1) Tactical combat. I know you've heard this one already. Not terribly important as I found myself skipping it after awhile in MOOII but I remember some great moments where a unique design and tactic made all the difference, which brings me to number 2 2) Unique ship loadouts. Where are the unique weapons? There are only three types of weapons and researching better ones is basically a long line of MkI MkII and so on, kind of boring. No fighters, assualt ships, teleporters, cloaks, reflection fields. With such a huge emphasis on ship design I'm really let down by the loadout choices. |
what xFlukex said.
3) Freighters and food. So in the future you can't ship food from one planet to another. You can make specialized planets for research and manufacturing etc. but not for farming. 4) Blockading planets. The classic pressure move, blockade a nations ports, they can't bring in food or new supplies. Breaking a siege on one of my planets before they starved was great fun in MOOII. Strangely absent here. |
3) wouldn't fit with how the game is designed now, unfortunately. It's unrealistic.. just like it's unrealistic that a small population can do all the research.. but the entire planetary improvement system would have to be changed.
4) Since food is unrelated.. you blockade in different ways. For example, raiding trade routes.
5) Espionage. Granted its pretty cool here and useful but I'd like to be able to switch the focus of my spies to things like terrorism or helping planets join your empire and lower approval. |
Hopefully it will be expanded in a future update pack. I haven't been using it too often.
6) leaders and ship captains. Adds some personality. |
This should be something that can be added to the game in a future update pack as well.. though it might be hard to balance it. I hope the Devs will consider it.
7)Ship movement lines. Just helpful to know which direction a ship is going during your turn. |
A lot of people is asking for this already, I believe. Not only should there be a line to tell where the ships are going.. there should also be an indicator of how long it would take.
8)Unique planet resources. Like the gems and gold but more |
This is in the game already, though in a different form.
The planetary tiles have different bonus that raises your manufacturing, morale, research, influence. Come to think of it, I don't think I saw one for economy yet.
It would be a good idea for the Dev to stick in some real points instead of % bonus for variation. Perhaps a gold mine that will give you 10 gc per turn if a factory is build on it.
9)Council bills. I'd like to suggest my own bills in the council |
That would be a great idea that shouldn't be too hard to do. It would also be nice if each civ will randomly take turn voting.. so your vote would go somewhere that counts.
As for 10.. population works differently in this game. Don't think there would be too much of a point to such transport unless population system is rehauled.
(btw, i am going to post some of the ideas in these two threads where most of the ideas are located..
namely: STICKY: EASY TWEAKS to make the game better for you
https://forums.galciv2.com/?ForumID=162&AID=102717
for suggestions that the dev can do in 1 hour or less
Bugs, Annoyances, and Suggestions
https://forums.galciv2.com/?ForumID=274&AID=102222#805910
just as the title suggests.)