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Your ideas for the next update!

Your ideas for the next update!

Features, tweaks, changes, you name it!

For those of you who are new to buying Stardock software, the product you purchase is just the beginning of what you get.

Stardock updates it software based on customer feedback.

In the case of Galactic Civilizations II: Dark Avatar we are lookoing for suggestions and feature requests that players would like to see in a free update.

Mind you, these can't be massive new features (i.e. "Multiplayer" or "Fleet combat") but rather little things that you think would make the game more enjoyable for you and others.

Let us know what you'd like us to do. We are at your disposal!

125,823 views 400 replies
Reply #351 Top
military ship having a radius where other ships can't pass (just like one sqaure or based on logistics of ship/ fleet present) but will have to go around or challenge. will make protecting your borders possible. In addition a yes/no question will pop up so you can allow friendlys to pass. saying no can start a war or damage relations. tough decisions to make.
That's pretty interesting, CaptainYar. You probably have, but I'll ask anywayz - did you see this thread? Starbase rangr

Princess Leia in Jabba's palace outfit.
Reply #352 Top
This is an awesome game! In fact, it inspires me to ideas for future gaming possibilities.

I'd like to be able to:

Utilize multiple monitors, each one displaying different screens out of the game. Then, I'd like to see touch screen support or multi-mouse. You can get PCI video cards at walmart and use them for the 2D rendered graphics i.e. colony management, research, etc... at two monitors each while using the PCI-Express GPU for the main view. The mini-map could even be expanded for a whole monitor, allowing better usage of the different view-filtering options like ships, planets, stars, and so forth, not that I could afford all that...yet...beefy (PSU required!) and maybe multiple PC's could be networked to do this, I still keep my old units operative anyway,

Buy multible social projects in a single turn for quick development of my planets. Perhaps there could be a buy-all button?,

Turn off the research screen coming up every time something's finished,

Change a setting so that ships jump to their per/turn destinations instead of waiting for them to move (big-time time-saver),

Assign all ship, (docked or other-wise) of the same type to a new rally point,

Build a carrier class of hulls which adds logistics capabilities to fleets that have them, and players should be able to design a strategy for attack/defense in fleet battles such as taking out the enemy's carrier first/defending the carrier first. There should also be a setting where the graphical depth of the battle scene at which the game will automatically switch from full battles to quick

Turn off turn-based battle (free-for-all everybody shoot at will),

Take control of a ship in battle,

There should also be an option during battle to escape if it's not going well, (only possible if your ships are faster than your opponents), the enemy would gain exp from the escape attempt of the fleeing armada.
Reply #353 Top
a Module ala Ascendency that allows a ship to bombard without a planetary invasion, destroying structures.

Anomalies that have morality choices.

A concept you could try is having multiple possible results for morality choices,

for example- if you choose to enslave the native populace you usually gain the production bonus, but there is 15% chance that the people are protected by some energy being who destroys your little colonists!

Now just make sure this result if given after the choice is made... thereby you don't get to simply pick your morality and eat it too. You cant be evil one day for one bonus, and good the next two which are relatively unimportant. It adds a risk factor to it.

Mega Events with choices?

a setting that increases or decreases random events including mega (if mega events happen say 5% of the time, Id like to increase that to say 10 and regular events from say 10% to 50%.

More diverse tech tree... some weapons could be off of the weapon tree and require oddball techs like Heavy Gravity Colonization or Reinforced Hull Design ETC.

More interesting modules, perhaps a 'command bridge' module that increases the ship's luck/courage rolling.

Advanced construction module that allows auto-improvement and improvement construction like the space miner... so I dont have to produce a never ending stream of constructors.
Reply #354 Top
Yeh I think the game would really benefit if ranges were quarted even, I always love when the anomaly owership topic comes up 2 years after all the anomlies are gone. And it would hlp break up the colony ship rush if you had to have breaks.
Reply #355 Top
Better invasion graphics - they fight like its the US Revolutionary War.
More building types such as: multiple types of monuments
military building for aircraft
point defence platform to defend against bombardment
orbital defense platform
a presidential palace
Make it where you can play against 11 other major civs.
Make it where a minor civ can take the place of a defeated major civ if the UN votes to accept them.
Make it where it is sometimes profitable to choose the good response.
More starship parts such as squares, rectangles, and pyramids for the SG-1 fans.
Yor's stuff should not look like everyone elses. What do they need farms for.
It would be cool if a spy could on rare occation capture a enemy ship for use and study.
Be able to buy mercenary fleets if one became available.

GREAT UPDATE  
Reply #357 Top

Better invasion graphics - they fight like its the US Revolutionary War.
More building types such as: multiple types of monuments
military building for aircraft
point defence platform to defend against bombardment
orbital defense platform
a presidential palace
Make it where you can play against 11 other major civs.
Make it where a minor civ can take the place of a defeated major civ if the UN votes to accept them.
Make it where it is sometimes profitable to choose the good response.
More starship parts such as squares, rectangles, and pyramids for the SG-1 fans.
Yor's stuff should not look like everyone elses. What do they need farms for.
It would be cool if a spy could on rare occation capture a enemy ship for use and study.
Be able to buy mercenary fleets if one became available.

GREAT UPDATE  


In reguards to yor.. they are machanical but still need parts and energy.. best way is farms to grow crops to make plastic and such?
Reply #358 Top
In reguards to yor.. they are machanical but still need parts and energy.. best way is farms to grow crops to make plastic and such?


The Yor burn sugar for energy.
Reply #359 Top
Now I don't know if you are still paying attention to this post for update requests, however, I think it would be a good option to toggle bonus tiles more common or rare depending on ones liking, as well as planetary bonus' that you recieve when you first colonize a planet.
Reply #360 Top
More interesting modules, perhaps a 'command bridge' module that increases the ship's luck/courage rolling.


Thats another good one. (see my previous post)

And i just thought of also having something like a shield generator as a ship component, so that a percentage of your defense for that ship comes back afer a round.

So ships can have things like Maneuvering thrusters, targeting computers, astromedic droids, shield generators and a command/ battle bridge; some that will add to the various die rolls that take place during a battle and others that effect a ship's normal abilities. So its more than just looking at a ship's attack/defence numbers to see how a battle will go.

Reply #361 Top
The Yor burn sugar for energy.


then the question is who doesn't
Reply #362 Top
we need more ways to generate income

like a city module so that we can build space cities and tax them(unless there is a way to do that now)

civilian shipping along with police ships to collect fines from the civilian shipping

something like that. those would also be modules.


these would also give you more targets in a war
Reply #363 Top
I don't know if this has been brought up before, but I would like to see more forms of government. Here are a few that come to mind:

Theocracy
Socialist
Communist (I know, it's really an economic system)
Monarchy (absolute monarchs)
Tyrant
Dictatorship
Anarchy
Clans
Feudalism
Kleptocracy
Etc...


Different forms of government would bestow positive and negative values. Theocracy, for example, would grant a +10% population growth, +25% loyalty, +15% influence, +5% soldiering, -15% economics, -15% trade, and -10% luck. Maybe they could get a divine intervention super event lol

Thanks!
Reply #364 Top
  

I`d like to add to the recycle thread from Blundaar but go a
little further, Let`s see a branch added to the research tree,
with several levels and planet tiles to enhance income and approval
from recycling.

You could make a planet specilize in recycling and when a ship is orbit, a big payoff could be generated from its salvage.

Each planet could benefit from a basic recycling tile.

Thankx,

Prof.

  

ps. that could be a good mod too.
Reply #365 Top
A new treaty i guess you could call it. Where someone pays you every turn (amount is negotiated in the trade screen) to protect them. That is you will fight who ever starts a war with them. Or you can pay an AI money to fight for you.

WHY? First this can keep some of the weaker races in the game. Especially the minors. If the Krynn are getting paid to protect one, they won't be so easy to just wipe away when you or an AI feels like having their planet.

second it can be a good way to make more tribute income. or enabling you to concentrate on research and pay some one to fight for you. this is more than just trading cash for a declaration of war. This would be a good use of the Korx who are otherswise no so useful.

The rules can be something like:

- you can not start a war with someone you are protecting. you must first cancel the treaty, and then wait a turn. You will not be able tostart the war, sa screen will tell you that you have to wait a week.

- you have no choice bvut to fight. a questio will not even be asked, but a screen will tell you that due to someone attacking them you are now at war with the other race.and that race is at war with you.


It does look very similar to an alliance, but a weak civ can never form an alliance. Some other differences are:
-With an alliance you can still choose to back out if your ally is attacked.
-This treaty is a one-way street.
-When paying a civ to go to war, its immediate and definite. This is a just-in-case thing.
-In order to even get an alliance you have to be on close terms with the civ. In this case you can even have a civ that practically hates you accept an offer to protect you if the money is right. the stronger your military or the greater the difference in militaries the more you can charge. And its paid weekly until one side decides to end to business relationship. I think some players might like to get rich off their strong military.

I was really thinking of this because of what happens to the minors all the time. This way they can last, and if you are getting money from them you may be able to tolerate their existance longer. But i still think it can work for the majors too.
Reply #366 Top
Here are my ideas and requests:

1) (Modding) The posibility to mod the starbase effect range. Right now you can cover 3 solar systems with just one starbase. I would like to make a mod where a starbase just affects the square it is in or it only affects a range of 2-3 squares.

2) (Modding) The posibility to limit the number of colonies a player owns. Maybe dependent on the system of goverment or some research. The scope is to limit the initial colony rush.

3) a component that produces research on ships.

4) a component that can mine useless planets and send the resources to another colony. this should be a ship component, not an base (like asteroid bases)

5) the posibility of a mobile mining ship that can mine asteroids (maybe a component that does that) without building an mining base there. This kind of mining should be more expensive but a lot more rewarding in the short run than the mining bases.
Reply #367 Top
When you invade a planet, the civ being attacked should have the opportunity to surrender to the attacking force before they are completely destroyed. If they did surrender, the attacking civ would get a bonus. They would own all of their techs, banks, armies and ships.
Reply #368 Top
An other possible outcome when you invade a planet is that the civ could set a self destruct bomb and blow up the planet, killing all solders and ships within "X" sectors. The planet could be destroyed and turned into asteroids, or, would no longer be habitable, unless you research a special tech. Maybe other nearby planets could also be affected by the blast.
Reply #369 Top
  

A backdoor deal with pirates to clear out unwanted Influence
Starbases.

Thankx,

Prof.

  
Reply #370 Top
Just my 2 cents....
I would like to see enviromental/diplomatic obsticals such as, but not limited to:
1. A rogue comet: there's a chance u can stop it if u have enough ships with firepower..etc... or maybe the miner's can do it...
2. An ice age or heat wave from polution...
3. A new scenario that allows u to start the game like in the year 2000 or something where there is a real space race and not all those gimme's.
4. A super nova...hope its not ur own star...lol....
5. Ability to creat puppet goverments that send resources to the conquering planet.
6. Chance to discover new bonuses for your planets that u start with, colonize, and conquer.
Reply #371 Top
Jamius,

For 3, play a custom game with opponents who have no technology, give yourself no starting techs and set the tech rate to the slowest. It's kind of fun, you've got your three starting ships and nothing else.
Reply #372 Top
yeah, passive spying would be a good thing to (re)implement.

Cheers!
Reply #373 Top
Not sure if this thread is still being read, and I apologize if someone already posted this suggestion. BTW: I'm pretty new to the game but I am enjoying it very much, so Thanks!

Suggestion: The "good, neutral, and evil" alignments is a wonderful concept in this game. The idea that you discover ethical situations as you go to colonize a planet is great.

My biggest problem is a blarring inconsistency in the game in which once you research "Xeno Ethics" (which I do fairly early) all of planets magically no longer present ethical dilemmas?!? Why would it be that if you choose a "neutral" alignment planets no longer have hermit scientists or high tech ships orbiting them or pre-industrial populations to be enslaved?

Solution: Ethical decisions should continue to be present after "Xeno Ethics" is researched. If I have chosen "good" and you want to choose the "evil" choice when colonizing this new planet...it will cost you 500bc, if I want "neutral" it'll cost 250bc (or whatever number seems accurate). Heck, I'd like it if once you picked your ethical alignment and you go to colonize a planet there is MORE impact than before you picked your alignment.

For example:
I research aquatic colonization and start the second wave of expansion. The first planet get to has a floating "cities" (think "Waterworld") that space mercenaries and pirates are using as a way-station/hideout.
Here are the options you would get:
"Good": Enforce galactic laws and disband the group of naer-do-wells (-5% morale/population growth as insurgent would rebel)
"Neutral": Live and let live. Turn a blind eye to these ruffians, besides they are only out in the water while we have these nice new patches of land (-3% economy, I mean heck they still gonna be raiding you occassionally)
"Evil": Welcome aboard my friends! (+5% economy, nobody does business like the seedy underbelly)

Now suppose I had chosen "Good" as a "Xeno Ethic" PRIOR to encountering this planet. My REPUTATION would proceed me and the following adjustments would have to be made:
Picking:
"Good": Hatred of your race is amplified by all your "goody-two-shoes" actions, insurgency is amplified (-10% morale/population)
"Neutral": Turning a blind eye goes against your ethical alignemnt, keep the -3% penalty but charge 250bc to bribe the local officials to go along with you.
"Evil": This a violation of our ethical code!! It's gonna take a lot of convincing (ie money) to make this happen (charge 1000bc)

If had chosen "Evil":
Picking:
"Good": Charge 500bc keep -3% penalty
"Neutral": Charge 250bc keep penalty
"Evil": Now this is our kind of planet. Our reputation and experience allows us to maximize these pirates/mercenaries (+10% economy bonus)

OF COURSE to balance this out, you would have to have planets where the ETHICAL thing to do would benefit "GOOD" and penalize "EVIL". Say you encounter a planet with a highly evolved race of super dolphin-like creature that recognize you as good and help your production, but will fight/sabotage you at every turn if you are evil. Or you land on a planet that has a speicies in dire need of medical treatment you can let them die, the evil thing to do, but get no bonuses. Or save them, the "good" thing to do and receive large bonuses, of course if you are "Evil-aligned" this is gonna cost you 1000bc.

I think these are relatively easy changes to make (requires a few more back stories etc) but the code is already in place and it would fix a MAJOR INCONSISTENCY in the game revolving around the "Xeno Ethics" research.

Thanks

Reply #374 Top
Hi!
In current game with minor civs disabled, it looks like the rebelion for evil civs is also disabled. Can you change that, so evil civs would get some long-term "punishment" for short-term bonuses they get at random events.

Something like: their planets should always be in danger of revolt. The lower the approval, the higher the probability of revolt, starting with 0.0% and adding .2% for each 10% below 100% approval (so a planet at 50% approval would have 1.0% chance each turn. Only planets with Civ Capitals would be immune. If a planet would revolt, it would lose 25-50% of the pop and 0-3 buildings (civil war), and became independant (no civ would own it). It would not produce anything and it's queues would be emptied. Taking it back would require invading. A one-per-civ "wonder" would reduce the chances of revolt to 1/4.

BR, Iztok
Reply #375 Top
My biggest problem is a blarring inconsistency in the game in which once you research "Xeno Ethics" (which I do fairly early) all of planets magically no longer present ethical dilemmas?!? Why would it be that if you choose a "neutral" alignment planets no longer have hermit scientists or high tech ships orbiting them or pre-industrial populations to be enslaved?




because when you choose an alignment the game automatically chooses the ethical dilemmas for you. In your case when you choose neutral alignment from that point the game just chooses neutral for you. But I would still like to see the ethical dilemmas show up anyways so that we actually know that is what is happening.