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What would you pay good money for in an expansion? (The unofficial inquiry)

What would you pay good money for in an expansion? (The unofficial inquiry)

Yes I did use the search feature!

Essentially make a list of things in an expansion pack that would make you want to pay Stardock money (put "would be nice" things in a separate list)

Edit:
Yay!!! The forum will let me edit my posts now!

Anyway my thanks to whoever stickied this.

Feel free to post whatever you desire in future expansion packs, even if it has already been suggested (that shows that many people want said feature). Also don't feel compelled to browse through the previous pages of this thread.
224,013 views 399 replies
Reply #351 Top
Things I'd love to see in the game....

Well, I can certainly live without them, but these, IMO, would really add some
fun variety to an already rockin' game:

1) Commercial Starbase: Best placed near influential borders, it would serve
as a trade point for other races. In much the same way they currently travel to your planets, these Sbs could increase economic income, improve diplomatic relations with
neighbors, lightly increase influence, and serve as an alternative detination point for alien freighters. They should also have a minor SB maint. fee which is only offset when income is derived from alien trade with said SB.

2) Significant Anomoly Variety Enhancement. Examples...
A) Stable wormholes leading between two points.
B) Dangerous anomalies capable of damaging/destorying a ship.
C) Negative Impact Anomalies which can have a detrimental effect.
D) Technogical Discoveries which grant a low-level tech

3) Significant re-balancing of random event consequences. It's just wayyyyy too
one-sided toward evil IMO.

4) New Weapon Technologies. There are many things which could be employed here.
Beams, Cannons, and Missiles are great. But what about ship modules such as Debilitators, which could temporarily render a ship slowed, movement-immobilized,
combat-incapable, and/or sensor incapable.

5) A New Ship Class/Size. How about a Gigantic Hull? A carrier-like craft capable
of supporting heavy defense and armament, as well as being dock-capable for a limited
number of Tiny-Hull-Based Ships.

I apologise if any of the above ideas has already been disucced to death, or is already planned for inclusion in the new expansion. I haven't spent an excess of time reading thru the forums.
Reply #352 Top
I would be happiest to pay more for a greater diversity of options within the already defined boundaries of the game:

* More races that played more uniquely (as in upcoming unique tech trees per race).

* More options for diplomacy (as in aforementioned suggestions).

* More options/ greater depth of details involving economics/trade (species-specific currencies with fluctuating comparative values or a galactic stock market).

* More technologies (especially unique technologies per race).

* Greater differentiation between weaponry.

-----------------------------------------------------------------------------------------
I AM NOT interested in anything that fundamentally redefines the game, as in adding tactical/rts combat, although a few tactical pre-battle multiple choice options might be nice. I am also NOT interested in playing this kind of game multi-player.
Reply #353 Top
Hey   . I dont know if anyone alredy suggested it yeat, didnt read the entire thread.
However it would be really cool if in the expansion pack there will be a few more in depth issues at the United Planets gathering. Such us the protection of minor races, and guidance of them to the stars, effectivly making theam a same kind of an inmportant player as the other "main" civ in the game. Or pherhaps, protection of theam, and a quarrantiee at the same time.... UP could also touch issues like creation of interstellar peace keeping force like the United Nations one. More controll in space battle, like instead of just watching it, some kind of basik controll, what gives a player a chance to effect the combat, thus giving the chance to win combat with less up to date technology. Althoe i'm not for the creation of the very in depth combat screen, b/c it could ruin the game, giving that the player is always less prodictable thean any AI could be... Also im for all the other nice and reasonable suggestion in the thread.
bye.
Reply #354 Top
I think u shud be able to captur enemy ships insted of distroying them and u shud be able to revers enginear them so u can get some of the tech but u lose the ship and a lot of muney

EDIT:capturing shud be harder than destroying

amount revers enginearing costs depends on how gud the techs on the ship are
Reply #355 Top
Showing how much building and techs costs in "hammers" during production que. Overflow of hammers from previous projects as to not cause unneeded micromanagment. More transparency of hammer stuff..like if you upgrade a planetary improvement does it give you a hammer discount etc. This stuff should be shown not having to figure it out myself. (WORK not fun.)
Reply #356 Top
I wonder if anyone who can have an impact reads this... Whatever. If I were to get a 'wish' it would be fore more ship mods. Not just weapon upgrades but things like - targeting computers (increases weapons damage), innertial stabalizers (make targeting ship harder reducing all damage), structural integrity field (increases hit points), weapon blossom (doubles output of weapons on first shot but then weapons are inactive for rest of battle), stealth field (ships invisible or detectable only at random on main map), piercing weapons (halves the opponents defenses), entropy field projector (weapons, hp, defenses of opponent ship reduced 10% with each hit), etc. etc. etc. In otherwords - mods which can dynamically change the effectiveness of ship design beyond the rock-paper-scizzors (or; lasers, mass drivers, missiles) of the curent design options. Also fun would be more options with the spies. Things that could reduce a planets morale - flipping it to your side, or take over / destroy a starship or starbase, or instigate a war between other races, or sabotage research and construction, or worsen relations between two races, or steal credits, etc. etc. etc....
Reply #357 Top
I'd like to see orbital cities: a new type of starbase that can accept Economic, Influence and Military modules and support a population. It would be kind of like a planet with just an initial colony and starport on it, except that instead of planetary improvements, you send constructors to it to create modules. You could add a new category of module, too: habitability modules, used to increase the population cap of the orbital city, and morale modules to help keep the population happy.

This would allow new tactics on games where you set things to "rare".
Reply #358 Top
I wonder if anyone who can have an impact reads this...
End of quote


I'm going to hang a huge YES on that. Brad, the CEO of Stardock, is here quite frequently, as are many of the others working on the game. Quite a few ideas have been suggested on the boards and found their way into the game a few updates later - or are being worked into Twilight of the Arnor right now.
Reply #359 Top
It's been said before (by me) but I want to say it again:

Make the United Planets useful and meaningful. Right now it is virtually useless. Give the player some real influence over the council. Using Sid Meier's Alpha Centauri as a model, allow us to buy/influence votes, introduce bills, broker deals, anything.

And give the government choices some meaning as well. I hate to make the obvious comparison, but SMAC and Civ IV do this right. You don't need to copy them, but make the choices something more than just a good/better/best/bestest progression. There should be good reasons to stay with one type over another, or to switch back to an older form. The current system is far too simplistic.
Reply #360 Top
I would like to see an option to turn off Special atmosphere planets. They are the one feature of DA I really dislike.
Reply #361 Top
1. How about Dual monitor support? Have the main screen on one and the civ manager/planet list/research screen/domestic/foreign stats on the other.

2. More diplomacy. Diplomacy is well implemented in this game but any expansions on it would be more than welcomed.
Reply #362 Top
If you've maxed out espionage against a civ, you should be able to tell before a vote what option they'll choose on a United Planets issue.
Reply #363 Top
Afternoon guys,

I apologize in advance if this has already been suggested (surely, it has)...

What I would LOVE to see in GalCivII would be an option to take to my ships during the fightscenes just like one would in a Flight Sim.

I think this is how it should work:

A. basically give the player the option to have the fight pan out in the normal fashion as the game is played now

or

B. give the player the option to jump into the fighter of his choice to engage in the fight


I know this opens up a huge can of worms in terms of screwing up the already well thought out 'battle dynamics', but I think if pulled off well enough: it would solidify GalCivII as one of the most diverse games EVER created.

I can't even begin to imagine how awesome this would be, but at the same time: I'm sure there aren't enough people interested in this feature to make Stardocks' precious time worthwhile.

I'd cream my pants if GalCiv III had this available in the game.
Picture the original X-Wing style Sim from Lucas Arts, but w/GalCivs' graphics -  :LOL: OMG, it would be absolutely incredible!

Anyhoot, if this has already been suggested: please put me down as another advocate for the idea,


Chr*s
Reply #364 Top
I think it would be neat to have the advanced diplomacy like several people have already mentioned, as well as the Gigantic hulled ships and carrier ships mentioned earlier. Also, maybe a new extreme colonization tech, like Extreme Temperature Colonization, which would let you colonize planets either very close or very far away from their host stars, etc. For the current TA expansion, I think the Dread Lords should also get a new tech tree (so they don't just sit at the end of it, waiting for you to catch up), more hull designs/sizes and a variety of extra parts so they don't always look so bland. As mentioned before, additional espionage tactics and abilities would be great.

Planetary invasion should be much slower, not the 'click to win' deal it is currently. I think you should have to conquer a planet one improvement at a time. This would make planetary invasion both expensive and time-consuming, and invading a class 30+ would make for some really epic battles. It would also make it more strategic, such as the enemy relocating troops to defend certain high priority areas like starports. Meanwhile, the invaders are also trying to conquer said starport, so that they can easily land reinforcements on the planet without worrying about orbiting ships. Farms could help by slowly rebuilding armies, factories could raise the invader's soldiering bonus by providing weapons, and research facilities could lower the enemy's soldiering bonus by rendering their tactics and weapons obsolete. Planetary defense stations would be far more valuable because they would be helping out in many battles, rather than just one. Farms would be immensely important, since without a large population, there would not be enough soldiers to effectively defend a planet. Planets would have to be built with more balanced improvements, since a technological capital with lots of research facilities and no starport would be very vulnerable.

Anyway, that's my two cents...

EDIT: I like NeuralTech's idea too, but I don't see how that would work with the turn based system. Maybe just a "Pilot's Eye" camera view?
Reply #365 Top
I would pay $$$ for a substantial Multimedia game pack...

I know we all want the game mechanics and actual play constantly improved... But what about a major pack that is solely devoted to multimedia components of the game.

This pack could essentially include:

- New high resolution movies and/or real-time movies for each race. Like when you colonize your first planet, or survey your first piece of space junk; you would actually see your own race's ship soar down into the planet, gather the junk etc...

- New race specific music devoted to whichever race yoy are playing.

- Full 3D Animated Minor Races to replace the static ones.

- Maybe a race specific computer voice (ala star trek) to alert you to things going on in the game world.

- Race specific beeps and clicks (general sounds) to be used depending on which race you choose.

- Wonder movies (ala Civilization)... I have always wanted to see these.

I really feel these race specific additions would further build onto Twilight of the Arnor's race defining momentum and add tremendous flavor to the environment of the game depending on which race you choose to play.
Reply #366 Top
Make PQ 0 planets more useful:

- Introduce a planetary exploration module. Ships equipped with such a module can explore planets for things hidden beneath the surface and such
- Things that can be discovered this way include:
- - A cache of small artifacts that con be sold for money
- - Some other artifact that helps research (current research if that is more easily, put preferably research in certain area dependent on the kind of artifact (weapon, space suit, antigrav belt, remains of a greenhouse etc.))
- - Some special artifact. If you find, say, five parts of a precursor space ship then you will be able to assemble the ship from the found parts. That ship will have some very advanced features and you cannot get it by other means. In the same way you may be able to build a certain kind of planetary improvement if you find asufficient number of an other kind of artifacts. Such special artifacts could even be tradeable.
- - A deposit of valuable ore that can be mined (by sending a space miner or another special ship to the planet to erect a mine) and gives money every round (perhaps the amount of minable ore is finite so the mine will be exhausted after a time)
- - The ruins of a Precursor city where you then can build a special research station that will contribute to your overall research (or again only to a special area)

... and much more ...

Even planets with PQ > 0 could be explorable this way so one has to decide whether to colonize the planet or build an ore mine and so on.
Reply #367 Top
This thread is great and all, and I'm sure the devs have a hoot reading it. But one thing we have to keep in mind: What makes this game so great is that the AI plays with the same "rules and tools" we do. When we add new complex diplomacy options, or tactical combat, etc., then that means they have to somehow program the AI to skillfully take advantage of these features as well. Otherwise the game would become unbalanced in favor of the human player, or they would have to code in some kind of cheat for the AI to balance out against our new capabilities, which I know frogboy would never do.

Now... when do I get my time travel device to take my Mega-Battle-Quasar back to the first turn of the game and dominate the universe?
Reply #368 Top
To be honest, Qui, the only thing that would make me buy an expansion to this game (admitably, at times, an extreamly fun game) would BE an improved AI. It barely uses what it has now, it mostly just throws ships at the player at random times.

Other then the AI using diplomacy, I'd like to see diplomacy allowing some real world acts, like embargos, blockaids (Manually shoting down trade vessels doesn't count), alliances and blocks (And don't tell me there are already alliances, I mean people whom stand by you while you deal diplomaticly with someone, as well as randomly hurling ships at them too.)

Oh, and trade, still in freights, that actually had some use other then being worth about 5 BCs a week?
Reply #369 Top
A balanced alignment options. The snakes in the sewer, the spawn of some squid thing in the sea, and my fav the rain of metors. Its not really well balanced.

Duh
Reply #370 Top
The following would be good additions:
1. Spy on Minor Races.
2. Reusable Troop Ships.
3. Minor races able to become major races.
4. Instead of just being able to destroying solar systems, have the ablity to both build stars and planets. Also thae abilty to just destroy a planet instead of the whole system.
5. Have the planets rotate around their stars.
6. Able to give group tasks to planets like you can with ships.
7. Mass purchasing of ships or buildings.
8. Instead of teraforming only allowing you use of more squares, but the abilty to teraform a plant that would normally be uninhabitable so that you may colonize it.

Thats all I can think of for now.
Reply #371 Top
me some no body whom cant even get my game to work (dont ask X-( )
i say all  :LOL: o and mabe the abley to put your own picks in thar too :CONGRAT: 
Reply #372 Top
First, the stuff that, while SD has done a great job with the entire concept of GC2, really should have been done long ago...
1. Bug fixes - hate to point it out, because admitedly SD support is mostly soooo good, but plenty reported that nothing has seemingly been done about in literally years?
2. Corrected and consistent descriptions of race characeristics, techs, weapons, buildings and effects.
3. Corrected and consistent displays of costs, incomes, etc.
4. The interaction of the three sliders (mil-soc-rsrch), when the numbers update from another slider moving also update the slider positions, you know, so you do not have a 50% slider on the far right etc. Just an annoyance but c'mon for goodness sake it ain't that difficult to code.

Then, okay, new stuff...
5. In general, add numeric entry options next to all the sliders and link them two-way to the slider positions.
6. Change galaxy setup nomenclature ie 'abundant' means how many, etc?
7. A relatively easy one to code - a new check box at game start (galaxy set-up screen) to have everyone start the game with no ships pre-built... no miner, no colony, and definately no flagship. Let the players get the techs first then build them themselves, or not. YOu could even extend this to adding rudimentary colonization and space mining techs to enable those modules but that would be essentially another seperate idea altogether.
8. Another easy one, easy to code, not easy to play - a new check box at game start (galaxy set-up screen) to have everyone start the game with no cash on hand (yeah, I know, tough), or better yet a numeric entry for how much.
9. On the combat movies, make the beam shots multiple shots that last as long as the missle and gun shots do, you could make this a selectable option (aside from also fixing the bug that the missile and gun shots cause leaving the ships circling forever).
10. On the combat resolution screen for each shot, show the attacking weapon type (cool name) and defense (cool name) used together with the factors and the math applied (show bonuses etc), so you can go back over it after the battle. If some, even most, folks do not really want this then you could make this a selectable option on the game play interface or video options screen.
11. More animated animations, with more movement. You can barely tell wether the negotiators are happy or angry.
12. 'Phasors', 'Photon Torpedos' ... c'mon guys, put some creativity into this instead of copying stuff made up in some 1960s low-budget TV series no matter how good (although keep the toungue-in-cheek comedy robot and the attitude to go with it, just be original - and yes I know phasors are a mathematical term but I think the derivation here is quite clear)
13. Finally, my pet idea and a bit more involved, a new check box at game start (galaxy set-up screen) to have everyone's ship damage as a percentage of hit points affect all the ships characteristics (attack, defense, speed, sensors, range, troop/colonist capacity), during battle so it affects even ship targeting in the middle of a combat round (meaning also damage will get spread around similar ships not just piled on one ship).
Issue I see in #13 above is with the defender shoot-backs, so maybe only take effect when hit points actually take effect at end of each combat round, but have the combat resolover on both sides use the next round scores, ie adjusted for any hits, to determine targeting - although thinking about it I believe thecombat resolver already uses next-round scores for target selection since it accounts for ships being destroyed and targeting the next one even though the destroyed one can still shoot back. One (desirable to me) side effect of my suggestion would then be that even damaged ships would cause the target selector to find the next similar undamaged ship in the fleet, rather than the current pile-on (sometimes-over-)kill.
I also really like the planet movement about stars idea, but I would never expect to see it - that would just be waay waay too big of a change and break probably all the code in the game and AI and require a whole new series of betas to test (heck, to read the posts there is apparently still an issue from years ago with fleet autopilot so I can not see fixing autopilot let alone all the rest of the stuff to work with moving planets). But an elegant, very nice, idea anyway.


Reply #373 Top
mine is a fairly minor request and probably easy to implient, and that is the choice of changeing the colors of you ships from in game. Some times that hot pink that looked really cool in the setup doesn't get you any clout in the galacy.(just kid'n) : X-( 
Reply #374 Top
Things I'd like to see... The more stars it has the more I like the idea.

On The Starmap:
-*Nebulas (slow shipspeed, block sensors)
-Black Holes (I have little idea of what these could be used for other than destroying ships with idiotic pilots, or exploring ships, possibly an increased research if you send a probe into it)
-**Sattelites (upgradeable with constructors, attach to planets)
-comets & Meteors (Fastmoving space takers, that can collide with ships or planets with varying effects)
-*Stellar Streams (a ship can move faster on it, either made when space is traveled often or it'd be natural and similar to an ocean current.)

In the Ship Editor:
-more bling for each race
-more of those fancy fleet boosters in TA
-*possibly extraship hulls (the probe idea someone had, as well as something larger than large  ;) )
-*expand the weapons tree, or atleast edit it so that its not just smaller or stronger (add effects or bonuses) as said rock paper scissors is great and all, but its an overused way to do combat in videogames, why not spice things up abit  :D 

In the Economy/Diplomacy:
-Each planet have a trade system similar to that of Civilization (supply and demand)
-**Special Race only trade goods
-**Taxing Traderoutes to increase profit (similar to morale for taxing your own citizens, the traderoute ends if you make them unhappy with your trading, or the profit goes down because less people buy)
-*Trading with yourself, so all you isolators can stay economically in shape. (probably at a fraction of the profit though)
-**Diplomatic Banter (Threats, Requests such as getting out of your land, more treaties)
-*Asset trading options (i.e. turn of military tech trading when setting the game standards, or something of the sort)

Misc:
-Governers, Heroes, Etc. (They train to get better at things and increase the effectiveness of planets and fleets, can be turned of in game start)
-**Espionage upgrades are more developed (Upgrading espionage gives your spys more options, like starting a revolt on a planet, propaganda to increase influence, setting explosives on buildings to destroy them at a high cost and danger, and depending on where you send the spy when Espionage is advanced, you get different bonuses like stealing techs from science buildings, or lowering the effectiveness of ships built at the factories/starport, or killing population by poisoning farms.)
-**More Races (of course) and more development within already existing races (to make them even more different, who gives a flying **** if it unbalances things, balanced games never were fun.)
-The AI should not only be upgraded in the new versions of the game but in patches of the old expansions. If they tell you its got great AI, it should have great AI no matter which expansion (or otherwise) you have.
-*On planets, when your not building an improvement instead of only having it go into ship building, you could possibly put it into upgrading a single improvement of your choice (not galactic wonders though) to slowly improve it (to a maximum point of course) the more its improved the longer it should take for less though. (as in starts out with like 5%+ with 200 social units then 3% with 300 then 2% with
400 then 1% with 500 and so on at some sort of exponential rate of increase.)

I probably forgot something, but this is what I can think of, sorry for the huge post I just love the game and would love to see it get even better.
Reply #375 Top
I like the "nebula" idea, to give some "terrain" aspects to the game (movement reduction, and/or causes damage over time - which can be counteracted with tech?).

Combined with the editors coming out in TA that could be very interesting.

Franbo