My Wish List
Wishes W/R/T Feasibility
from
GalCiv2 Forums
1. I want to be able to have more control over my economy. I hate having to watch all my colonies to try and time my building spurts. I want to be able to set spending for Military/Social/Research on a per planet basis. I understand the decision to want to reduce micromanagement, but controlling how your resources are utilized across your planets, while ostensibly "micromanagement" is an extremely critical part of your empire's macro functioning. Shutting down factories to fund research or vice versa is an artificial and counterintuitive throttle on civilization progress. There are also severe problems with built up planets eating up all your resources while new colonies are starved.
This is my opinion as a fairly good 4X player. I was introduced to GCII by a friend who is slightly mentally impaired and thus has trouble with most 4X games due to the amount of micromanagement they usually require. I watched him play several games and, let me tell you, the game's interface did not make things any easier for him. In every game I saw him play he went bankrupt and this is not because he was doing anything unusually taxing. He was playing the game peacefully, he had a few colonies and was devoting most of his efforts into researching. He was not producing any ships and, to be honest, not doing much of anything except letting his research facilities run and doing some basic planetary construction. While the game reduces planetary level control in the name of limiting micromanagement, it trades that off for micromanagement of your economic system. Overall, you don't have to pay much attention to your planets, but you do have to pay a ton of attention (compared to other games) to your economy to make sure you're producing things optimally and not running a huge deficit. I think this is a pretty big problem, particularly for players like my friend, because thinking on the level of the economy is much more abstract than easily graspable things like, "If I build this it's going to cost me 3 coins of upkeep but I'll gain 10 hammers."
2. Reducing micromanagement : Planetary governors and Imperial advisors. At the same time as giving control to players on a per-planet basis, I think the role of the planetary governors should be increased -- Governors should assess your colony's spending on M/S/R and offer suggestions. There should be an option to give complete control over your spending on a given colony to your governor. Furthermore, I think there ought to be some imperial advisors, particularly an economic advisor, who you could empower to automatically keep your government in the black.
3. Constructing facilities at lower tech levels. One of the things I find irritating as I improve in technology is how difficult it is to get new colonies up and running. This is particularly a problem when you have advanced manufacturing facilities because you are always forced to build the latest technology, but it takes forever (literally) to construct some of the more advanced buildings if you have no pre-existing factories on a planet. I would like it if you could browse all your available structures, not just the "most advanced" ones.
4. Technological Trade. The simplicity and rapidity of tech trading makes it extremely problematic, in my opinion. It is a no-brainer to dominate the game through tech trading, but if you do not trade technology you will fall behind. There have been many suggestions for solving this. What I would prefer is (a) Rather than having a single pool that accumulates research points, have each technology have its own pool. That is, you could progress 10/30 points in Stellar Cartography and then switch to Armor Theory, and then resume research in Stellar Cartography and pick off from 10/30. (b) Technological trading specifies a given technology and works much like trade routes, except instead of BC you gain a given amount of research in the specified technology. Science vessels can be intercepted by other races.
5. Add more types of systems to ships. I want to have cloaking devices on my ships that make them always attack first. I want EMP launchers that have a chance to disable enemy ship defenses or weapons. I want displacement devices that cause enemy weapons to miss a % of the time, and targetting computers. I want to be able to place a hacking center on a ship and take control of enemy ships' systems, or deploy marine pods and take an enemy ship over.
6. Espionage and Diplomacy. I want espionage and diplomacy also conducted with freighters. It is strange and unusual that you can conduct trade through the diplomacy screen with races you have not even encountered on the map. You should receive penalties to espionage for races you do not have regular trade relations with. You should get big bonuses to espionage on planets you've got regular deals with. You could also set up an espionage ship outside an enemy's planet to spy on them from orbit.
7. I think planets should always be defended by fleets. You should not have to build a structure to do this, as it just makes it easy to pick off the enemy defenders one by one. Fleets located in planetary orbit should have bonus logistics available. Ships should be able to be loaded up with weapons designed for planetary bombardment, to reduce the enemy population and destroy structures.
8. ?
This is my opinion as a fairly good 4X player. I was introduced to GCII by a friend who is slightly mentally impaired and thus has trouble with most 4X games due to the amount of micromanagement they usually require. I watched him play several games and, let me tell you, the game's interface did not make things any easier for him. In every game I saw him play he went bankrupt and this is not because he was doing anything unusually taxing. He was playing the game peacefully, he had a few colonies and was devoting most of his efforts into researching. He was not producing any ships and, to be honest, not doing much of anything except letting his research facilities run and doing some basic planetary construction. While the game reduces planetary level control in the name of limiting micromanagement, it trades that off for micromanagement of your economic system. Overall, you don't have to pay much attention to your planets, but you do have to pay a ton of attention (compared to other games) to your economy to make sure you're producing things optimally and not running a huge deficit. I think this is a pretty big problem, particularly for players like my friend, because thinking on the level of the economy is much more abstract than easily graspable things like, "If I build this it's going to cost me 3 coins of upkeep but I'll gain 10 hammers."
2. Reducing micromanagement : Planetary governors and Imperial advisors. At the same time as giving control to players on a per-planet basis, I think the role of the planetary governors should be increased -- Governors should assess your colony's spending on M/S/R and offer suggestions. There should be an option to give complete control over your spending on a given colony to your governor. Furthermore, I think there ought to be some imperial advisors, particularly an economic advisor, who you could empower to automatically keep your government in the black.
3. Constructing facilities at lower tech levels. One of the things I find irritating as I improve in technology is how difficult it is to get new colonies up and running. This is particularly a problem when you have advanced manufacturing facilities because you are always forced to build the latest technology, but it takes forever (literally) to construct some of the more advanced buildings if you have no pre-existing factories on a planet. I would like it if you could browse all your available structures, not just the "most advanced" ones.
4. Technological Trade. The simplicity and rapidity of tech trading makes it extremely problematic, in my opinion. It is a no-brainer to dominate the game through tech trading, but if you do not trade technology you will fall behind. There have been many suggestions for solving this. What I would prefer is (a) Rather than having a single pool that accumulates research points, have each technology have its own pool. That is, you could progress 10/30 points in Stellar Cartography and then switch to Armor Theory, and then resume research in Stellar Cartography and pick off from 10/30. (b) Technological trading specifies a given technology and works much like trade routes, except instead of BC you gain a given amount of research in the specified technology. Science vessels can be intercepted by other races.
5. Add more types of systems to ships. I want to have cloaking devices on my ships that make them always attack first. I want EMP launchers that have a chance to disable enemy ship defenses or weapons. I want displacement devices that cause enemy weapons to miss a % of the time, and targetting computers. I want to be able to place a hacking center on a ship and take control of enemy ships' systems, or deploy marine pods and take an enemy ship over.
6. Espionage and Diplomacy. I want espionage and diplomacy also conducted with freighters. It is strange and unusual that you can conduct trade through the diplomacy screen with races you have not even encountered on the map. You should receive penalties to espionage for races you do not have regular trade relations with. You should get big bonuses to espionage on planets you've got regular deals with. You could also set up an espionage ship outside an enemy's planet to spy on them from orbit.
7. I think planets should always be defended by fleets. You should not have to build a structure to do this, as it just makes it easy to pick off the enemy defenders one by one. Fleets located in planetary orbit should have bonus logistics available. Ships should be able to be loaded up with weapons designed for planetary bombardment, to reduce the enemy population and destroy structures.
8. ?