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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!

241,061 views 437 replies
Reply #126 Top
Thanks for asking!

I’d love to see some attention paid to the UI, specifically: I want some keyboard commands. Lots of them, in fact.

Space Miners ought to automate like “workers” from CIV. When there’s nothing to do, they ought to head to a planet, and when there’s stuff to do (I have new asteroids to mine, or research new asteroid mining tech) I want them to automatically break orbit and go do it.

I want to a “weapontypes.xml” file, which would allow me to create categories of weapons and determine what defenses work against them.

Speaking of backend changes: I would like to see the [starport] (0or1) [/starport] be implemented. This would allow me to create building mods which would upgrade ships in various ways.

If I’ve got the production capability to build 2 ships in 1 turn on a given planet, let me do so. This would make small and tiny ships useful...

After the 1st year, pirates would prey on any freighter unless there was a ship or starbase nearby capable of harming said freighter. This is in addition to the pirates! events...

Civil wars would split major races into 2 major races, rather than 1 major and 1 minor.

Some chance (at least 15%) of a minor race becoming a major every time a major race is defeated. Better! Every race with more than 1 planet would be treated/act like a major race. If (say) the Snathi aquire a second planet, they would simply take the Drengin AI and start a rampage...

Require a unique module for each invasion type. The sporeship is a step in the right direction in this. In fact, let the Super Annihilator ability be starting out with all the different invasion modules researched, with the Spore Ship being non-trade/sellable...

I want to be able to build a “fleet tender”, a ship with a module which allows each ship it is fleeted with to use the life support capabilities of the ship with the greatest life support.
Reply #127 Top
I want to be able to build a “fleet tender”, a ship with a module which allows each ship it is fleeted with to use the life support capabilities of the ship with the greatest life support.


You mean carrier.  
Reply #128 Top
1. Customizing opponents; allow a trade meter from " never to frequent "
- this way the AI would either trade with you frequently or never during the game.

2. Allow a cloaking device built on scout or attack ships only after researching the right tech. Maybe after researching the counter-espionage tech will enable cloaking device.

3. Allow a tech to counter the cloaking device. Maybe sensors level five will enable anti-mirror sensors on ships that will allow to see cloaked ships.

4. Allow for each race to research a "super device" to be built on planets just like the "super personality" option unique for each race or having the option to customize while creating an opponent. For example, researching an invincibility grid will temporarily shield your entire solar system from any attack. Or, researching the shadow field processor will make all of your ships around the planet at a certain radius cloaked even with the latest sensor tech. A super-nova conductor that will destroy an entire solar system after blowing up the sun. A worm-hole device that will open a stable one way conduite to anywhere in the galaxy. A super brain wave emmiter at a certain radius around the planet will automatically convert enemies hostage along with their ships; thus using their ships at will. All these devices, once used or once expired, you have to make it ready again that will take some time. etc...
Reply #129 Top
one thing i forgot i would like to see civilian ships running around

this is the only game i know of where it would even be do able
Reply #130 Top
Greetings Human.

They'll sell me their planets, their tech, their influence and their women. Why won't they sell me their map data? Actually they don't sell their women , but the UP insists there is a slave market tht needs to be stopped. How about the UP giving notice about the upcoming vote so I could consult and persuade the other members prior to the vote? And lastly, I want to be the pirate, bargaining with the races for ports of call for repairs and new vessels. Show me a nation looking to gain new territitories and I'll show you a new client. Good, evil or nuetral everybody loves a pirate.
Reply #131 Top
I've read some great ideas,
mostly are probably more than an update.
I think I got a true update fix for PQ1&2 planets.
On the main map these are identical to PQ0.
I'd say make PQ1&2 look like PQ3&4 or
maybe put a dot in the middle of the circle,
make the PQ1&2 planets look different than PQ0.
Thanks.
Reply #132 Top
The ability to bombard planets from orbit and destroy the colony might be a nice option. Once destroyed, all terraforming reverts back to original quality and a new colony ship is needed to take the planet. As it is now, the only option is to invade and take over the colony.
Reply #133 Top
I would like it if the different races started with affinities to different climate types. For instance the Torians could start with the ability to colonize heavy gravity planets but be unable to colonize the basic planet type(m class for all you startrek fans). I realize that this would require a reimagining of the various races, but it would help to differentiate them.
If you think about it, what would be a toxic atmosphere to one race could be perfectly healthy for another.
To push this idea even further, each races could have a specific gravity and atmosphere in which they felt most comfortable. They would have no penalties on planets that matched their desired climate. On planets that were pretty close to their ideal climate, they would suffer small penalties until they researched the appropriate tech. They would be unable to colonize planets that were too different from their required climate. At least until they researched the necessary techs in that area.
I believe this would completely change how the early game played out. Making the colony rush a thing of the past, and leading to many star systems with mixed control of the planets.

on a different note it would be nice if and agent had a chance to avoid being killed by a counter agent. Instead he would be returned to your agent pool and would be available for another assignment
Reply #134 Top
I would like it if the different races started with affinities to different climate types. For instance the Torians could start with the ability to colonize heavy gravity planets but be unable to colonize the basic planet type(m class for all you startrek fans).


Good idea!

To push this idea even further, each races could have a specific gravity and atmosphere in which they felt most comfortable. They would have no penalties on planets that matched their desired climate. On planets that were pretty close to their ideal climate, they would suffer small penalties until they researched the appropriate tech. They would be unable to colonize planets that were too different from their required climate. At least until they researched the necessary techs in that area.

MoO3 idea!
Reply #135 Top
Hi all,
I like most ideas that have been brought up, and would like to second(?!) them. While you are still with me, here are my top 2 things:

1. Bugfixes (random auto-upgrade planet improvement bug, non-replaceable power plant bug, off-target defence) and
2. enhance value of spying! -while I love GalCiv2, I was actually disappointed with how spying and spies were implemented. WHAT IS THE POINT?
PLEASE allow spies to be put on enemy starbases! I want to disable/ destroy a starbase with spies (take e.g. x damage/turn or reduce influence by x IP/turn).plus/ or let the spy remove starbase modules. Let me poison the wells! Disrupt research(loose all RP)! Flip planets! Just putting spies on buildings is just too weak. Spies are just too expensive to really use them that way.

Now, for the general stuff: I would definitely like to second these fine suggestions by the previous posters:

3. to be able to ask AI to stay out of own territory

4. stop spamming starbases! (also only specific type, like influence)

5. to be able to threaten

6. to be able to ask for end of spying/suggest other victim

7. to be able to bring in own suggestions to the meetings

8. opponent technology level should only be knowable with certain espionage level

9. the same for fleets (why can I see fleets in orbit at the other end of the galaxy???)

10. certain espionage level (or absolute number of spies) should allow to find out who is spying on me

11. A Repair command.

12. Constructors that work like miners (as in, they're not used up by building starbase modules). Modules could be more expensive to compensate, and maybe cost multiple turns to build.

13. Be able to queue research so that it will continou without me having to click a lot

14. A repair module that allows repair of structures/ ships

15. more space age 'terrain', such as black holes, impassable radiation/gases zones, supernovas - areas on the map that ships have to work around

16. Increase the number of points custom races get (to 20/25). Let them spend racial points to get more points to spend on starting tech (so over the initial 200).

17. Do something about land combat!! Be it only graphical or a whole redesign of land combat (I like the non-instant invasion mentioned before)
Reply #136 Top
I would actually want to see more unique weapons/defences. Have a entire line of weapons for evils, a whole bunch off defensive for goodies, and a mic of both for neutral. It would be neat to see more stats for good/evil/neutral races. For example, the evil civs could have a 35% discount on the size of weapons, but a 10% draw back for defences plus a 40% drop in the upkeep of weapons. Goodies would have a 25% discount on the size of defences, and a 10% bonus to defences plus a 45 drop in the upkeep of defences. Neutral guys would be somewhere in between these two alignments.
Reply #137 Top
I'd add that I'd like population issues to be more clear and/or to have the UI better represent it.

There's some tricky formula for max population, and a magic number for how large you can grow a population before morale dives, and it doesn't seem to make much sense.

Not that anybody would care, but I'd propose a simpler system.

- 1B of max pop per PQ. So a PQ 10 world would have a max pop of 10B.
- Depending on whatever factors are already accounted for, your morale would get lower as you approached max pop. But it wouldn't fall at the extreme rates you find with "overpopulation."
- You can go OVER max pop if you build more food production, but morale drops more and more the more you intentionally stretch beyond the max population (kinda like how it does now past the magic number).

This would semi-simplify things for those of us that needed 4 attempts to pass calculus - we'd be able to figure out population limits easier. It'd make the cutoff point before your morale goes to heck more tied to PQ instead of some seemingly random magic number (currenly 19B). Small worlds would have more realistic pop caps, and if you get lucky and get a monster utopia PQ 20+ world you could grow epic sized populations without tons of hassles. If you have a huge quantity of +morale resources, wonders, whatever, you could push the limits a bit more (whereas currently it doesn't seem to really do much for you in terms of populations - only in making them crazy happy with super high taxes and no/few per planet structures).

At the very least, have the UI show true max pop in addition to total food production, since total food production doesn't always reflect max pop.
Reply #138 Top
Make Planatary Invasions better and more exciting!!! I am tired of seeing the same soldiers and big happy meal boxes shooting at each other! A few simple animation changes would make ground combat funner to view. For instance if you have phazer technology and your opponent has lazer tech, it would be nice to see your soldiers firing their green beams against the opposition's weaker red beams. Also, make the soldiers actually look like the race if you are playing with a set race.
Reply #139 Top
Please include the current maximum population on the Colonies tab of the Civilization Manager. Either as a new column next to the current population column or in parentheses next to the current population number. This would make it much easier to see at a glance, what colonies need population assistance: (either more farms or transports to remove population and what planets to send that population to.)

Thanks.

Reply #140 Top
Please allow the player to resize (ie. make bigger) the galaxy map. (The one opened by pressing the button on the right side of the mini-map zoom controller box.) It would also be nice to have the option to have that galaxy map display the same information that is in the mini-map. (This would be really useful on huge+ size maps when the mini-map is set at 100% with the resize suggestion above.)

Reply #141 Top
Please do something for the Dregin Super ability. Managing the large number of useless ships whenever ou declare war on someone is just a chore. Fewer, more powerful ships would be prefered.
Reply #142 Top
Some more ideas:

1. Star name randomizer - each game will have a different set of names for the stars (from a much larger pool).

2. The ability to make the game start in the pre-hyperspace era (for all players) as a part of the scenario setup.

3. Make land combat realistic and not genocide. (You build a certain amount of troops for offense, and as part of a planetary defense, you can build troops to defend it).

4. This will make planet surrendering possible.
Reply #143 Top
lol, poor Brad. I can just see him sitting at his desk looking at this, and saying "oops". Cari's probably fuming and ready to hit him over the head with a chair. Hehe, thanks though Brad - you've really got a pair.
Reply #144 Top
1 - Starbase repairing ships; that sounds cool.

2 - Option to have farms produce less than their maximum potential

3 - More options for customizing game at start. Eg, starting without a survey ship to make that more worthwhile to research. Reappearing anomalies.

4 - Less predictable starting star system. Overall it should be just as good on average, but perhaps you might get a better homeworld in place of the asteroid fields, or three average planets instead of 1 good and one poor. etc.

5 - More specific desciptions of existing options. Does increasing star density increase number of stars. Does "Habitable Planets" mean colonizable planets per total planets or planets not requiring technologies per total colonizable planets? Etc. Someone could probably tell me, but it would be nice to have that info in game. Maybe mouse-over?

6 - Better race manager. For example, instead of choosing you civilization and your opponents, youy simply select who's in the game then which one you want to play. Why do you have to create a race again if you want to play against them the second time round?

7 - Appearance of planets more closely mirroring their properties. Eg, lower class planets tend to be smaller. I sware i've seen planets that appeared a completely different colour on the ground then on the map.

8 - Make planetary defenses upgrades for the orbital fleet manager. As they are they are a waste of space.
Reply #145 Top
Please please please, make a star name randomizer without us having to resort to other software. It adds so much more to the feeling of a diferent universe if ya know what I mean
Reply #147 Top
My suggestions:

1) Please allow us to program our own zoom/viewing angle presets over the 1-4 keys so that we can use those hot keys to quickly access the settings WE like to use.

2) Allow the player to change civilization colors and icons after a game is in progress. It can be confusing when more than one civ has the same icon or similar colors, and if you use the blind starting position option, sometimes you don't know this will be a problem until a couple hours into a game.

3) Get rid of the "This empire won't talk to you for a couple months" thing unless you are at war with them or something. There is some information you can get most easily from this screen, and using this screen to access information should not make it impossible to talk to the opponents when you need to.

4) A complete in-game civilopedia with hyper links has been needed since the beginning. Besides being inconvenient to use a secondary program to do this, the game does not seem to like being tabbed out of very much.

5) What happened to the story generator that was supposed to chronicle the story of each game's history? You should also be able to add player notes to this while you are playing in addition to what is automatically generated.
Reply #148 Top
1) I think it would be cool if each civ's starting flagship had an attack value of 1.

2) Adding economic bonus tiles to planets would be cool and add more variety to planets.

3) I would like to have the option to make all starting planets (homeworlds) have identical (or at least equivalent) bonus tiles. Having one race start with 1000% or more of bonus tiles on their homeworld while others get nothing unbalances the game from the beginning.

Reply #149 Top
A startbase manager page like the colony manager would be nice. Across the top you'd have trade/economy/inf etc and under each it'd have x/y. X being how many of that type of module you have and Y being how many of that type you have the tech to add. E.g

base name trade economy beam attack shields armour etc.
base201 3/3 4/6 1/6 6/6 0/6

base 201 has maxed out trade modules, 4 out of 6 possible economy modules etc.

You should also be able to highlight module types which would cause idle constructors to be send and automatically upgrade with the next module of that type untill it's maxed out. Ideally you'd be able to selet multiple module types. E.g

base name trade economy beam attack shields armour etc.
base201 3/3 4/6* 1/6* 6/6 0/6

Idle constructors will be send to base201 untill it's economy and beam attack modules are maxed out. This selection should stay untill unclicked and would automaticly send a new constructor when a new module is unlocked.

New rallypoint type: Idle constructor. Only for constructors, this rallypoint makes ships availible for the use of the starbase manager.


Unrelated to starbases:
At high levels of spying you should get a more detailed report on enemy civs: What they are currently researching, most powerfull ship, richest/most productive.most reasearching planet, current weapon/def focus (e.g will new ships be built with beams+pd or mass drvs + armour?), are they focusing on lots of little ships or a few huge ones, list of planets with super special tiles like 700% bonuses or precursor artifacts etc.
Reply #150 Top
Kind of a wild idea but why not make it to where:

Water planet troops do 1/4 better than usual{more advantage points} when using tidal invasion, but suffer large penalty when invading B worlds.

Heavy Gravity planet troops do 1/2 better than the average troops in invasions{more advantage points}, but can't apply bonus on other heavy gravity worlds. Also, if you invade a HG world you suffer a penalty{unless using HG world troops of your own}

Poisen atmosphere planet troops get more advantage points when using gas invasion, but lowers PQ more.

Barren world troops get more advantage points when defending, while their opponents suffer advantage points loss{W planet troops suffer largest penalty} and can't tidal invade Barren worlds.

Also, why not add a new type of asteroid-like mine thing except on un-inhabitle planets? Un-inhabited planets seem so far just to be eye candy-PLEASE MAKE THE UNINHABITABLES USEFUL SOMEHOW!