybe a mutual-defense treaty (limited form of alliance; currently, alliances also kick in when your ally starts a war). This would complicate things further, though, and make the AI's job harder, perhaps too much so.
Reply #281 Top
Far easier to code and probably balance would be the ability to set more starting parameters -- number of stars (should be orthogonal to size, within limits), number/intelligence (if their code allows) of minors, multiplier for tech cost (slow/medium/fast research), number of resources, and perhaps a multiplier for random event frequency (e.g. 1=normal, 0=none, >1 = more likely than normal).
Reply #282 Top
I would like to see a level for play above the current crippling but below masochistic. Incredible AI's have a tendency to kick my sorry butt (I tend to actively avoid anything that feels like exploit or cheese to me, which makes trading techs and trade goods for other techs and money essential), but I generally win against all genius.
Reply #283 Top
How about being able to sort the Metaverse so that I can find the highest scoring tiny game (not average or overall). For example, Are the top 10 tiny scores all military? Low priority, but perhaps interesting. Any chance of recording the final date of victory/defeat as part of the metaverse record?
Reply #284 Top
I second the request for AutoExplore on scouts...
Reply #285 Top
When starting a new game, after Earth is shown and the research screen, the domestic policy screen should be shown. When I forget to go there and move the sliders, I have to restart the game because 50%spendings won't do it.
Reply #286 Top
THere are just too many suggestions in this thread for me to find the ones I have in mind, so if they have been suggested already, let mine add to the collective voice:

1). Add sorting by star system influence to the galactic planet list display.

2). Allow us to go directly to the sort we want next on the galactic planet list display. When we change sort do the resort from the current sort (which I have heard, and looks like, is already done).
Reply #287 Top
I would like to be able to use the purchase button on the plantes screen or be able to ctrl click to pick more than one planet to change their production.

~SDC~
Reply #288 Top
I have a really simple request.

Please don't force me to click on the "Done" button. I play on a laptop which means using the mouse is a pain to be avoided at all costs. Being able to simply hit enter, or ESC, or something on the keyboard, would be very nice.



~SDC~
Reply #289 Top
Don't know if it's been mentioned or not (too many messages to scroll through), but being able to take disadvantages in order to buy more advantages would really help.

I tried to edit the English.str file to introduce a -10% modification on planet quality (Heavy Polluters), that would give a -10 point bones, but when I ran the game all it gave me for values there was 0 and 0.

Also, having scroll bars in the abilities section would be nice for when you've got more than 4 levels of a particular ability (the 5th and later get lost in the non-scrollable interface). :)


~SDC~
Reply #290 Top
Here's an idea, create some events that occur based on your alignment and/or technology.

Example: Due to recent advances in mind control and your policy of torture for failure has caused an increase in your soldiers abilities. +10% soldiering

These types of events would help to give some depth to those technologies that serve no other purpose than to be a pre-requisite for an improvement or another tech. In addition, it makes the choice to be good, neutral, or evil have more consequences, good and bad. This could also be used to punish players who act out of character. Take for example the player who is good, but trades for evil technologies.

Example: Someone in your government has leaked to the public that your "thought police" are using mind control techniques, morale suffers -10% morale

I think that the random events are the best way to flesh out the story and draw us further into the GalCiv universe. I'm happy to hear that linked events will be part of the expansion. I would also like to see multi-thread events as well as triggered events. By triggered I mean by something other than colonizing, such as by choices made in previous events, i.e. 3yrs after you dump those pukes into the sea for your chemistry set they come back to reclaim what is rightfully theirs. It would work something like telling the computer that if the the player chooses B turn to page 103, but with a randomizer thrown in. Also if certain events had pre-requisites like techs or number of colonies etc. it would appear to the player that the events were occuring along with the game. One of the problems of having too many events is that the game can become unbalanced. Like when the evil player always chooses the option that give them the best benefit. To counter this there could be events created that penilize players with way to many bonuses. Although, it might be more fun to have the bonus/penalties announced after the decision is made.

Other things I'd like to see

Fleet production schemes - Planet A, B, & C build me 6 corvettes and 24 fighters for destination D
Fleet gathering - send all fighters within 4 sectors to destination x
An in-game tech tree but as an option determined at beginning of game.
A stop to planets building nothing sucking up cash flow

And finally I'd like to see you guys continuing the great job your already doing.

See Ya!




~SDC~
Reply #291 Top
A few things.

A) I know they aren't going to do it but I plead for something down the road. even a bare bones multiplayer option. The game would be a lot of fun on a LAN. That would also make other races good to try out too for that and in multiplayer I am willing to sacrifice story for srategy when playing multiplayer.

2) Boarding parties. Either by assault shuttle or pods that attach to the hull or with transporters.

3) capturing vessels and being allowed to dissect them for a chance for any new tech found on the vessel or to use the vessel itself at a higher maintenance fee to allow for the neccesary modifications to suit a new race using it.

4) Space Monsters to beat up and take their goodies from

5) A Faction Editor along the lines of what was used in Alpha Centauri: Crossfire expansion. Where still photos can be used instead oof animated faces if chosen (at least we can get the race pics we want in easier then).

anyways I have more ideas but this is enough typing for now.
Reply #292 Top
Capturing ships in space battle should be pretty difficult. After all, with the high-tech weaponry they're not going to get that close to each other. It would be interesting if space battles sometimes left behind "space junk", and perhaps sometimes gave a small amount of research points if the defeated ship had superior weapons, ship, armor, propulsion or sensors (and anything else ship-based) technology.
Reply #293 Top
As a casual player, I am suggesting items which would enhance the game as it currently stands.

First, a big thanks for the level of customer support! Good job supporting a superb game.

I have not read through this entire post (I'd rather play than read) and the items below may have already been mentioned:

1. The ability to zoom out on the F1 map.

2. A listing of planets (in the right window) which I have explored but remain uncolonized (at least the last time I saw them) combined with the F9 map (left window). After the first rush for planets, I go back and use the 14's to expand (and I can't remember where I saw them the first time).

3. NOT knowing influence levels (F8 or map color) of races I have not encountered.

4. NOT knowing planet locations of other races untill one of my ships sensors was in range. (Appears you get all planet locations when you meet)

5. Once I have seen a resource (stationary object), it would still be on the F9 map even if my ship has moved out of range.

Thank you for your consideration.
Reply #294 Top
I would like to see multiplayer. Yes, AI players are deacent, but they are still only AI, thus multiplayer would be cool. People say that that would take too long but, if people are willing to spend the time it would be a great change from AI (can anyone say summer break?). Also it would be cool for there to be more info on the minor races. For exampel, spying would be cool, as would destabalization (making it posible to defeat them without a combat fleet and transports), also info as to their cultral influance. Prehaps giving them the power to join the united planets (I have seen them get milatary power of over 450!! :SURPRISED: ). And everything that Midnightsun said.
Reply #295 Top
I dont know if its been mentioned but having a wider variety of status's for sectors would be interesting. For example, along with the existing (neutral, yours, or theirs) statuses which are in the game, things such as demilitarized sectors which you could not enter without starting a war would add something to the game. Disputed sectors along the borders might work too (like in BotF).
Reply #296 Top
This is just in commentary to the statement boarding actions being difficult. Yeah they could be hard to pull off but highly profitable to a ship which manages to pull it off. Many shows and movies show such actions such as babylon 5, and Star Wars. Manual boarding usually occurs only after a ship is crippled and can't manouever properly or is in a tractor beam. However with transporters all it takes is a downed shield and voila. Anyways just a thought.
Reply #297 Top
This may have been mentioned before, but it would be nice to be able to pull up a list of the social enhancements on a given planet (especially for ones you conquer). This list would be a good way to get a breakdown of what you are spending bc's on for that world.
With that, it would also be good to have the option to destroy your own social enhancements that you don't want anymore. At least the ones that can be destroyed. A soil enhancement can't, but an economic exchange could (building vs. fundamental enhancement). This would give people more control of their spending in the game.

-Kiernan.
Reply #298 Top
Kiernan --

Select planet, to the Details screen, and check the "Projects Completed" list. If memory serves, the numbers in parentheses after each item name is the per-turn maintenance cost in BC. The Cancel Project option likely destroys them, although I haven't yet tried it.

You might be able to destroy soil enhancement... I seem to recall that the AI sometimes destroys *everything* if it knows that the system is going to defect, leaving you with an overcrowded extremely unhappy planet with minimal production capacity.
Reply #299 Top
Starbase notes:


The AI should value starbases based on how well-built-up they are, how much any associated resource helps them (in particular, military / influence / econ should probably be hard to buy), whether or not it's needed for ship range, and how easy they are for the AI to defend. If you're offering a starbase surrounded by ships belonging to one of the AI's enemies, it's not exactly a good deal; on the other hand, an empty base built merely to extend range may be valued cheaply if the base is no longer required because of later techs/planets/bases.

A "starbase template" would be useful. e.g. each would consist of a list of modules to build in a given order. If a template is active for a given starbase, constructors automatically choose the next item until template is complete or removed from that base.

Starbase military modules perhaps should help the starbase itself, since they can reach as far as the entire sector. If they do help already, it should be mentioned. Add it to defense if starbases with attack factors would seem odd or cause problems.
Reply #300 Top
In short term :

I would like to see a better way to "sort" ships in a build queue , having sorted them aphabetically like it now makes me a lot of head eache :)
It's better to have a way (or always) to sort them by "power" or something like this , as minimum may be by cost to build.
Also it would be nice to be able to make some ships types absolite, after surten point I do not want to see in my queuee choices the basic scout when I have more advanced types of the ships for this task.

Also ships should be categorized like "scouts" , destroyers" , "heavy ships" , "colony ships" and so .

In a long turm :
Some kind of combat requared , I am MoO 1 fan :) , but it has nessesary to be like in MoO , having Galactic Civilizations as a title :) it could be in MoM way.

Ships design is a feature I deffenatly miss , but it worth nothing without combat mode ...

~SDC~