Well, awhile back I posted this, and I thought I would bring it back up.
I have been playaing Galactic Civilizations II for awhile now and I thought I would post what I would like to see in a future release. (Warning long post.)
The things I would Improve apon in this future release:
-Espionage (Probably have seen that one before.)
-Counter-Espionage
-Tech Tree
-Council System
-Colonization System
-Starbases
-Planets
Things I would add:
-Probes
-Outposts
-Bases
-Communication Lines
-Planets
Planets would have the same amount of squares that could have social projects built on them, but the type of squares and how many there are would determine population:
4,000,000,000 X #prarie squares X (one fourthX#arctic squares) X (one halfX#coastal squares) X (2 X Jungle Squares) =pop cap
There would also be a resouces system that would allow one planets food production/industrial prodution to be sent to another planet.
-Colonization System
To me it is completely un-realistic, even in the future, that you could possibly get a stable government and sufficient utilities set up to sustain a large population center, along with the capacity to produce major structures, in a week. Unless you are the Yor, or possibly the Altarians (super-organizers). That is why there would be stages of development, like as follows: Colony, Frontier, Indutrialized, Civilized (ready). I will, however, not forget that this is in the future sooo, each of these stages takes two weeks to complete, except for Civilized which takes three. You would still receive BC from them, you just would not be able to build projects and would receive less credits in these early stages.
-Tech Tree
In life, no-one discovers anything at the same time, or in the same order. Some technologies are not even proven! Ergo, I would implement a dynamic Tech Tree. The basic concept is that your race will start off with several "Theories", and "Ideas" that you can look into. The difference is as follows: Theories have some scientific data backing them up meaning more chance of being proven plus three attempts to prove, where as Ideas have little scientific backing, but tend to be alot more rewarding if proven and have five tries to prove. Sometimes, however, you can research something that worked in the past and, It isn't proven! Or you can research it and it doenst bring up a theory that was there before! Sometime it will skip a Tier or two putting you way ahead! This would make you have to trade with others to get to certain technologies, or give you a bargaining chip for anything you may want or need.
-Counter-Espionage
Well my idea of how Espionage should work makes it extremely powerful and so the world needs balance. Counter-Espionage would be represented in three forms. Civ-Wide funding slider (F.B.I type organization), planet wide operations, and Moles. For me, the Korath Bureau of Anti-Espionage, would be an organization that works around the clock trying to moniter shady activity and spot anything unusual. The KBAE can stop the establishment of spy networks, and can warn you if you have a major one on your planet, and produce moles. Planet-Wide ops would be exspensive, and would, depending on the op, shut down the entire planet. The ops are as follows: Establish Planetary FBI (equivilent), tap communication lines, crack down, Planetary lock-down. Each of these is generally more effective than leaving it to the KBAE. Then lastly, there is moles. Moles are agents of your anti-espionage organization that can get into the enemy spy-network and see how far it reaches into your planet, see whos it is, and destroy large chunks of it.
-Council System
To me the current council system is currently very limiting so this is how I would improve it. On council meeting day, there would be stages, four exactly. Stage 1: There is a list of ten randomly selected issues, you will select the three that concern you most, and set details (time of effect etc.). Stage 2: You may second other issues that you approve of, any issue that was selected twice is seconded already. Stage 3: If you approve of another issue but dont like the specifics you can compromise. You are also forced to compromise on any of the same issues that were seconded but have different details. Stage Four: Vote! You may also leave that council and start a new one as long as someone will join your new council! You may also get an invitation to go to a new council. Minor races would be allowed to join the council as long as that issue was voted on by the council. People can also be kicked out of the council.
-Probes
Probes are scouts that are sent to a location and that give you continuous updates of the situation + you can use them to spy on enemy communication pipelines. Probes are invisible, but can be discovered by counter espionage, and are free to fire on wheather they are an allies or not.
-Outposts (20 bc)
To me it was kind of defective to have your main flagship explore anomoalies, so I would give that ability to scouts, and in place of that previous ability flagships could set up outposts. Outposts serve two main purposes: Speeding up colonization, and claiming planets. If you place an outpost on a planet, it gathers information about the planet that would otherwise be gathered during the colonization process, this would take away the first stage and shorten the rest by one week. Outposts can also be used to claim planets; anyone in your same council can't colonize a planet with your outpost on it. Bases also have three additional bonuses; they increase the sensor range of the planet (drastically), speed up building progress, and can be put on class 0 planets.
-Bases (200 bc)
Bases are an advanced costly form of outpost. They are an outpost with advanced capabilities, the fore-most being they can be placed on class 0 worlds. Along with that little wonder, they are also immidiately self sufficient, and are invisible to enemies. They can be given upgrades like as follows: Advanced sensor arrays, they pick up on enemy communications and can tell the location of some local ships + they can see further around the planet (3 upgrade levels). Mining operations, The 1000 personnel on the base arent just scientists. They can mine deep into the planet and help industry in asteroid free sectors (3 upgrade levels). Supply base, they can extend your supply range further than starbases(3 upgrade levels)!
-Communication Lines
Communications lines exist between all of a single races planets and their home planet (race colored), and between the home planet and all ships (white with race colored stripe in the middle). There is also diplomatic lines which are found as white lines between the home planets of races. You can place probes on these lines to intercept any data between the two. These are only seen when you have selected a probe to place on one. If you spy on planet to planet lines you will find out build orders & such. On the main planetary line you will discover the locations of ships and where they are headed. On diplomatic lines, you will be able to view negotiations between the two nations your spying on.
- Starbases
Starbases would be a little bit different. Instead of having to get a constructor for every upgrade, you would have basically a freighter going between the starbase and the closest planet, bringing supplies and such, and about every 7-10 weeks you would have enough surplus resources that you could put a module on.
-Espionage (YEAH!)
My favorite subject! Espionage is represented in three ways, The slider (CIA type thing), probes, and spy networks. Each of these serves a different purpose, but forwards the same basic agenda. The CIA equivilent gathers basic information about the races in general. Probes detect enemy movements and orders. Spy networks are set up by agents on specific planets to gather specific information about them and interfere with planetary actions. Most of these are self-explanitory except for the last, which I will now go into detail on. Spy networks effectiveness are represented by the infiltration level on enemy planets. Here are the bonuses of the infiltration levels. 10% Most basic information about the planet is known, building projects, current buildings. 20% You know how much the planet makes, and other fiscal info. 50% You have paid off some important people and have a good stable network of informants allowing you to know what is being produced in shipyards. 75% You have agents in their counter espionage dept. that allows you to work more freely with less worry. 80% You can cancel ship production orders here and there, shut down a couple pools for fecal contamination. 95%+ Your network is practically intangible by the enemy and you basically control the planet! Stealing technology is much more straight forward now. You select a tech of anyones, tell how much you wanna put into it, but be careful, do a little too much and the enemy may notice your infiltration and dispose of you.