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Tell us what you'd like in Galactic Civilizations II: Dark Avatar 1.6!

Tell us what you'd like in Galactic Civilizations II: Dark Avatar 1.6!

We're at your command

https://forums.galciv2.com/?forumid=357&aid=146627

We're extremely pleased to hear how much people seem to like the expansion pack (Dark Avatar) to Galactic Civilizations II. We're also glad that reviews have been so positive (average review score is about 4.75 stars out of 5).  But we're not finished yet! Tell us how we can make the game better for you.

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. Tweaks, new options, new features, improvements, etc.

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

241,073 views 437 replies
Reply #76 Top
1) AI for tech trading to be revamped entirely- so AI-AI and AI-Human use the same rules. The current method is broken

2) Bugfixes

3) Make Planetary Defense worth the tile you spend on it. Suggestion- it negates invasion tactics

4) Decrease Starbase Costs, Add modules that improve HP that stack infinitely. Allow offensive modules to stack infinitely as well (both of these should be at an exponentially increasing cost)

5) Anomalies should respawn like they did in GC1

6) Keeping approval should require more then low taxes- make events that give a penalty or a bonus in some area at the cost of improving the success of another party in elections. Also falling behind in an area can increase other parties support as well.

7) War Exhaustion needs to be implemented to approval. The longer you're at war, your approval should go down- AI should recognize this in peace negotiations. AI should recognize more quickly when it is beaten. Player should not know that war has been declared on them until they're attacked.


Your first point is crap. Having played several games under 1.5x and having seen the bug log, I'm pretty much 100% sure the ai is not cheating. You need to learn what the AI prioritizes.
Reply #77 Top
1) Have quick planet strike tactics result in diplomatic penalties.

2) Attach a cost to breaking alliances, perhaps a mix of morale and diplomatic penalties. The severity of these penalties should be gauged based on the ability of the AI to break alliances, i.e. if they still won't be able to after the update, they should be pretty rough.
Reply #78 Top
. Often I have fleets of the exact same ships - maybe it's 5 mediums - exact same design. If there's a way to upgrade all at once, I've missed it. It'd be nice if you could upgrade a whole fleet at once (assuming they can all upgrade to the same ship and you can afford it). If you have a booming econ and can afford sweeping upgrades, it can get real tedious to manually upgrade ships 1 at a time. Maybe even adding a ship upgrade governor could be an option (although, it probably wouldn't see much use since it's rare that you can just flat out upgrade your entire navy at once).



if you upgrade a ship at the top of the screen you will be given the option of upgradeing all ships of that class ie all the ships with the same stuff on it

it says like upgrade ship or upgrade all ships(24) with a check box in front of it

the ship you are using to upgrade with cannot be in a fleet and it has to be stacked alone but all ships no matter where they are will upgrade if you use the the check box
Reply #79 Top
hi, hello and howru

i'd like

1. terror stars - the ability too tow resources back to "nicer" territory as well as blowing up planets is cooler than well, the fonz.

2. custom races to get an increase in picks because the set races have terrific initial bonuses. how about twenty points to play with?

3. to be able to play with more than just the nine opponents

4. minor races that actually colonize other planets and hence become more of a threat if player chooses to enable them.

5. picks to include logistics and miniaturization

6. constructors have ability to repair star bases and maybe even increase the star base hit points.

7. respawning anomalies

8. bring back the space sharks...pleeeaaaase (whiny voice and much heel kicking, ahem).

9. you've done a brilliant job with AI planetary improvements and all, but can the best get better?

10. that pesky major event which limits ship speed keeps on coming back again and again, i mean honestly who cares if the fabric of the universe gets torn asunder just so long as i can zip between one end of the galaxy to another in a matter of weeks....Mind you, i just loved the peacekeepers - WOW!

11. genocidal planetary invasion is a bit nasty, is there another way?

12. solar systems should have gas giants which can be resourced from like the asteroids

13. Improve the way in which AI does WAR! Unless they have a huge adv. I'm able to neutralize them without resorting to diplomatic means(here have some tech and help me bash the *race*) There are no sneaky attacks. no preparation for war, ie fleet buildup near borders prior to demands and/or war declaration. they do not seem to build enough transports. It just seems like the AI is not there to win.

14. enough already...I just didn't want to end on thirteen

DA is a significant improvement on the original game and i was pleasantly surprised with the AI planet management. the AI ships are better equipped and the galaxy is once again a dangerous place. w00t! thanks peeps, init
Reply #80 Top
1) Have quick planet strike tactics result in diplomatic penalties.


Every game I've played with the UP vote that prevents suprise attacks has been better than every game I've played where it hasn't come up. Maybe that particular rule should just be mandatory for anyone in the UP.
Reply #81 Top
Here's some things that would probably make gameplay better:

1: Being able to set a seperate tax rate for each planet, for example: Earths tax rate could be 30% while Mars could have a tax rate of 40% during the same turn.
2: The old 'my home planet has the lowest approval!' thing. This should really be fixed, because the home planet almost always has the lowest approval
3: The 'Super Spy' ability should be tweaked a little. Radar Jamming{as in can't see where the super spies homeworld is via minimap} until you see their homeworld with a scout.
4: A new 'Radar Jammer' for Super Spies starbases. In other words, if a superspies starbase had an enemies ship in their range, the enemies ship can't see past 1 box of squares.
Reply #82 Top
I would like to see minor races be unable to produce ships with construction modules (like they never produce colony ships). They just waste resources churning out masses of starbases and would be better off building ships instead. Plus they wouldn't then steal all the resources like they do now. Sure they couldn't extend their range a lot but that kind of fits the theme of minor races being minor localised powers.


I'm not sure I agree about the mining bases, resources would benefit a single planet as well as an entire empire. But I certainly agree with them not being able to build influence bases. That is totally pointless since they don't even do anything. Instead they should focus on military starbases and ships. It would make them more of a challenge when we try to conquer them.

Another thing they shouldn't be allowed to do, under any circumstances, is trade for the colonization techs. They gain no benefit from them so they shouldn't even be interested in acquiring them. In fact they should refuse to trade in techs that deal with Influence as well, since they don't exert any.

Reply #84 Top

1- Allow spies to sabotage starbases (weapon/defense or bonuses).
2- Allow spies to sabotage starports (increasing build time or reducing ships HP for those built on that planet).
3- Allow spies to "convert" starbases (make them yours after a while if not countered). You know, a spy taking control of a starbase after 1-2-3 years...


It would also be cool if we could use our spies to implicate other races while conducting their activities. It would cost extra gold to do so, but there'd be a chance that we could destabilize relations between races by doing so.
Reply #85 Top
I don't know if this is too major for a patch, but what I'd like is this:

For non-mining starbases, do not seperate into economy, infulence or military. Have just one generic type of starbase and the player can choose how to develop it. For instance, there may be some economy modules, a few ship assist modules and an influence module or two on the same starbase. To prevent exploits, make a hard cap of 25 modules (or so) on the starbase, so the player has to make some choices.

Also, allow the player to scrap certain modules (which would require payment of a fee) in order to make room for others. This would let you, for instance, build a starbase with lots of influence modules to flip a planet, then convert it into an econ base.
Reply #86 Top
Forgot to add, allow constructors to add modules increasing the HP of starbases. Also, allow ship modules increasing hitpoints (Attach these to the hull techs. That way there could be new ship components for the "spacer" techs in the hull tree.

Also, change the mining barracks from 4% to 5%, since everything else is 5%.
Reply #87 Top
1) Have quick planet strike tactics result in diplomatic penalties.


Every game I've played with the UP vote that prevents suprise attacks has been better than every game I've played where it hasn't come up. Maybe that particular rule should just be mandatory for anyone in the UP.


I should have been more clear. These tactics are limited to surprise attacks, i.e. decelarations of war by a player. It also involves players putting ships into position and then inducing a war declaration, thus getting all the benefits of this tactic with none of the diplomatic penalties. I would like to see any player who succesfully takes a planet within one or two weeks get an immediate, large diplomatic penalty.

I also support for those calling for a limitation on the number of techs traded within a give diplomatic session.
Reply #88 Top
i would like to see a patrol order

either ship/fleet order where the ship/fleet patrols your area of influence

or way pooint order where the ship/fleet patrols a certain radius around the way point say the distance of influence that a starbase has


Yes, being able to patrol my patrols would be really nice.


and then is the troop ships if you could que other ships on that planet it would give your planet time to recover pop lost to the troop ships


That's what the Fertility Clinic is for. Build one or two on a planet and you won't see any pop drop.

Reply #89 Top
Time.
In DA1.6 I want the dev to give me enought time to play galciv2 and supcom while taking care of my family.
Reply #90 Top
On the matter of moving starbases... why not make it so that the base can move at a really slow speed, but while doing so it is defenseless and capturable (if an enemy moves a ship into its parsec it defects)? That way you couldn't exploit it to move starbases into enemy territory, and you get to reposition your defenses. Maybe make it so there's a module that lets you do this.
Reply #91 Top
Reply #92 Top
We shouldn't be able to construct starbases anywhere on the map. We should be able to construct it on specific resources only like the usual ( military, economy or influence ) resources that we find on the map and being able to upgrade them like usual. We can set the amount of resources in the setup screen along with the others like ( anomolies (occasional, commom), habitable planets (occasional, common), asteroid fields (occasional, common) etc... ) For example, military resources ( occasional, common), influence resources (occasional, common) and economic resources (occasional, common etc...)
Reply #93 Top
Reappearing anomolies would be nice. In almost all my games, by the time I've researched the tech to put surveying sensors on my ships or build the wonder that allows all ships to act as survey ships all the anomolies have already been explored.
Reply #94 Top
Thank you for asking!

My requests are humble. I miss the game recap that was seen in GalCiv1 titled "The Story So Far". It gave a quick text recap of how was at war, where I stood amongst the others, what the galactic trends were.

It was nice two ways. First, it refreshed my memory of what I was doing since I last played. Second, it added a bit more immersion factor into play.

Good stuff!
Reply #95 Top
Heros! What a great idea.

And the Epic Generator!

But really, I think this is too much for a patch. But maybe GalCiv III?

I love this game. I think that many of the "bugs" that are mentioned are instances where the AI actually outsmarted someone. I find that the challenge of working around the difficulties of this game is part of what I enjoy.
Reply #96 Top
Forgot to mention this earlier...

Get rid of or allow the AIs to colonise PQ1 planets. These planets always turn into PQ16 or PQ19 after terraforming them completely. The AI can not currently colonise these planets yet the player can. It's too big an advantage for the player having these amazing planets all to them selves.

Also there is no way to distinguish PQ2 and PQ1 planets from PQzero (uninhabitables) currently on the tactical map.
Reply #97 Top
Well the candy store is open now. Hmm let me think ah here goes.

1. Starbases- An auto-attack feature or recovery module that helps ships repair faster and better bonus for attacking and defending fleets. This would include a tech that had to be researched in order to use the module

2. More anomolies- Different types. Example: Radiation belt which would be toxic to ships passing nearby but would yeild extra bonus not found anywhere else.
3. Different mega events- some good some bad Example: Say a comet hit a planet owned by the terrians they it would be an oppertunity for other races to take advantage of their misfortune.
4. New type of Starbase Orbital Terra-farming that would have food enhancents and bonus for planets and their populations. This would help terraform a planet.
5. Modules that when placed on a starbase near a enemy can disrupt economy and trade or outright halt it.

Thats all my brain can think of for now  
Reply #98 Top
A way to get 2 AI opponents to fight each other and so you can watch them as a spectator.
Reply #99 Top
Major requests (rather the small ones earlier):

* a "skip intro cinematic" option;

(ok, that was minor, but I forgot it in my other post)


* new super-abilities available for custom races would be fun;


* a new type of small starbase called a "listening post":
- cheaper;
- wouldn't count against limit per sector;
- would not increase ship range;
- would not count against logistics limit;
- has + 1 sensor range;
- can only have sensor modules;


* Diplomatic warnings that can be sent TO the AI, as well as to the player. OUtgoing text would be selected based on current relations (as it is now?). These would expand on some messages already in the game:


- "Give us XXX or we will pound you into stardust" etc.: As before, but with more responses:
POSITIVE: "Here you go..."
NETURAL: "I can't give you that, but I can give you..." + tribute
NEGATIVE: "I must be true what they say, that your species didn't learn to walk upright until they invented the wheelbarrow" (etc.)


- "Player X has gotten too powerful, we should stop them": has a chance of changing AI recipient's attitude toward YOU and/ or Player X depending on AIs attitude toward you and Player X, and your respective diplomatic abilities. Could backfire, especially if used too often. Responses:
POSITIVE: "I never trusted that dirty Player X!"
NETURAL: "We'll keep an eye open"
NEGATIVE: "Keep your advice, we don't like being pushed around";


- "Remove your ships [list here if only a few] from proximity to our assets if you wish to maintain our current relationship": suggested by others. Hard to program, I should think, since you can have player's possessions intermingled. Responses:
POSITIVE: "We will comply"
NETURAL: "Our forces are conducting maneuvers, and will be withdrawn when they are done"
NEGATIVE: "Remove them yourself!"


- "Stop monopolizing resources in our neighborhood": If successful, would cause AI to change priorities to emphasize resources, planets, anomalies that are farther from player's planets/ ships/ starbases. Responses:
POSITIVE: "Oh, sorry about that, we got carried away"
NETURAL: "Sorry to inconvenience you, but the fact is that resources grow arithmatically and population grows geometrically, and we just need to keep expanding"
NEGATIVE: "Get a life, whiner! If you can't stand the heat, get out of my exhaust plume!"


- "Have you ever tasted Torian?" Other random flavor text from warm, friendly, and close civilizations (assuming others will diplomatically keep their thoughts to themselves). Responses would NOT have consequences:
POSITIVE: "No, do you have recipies?"
NETURAL: "That's repulsive... yet intriguing..."
NEGATIVE: "We don't eat sentient species, but we can offer you a fine recipe for lentil soup"
Reply #100 Top
Starbases are a hassle to micromanage.

We could really use some queues to automatically send constructors to starbases rather than having to micromanage every add-on. Even before mid-game on most maps it becomes a chore to construct and upgrade Star-Bases but you really have no choice.

I call this part of the game 'Constructor Tycoon'.

Maybe some more custom racial abilities. A new super-ability or two for custom races so they can be different from the pre-built races? I'd also not mind a few new political parties like 'Fundamentalist' and 'Green'

I want to make my Galactic Theocracy who fears progress of technology and trade but sends morale and loyalty into the stratosphere and makes my soldiers fearless.

Or have a party that is ALL about Planet Quality and population but slows down shipbuilding.

Hmm...food for thought.

More little things would be nice. I'd like more Anomaly types, more mega events, and more of those little 'Good Bad Evil' Decisions because I think I have seen most of them by now and alot of them I've seen more than once in the same game.

That's all I can think of now.