Gal civ 3 or expansion ideas

Carriers:
After playing this for awhile I wanna see carries. Maybe even design your own fighters.

Larger ship sizes
how about a gigantic?

Ground units
I want more types of ground units. Maybe even a design your own. Want anything from light vehicles to giant mecha.

unique ship abilities
one thing I liked about Star empires (I think its what its called LOL) was the ability to put weird devices on ur ships that can terraform uninhiabille planets into ones u can put colonies on. Maybe a build planet thing for constructers to allow them to be used as a one shot deveice to makea planet ouf of a gas giant or the future asteriod bets or something.

more diplomatic options
Isnt this cming in the expansion? if not I want non agrression packs treaties that dont allow ANYONE to cross my border. Treaties that allow my allies to cross my border.

Massive weapons of mass destruction
Maybe Robotech and babylon 5? I want massive one shot weapons that can destroy entire fleets! But at a cost... if it misses your crap out of luck or makem so massive the shipc ant hold much more.
6,660 views 16 replies
Reply #1 Top
ajac said-


more diplomatic options
Isnt this cming in the expansion? if not I want non agrression packs treaties that dont allow ANYONE to cross my border. Treaties that allow my allies to cross my border.


More diplomacy options are coming in the expansion. The colored lines are not your borders, there are many posts discussing them. I like it the way it is, since in reality you could not possibly protect a border in the middle of space that spans for lightyears. So treaties for "closed borders" aren't very viable.
Reply #2 Top
maybe not but you should still be able to patrol an area whether it is with way points or assigning ships to a base and use its influence area to patrol in and as soon as we colonize mars and they become their own nation/nations they/we will put borders in space maybe ones that move with the planet like borders in the ocean around countries now

but there will be some kind of border

as i said before once we colonize the centaur system and after we run into other races out there we will have patrols in both systems and running between them even if the contacts are all peaceful

there will be some sort of bondery set up
Reply #3 Top
Maybe borders that dont let any ships whit military capabilities pass. I mean you would still want trade ships to pass and such plus blocking yourself from the rest of the galaxy will cause other races to do the same then trade and exploration will be imposible.
Reply #4 Top
I think the following changes would be useful:

-Stars and planets don't occupy seperate squares, but rather a "system" takes the space of one square. One can zoom in on any system to view individual planets, and zoom in further on planets to view the planet and its moons, as well as their structures.

-Some more habitable planets house "minor civilizations," or civilizations that have yet to successfully travel to space. These civilizations can be dealt with in a variety of ways. Leaving the population unchanged will yield greater production; initial costs involve only building some modern structures such as Star Ports, and while build costs will be higher, so will production speeds by the same magnatude. Players can also exterminate the population, heavilly reducing turn-by-turn costs and chances of defection, but the initial costs are extremely high to transport colonists and build modern cities.

-Planets hold far more build space, and multiple civilizations can occupy a single planet, although such is extremely rare, occuring mostly in the middle of an invasion. Special deals can be set up to share a planets space, but civilizations are rarely inclined to sell more space than is needed for a port. By building a minimum of structures and paying a premium to make them difficult to find, a civilization can house useful structures without others knowing, but leaves the planet open for any civilization to publicly claim should they find it useful.

-Borders extend a certain distance from populated zones which the intergalactic council decides. Most of space will be empty and unclaimed.

-Carrier modules are available after the largest hulls are researched, and fleets carry many more ships. While players can send numerous ships together, they must be subdivided into fleets. Fleets could hold a few carrier ships full of smaller fighters; I should be able to send in a few custom-made Star Destroyers loaded with TIE fighters. When carriers are used, the speed of a fleet is not limited by docked ships, allowing for stronger fighters to be transported in a reasonable time. Carrier modules are expensive.

-Capturing a planet requires many more troops, and troops usually must occupy a planet for many turns to fully capture a planet. Any player can initiate orbital strikes if the correct ships are in orbit. Troop module costs will be balanced accordingly.

-Weapons, defense, and miniaturization are not part of the main technology tree. Rather, they can be researched indefinitely. Each weapons and defense technology a player researches acts as a trade resource, allowing any side to trade them with other civilizations without losing exclusivity to the technology. This gives powerful militaristic civilizations more bargaining power, and the technology itself more value.

-Civilizations will fear other civilizations with significantly more military power. More military power will encourage other civilizations not to attack, but if one or a few civilizations are too advanced other civilizations will panic, form stronger bonds with one another, and overreact to otherwise minor incursions. I know the current AI will be far less inclined to attack more powerful civilizations, but I don't think they'll worry if one civilizations holds nearly half of the galaxy's military power. A powerful civilization can releave much tension by trading their weapons and defense modules to weaker civilizations.

-Line of sight (LOS) will be slightly greater, and contain two layers. The first layer, the smallest, can detect anything. The second layer, which extends further, can detect only large objects, like anomylies, moons, et cetera. The second layer can detect the quality of planets. All star positions are still known from the very beginning, and planets are revealed a little later. The minimap will use 4 shades of gray to illustrate explored areas.

-The AI will, of course, be even better than it is now.
Reply #5 Top
since in reality you could not possibly protect a border in the middle of space that spans for lightyears. So treaties for "closed borders" aren't very viable.


If you have sensors that can scan half the universe and identify a ship lightyears away, you should also be able to say these dudes:"piss off or else!". Sure you cant hinder them in crossing your borders, but you would know and if you signed a peace treaty a fleet of armed ships close to your worlds would most likly end in a diplomatic debacle.
Reply #6 Top
Nah... Space is well... space. You can't guard it in terms of "borders". Think about it. Stand outside and look into the distance. You have the surface and the sky. It would be esy to sit there with a gun and shoot at anything that might be headed your way. Space however... any enemy could be way below you, or over you, or way to the side... Well space is inifinte, there are no directions, no gravity. For all intents and purposes you can't really make space into a "board" game of sorts, just because how vast and open space really is.

On the note of carriers, if the devs do consider these it's best to wait towards Galciv 3 since it would have to radically change the entire ship dyanamic. It would be nice little touch to a potential tactical combat.

Expansion wise.

- Resources. I stated this before, the resources currently in game are a little too generic for me. It's kind of funky to have a big red crystal sitting in space that increases military production. I was thinking a little somthing more specific, such as a metal that increases the hitpoints on your hulls. Resource deposits that can be found on planets too, and must have a specific mining type improvement to harvest it.

For example if I colonize a world there could be a small icon (in the form a rock maybe) on one of the tiles. I check it out for details, and it tells me that a deposit of metal xxxxx can be found here. I then check a certain guide on resources to view the applications of that specific resource and then choose to harvest it by building a mining improvement there.

- Import & Export Market Place. A little more advance than the simple trade window. This would be a place where a race can request, purchase and procure tangible hardware from other races. For instance I put up twenty fighters at the market place. A race lacking in military strenght approaches me, offering to purchase the fighters for maybe 7200BC. The value for the ships may have been 6000BC, and my demands may have been 7000BC. Now I choose to wait, and perhaps another race makes a better offer with 8000BC. I accept and make an extra 2000BC. It can work vice-versa as well.

- Unique techs, abilities, features and options available to certain races. I think this is pretty self-explanatory. Each race should have their own unique technologies that they start with and can research on their own. I also notice almost all of the races are under the federalist party. I don't think Lord Kona is a federalist. I was thinking that maybe a race such as the Yor, are the only ones capable of a replication technology, or might have the jump on nano-technology. Perhaps someone like the Drengins may be capable of using a different form of weapons, like Dark Energy or something. You get the picture however.

- AI. Not to say that the AI is bad, it's incredible actually. However I feel that the AI only does things to help themselves gain power. I've seen the Altarians who are supposed to be a ethically good race declare war on weaker races for the sake of being weak. Other races will sometimes try to take the benefits of your wars by sending troop transports to invade the few remaining worlds of your enemy race. They always act to gain more power. Why can't other races be trying to create alliances with you or other nearby races.
Reply #7 Top
Actually, space isn't infinite. The universe itself has an observable rate of expansion and borders. Space is actually quite finite.

That said, you can manage to close off a border and maintain it. You use a combination of heavily-armed starbases, ships on patrol, etc. Basically, like you would in naval warfare, only you have three dimensions to watch instead of two. Combined with excellent sensors, you'll know of any ship making a run for your border before it even crosses.

Oh, all of my ideas are in the sticky at the top.
Reply #8 Top
I like the idea of questioning ships that have infringed upon your border. You can ask it to leave, and if it doesn't, then you can shoot at it. Also, when questioned, you can reply that you are en route to such and such location and this is the only route.

I would like to see the chance of requesting permission to go into a territory held by another and state that you are en route to a location. If permission is agreed all is fine, but if permission is refused, you'll have to either go around, or go through and risk being caught. If you go through, then it would be considered an act of war if caught.

On the thought of carriers, it would be nice, but they can only carry so many small short range fighters (10 or so). Also, the cost of building such carriers would be very large.
Reply #9 Top
The problem I have with any sequel to GC2 is that it would have to be radically different for me to buy it. Similarly with the expansion.

I dont know whether it is just me but games like this where you have loads and loads of technology to research just makes me keep clicking on the next technology choice without even thinking. Its just not fun. Similarly with the planetary buildings - I usually just keep clicking on the next building and dont really think what I am doing. After a few days of playing a game Im not interested in the technology or my planets any more - they just become a chore to have to deal with. All Im interested in is getting into some really good battles with a neighbour. And even then once you get past a certain size of empire the game gets really easy and you just start rolling over your enemies. Its then that I usally stop playing, pack in the game and move onto another game.

This is the inherent problem for me with all of these games. After a while the technology, buildings, battles etc all become just a blur of repetitiveness.

So for me what any new sequel would really need is something new. Something esciting to happen. Some new challenge that arises after a few days of playing that changes the gameplay radically. And then just when you get used to it something else happens.

Whether its a load of aliens turn up and start attacking everyone so you have to all gang up against them, or whether its a new technology is discovered that radically alters the game, or another resource etc etc. Thats what games like this need. Rome Total War had the right idea but just didnt take it far enough.

I mean look at XCOM a brilliant strategy game that I never got fed up with. Lots of things happen in it to keep it exciting. Its doesnt stay the same ever.

So IMO Space Empires, Galactic Civilisation, Stars and many other games like Civilisation are all starting to suffer the same problem - lack of changing gameplay. Yes it can be argued that GC and SE have loads of thing to do. But once youve played one game and done all of it whats left to keep you coming back. Whats left to keep you playing after you've annihilated your second race? Nothing much. Lets get back to the good old days of good game design that keeps players interested past the first week please. Yes it means more work for the developers. You will have to work harder to really make you games stay interesting. But Microprose did it with all of their games. Problem is its a relatively unknown concept these days to actually say to yourselves 'ok so we have quite a good game but what about making it a brilliant game that really trips up people when they have just got comfortable playing it' etc etc

So for me it isnt something specific I would like to see eg carriers, more races, borders etc etc Thats just icing on the cake and wont make a classic game of GC. What it really needs is a bit of excitement past the first week. You shouldnt have played one game and seen everything with any game. These days you play one game and youve not just seen everything but youve also done everything countless times!

Nats
Reply #10 Top
I think, Nats, that you need a higher difficulty. I never have problems finding excitement. Between my love/hate relationship with the Iconians and constant warring with the Snathi (or Dread Lords, if playing campaign), I'm pretty much never bored. For planets, pick a quick strategy for development and stick with it. I tend to be heavy on the entertainment, since I find happy citizens are productive citizens. Plus, I'm always colonizing and searching for new planets to colonize. Once in a great while, I have a moment of boredom while building my next fleet and waiting for technology to develop, but that tends to end quickly.

Basically, it's a game where you can make your own way through. Set a goal, meet it, then set a tougher goal. I'm still trying to get a technological victory, for example.
Reply #11 Top
I know what Nats needs.

In GalCivIII, technology doesn't follow a traditional "tech tree." Rather, there are a number of "fields" that can be researched. A diagram similar to the tech tree will explain that level some technologies must be researched to to open up new ones.

Fields can be researched infinitely, increasing the bonus they provide. For example, every time the laser weapon is researched, a new laser-based weapon will be available for use with increased firepower, decreased size and increased cost. Naming will follow a numerical progression (Mark 1, Mark 2, et cetera). Researching structure technologies will improve the effects of structures while increasing their cost.

Further, players can assign their scientists to research multiple levels of a given technology, reducing the time it would take to obtain a certain technology. For example, researching one level of the laser weapon tech could take 6 turns, whereas researching 3 levels requires 15 turns. Should the player choose to research another technology in mid-developement, the research is lost.

This way, games could extend indefinitely, and allow a greater level of customization.
Reply #12 Top
[quote=amensotep]Actually, space isn't infinite. The universe itself has an observable rate of expansion and borders. Space is actually quite finite.

That said, you can manage to close off a border and maintain it. You use a combination of heavily-armed starbases, ships on patrol, etc. Basically, like you would in naval warfare, only you have three dimensions to watch instead of two. Combined with excellent sensors, you'll know of any ship making a run for your border before it even crosses.

Oh, all of my ideas are in the sticky at the top.[/quote]

So you're telling me if I kept traveling in one direction I would run into a wall? Or come out of the universe's atmosphere?

Regardless. This brings up the need for cloaked ships in future releases if territory can be guarded.
Reply #13 Top
Correct. You would run into a wall. However, you'd run into a wall that's currently travelling faster than the speed of light in the same direction you are going in. This is assuming the laws of physics affect the universe equally. Eventually this wall will probably stop expanding (or even stop existing), but that comes sometime around the heat-death of the universe.

Now, for cloaked ships, we need a counter. After all, why give people ships that powerful unless there's a way to detect around the cloak?
Reply #14 Top
I would like to see a list added that allows us to choose the designation we wish to be called as leader.

Such as: Emperor, Empress, Chancellor, Supreme Chancellor, Chief of State, Chief Minister, Prime Minister, President, etc.

I would also like to see a female leader added to each civ. It would give a little variety to the game.

Reply #15 Top
Yes come to think about it this game is completely male dominated - no females at all! Thats quite sexist.

Get some women into the game and you may increase your player base quite a bit.

Nats
Reply #16 Top
Yes come to think about it this game is completely male dominated - no females at all! Thats quite sexist.


Wrong. The thalan leader is probably female, as in a insectoid society the female is ALWAYS the leader.