Science Vessels.....maybe a new type of ship?

I was wondering if anyone has thought about creating a science vessel, that might study asteroids, anomilies, etc.( quite possibly derilect spacecrafts) that might give one's race an edge on certain techs, civilizations and what not. I know that the survey module does this to an extent, but what if that tech was unique to your race alone. I think that I read in the profile about the new expansion doing something like this but without the vessel. I actually got the idea from starcraft. I'd like to see if anyone else has any input on this to see if it'd be a good idea or not, maybe expand my idea into something more that just that, hint hint! Thanks guys!
11,834 views 24 replies
Reply #1 Top
Not a bad idea IMO.



The survey modules appear too late in the game as it is IMO, by the time I can build one there isn't a parsec not explored and emptied of anything useful by me or the AI.
Reply #2 Top
Well, the next patch is supposed to have anomalies that spawn back in, so I suspect that survey modules will become very useful indeed.
Reply #3 Top
The survey modules appear too late in the game as it is IMO, by the time I can build one there isn't a parsec not explored and emptied of anything useful by me or the AI.


They are available as soon as you research them.

You are, after all, in charge of your own research. You could always research them sooner rather than later.
Reply #4 Top
The survey modules appear too late in the game as it is IMO, by the time I can build one there isn't a parsec not explored and emptied of anything useful by me or the AI.


No they don't! All you need to research is:

Xeno Research -> Stellar Cartography -> Sensors

which comes to just 145 RP. Most races start out with Stellar Cartography, so then, it's just 100 RP of research. That's hardly anything.

I think it's beneficial to research down the Sensors path to eventually get Eyes of the Universe. It doesn't take much research at all, and with EotU, you don't need any scout ships.
Reply #5 Top
Science vessels would be better implemented (I think), along with space terrain

For instance, bringing a science ship through a nebula (a ship with an Interstellar Laboratory module or some-such thing) would boost something depending. For instance, maybe you discover a new type of scientific research by examining the nebula or a new manufacturing process by studying a comet field. Whatever.

That would differ from Survey Ships, because anomalies disappear, but these wouldn't. And they'd be more late-game and expensive.
Reply #6 Top
If you look at Star Trek, all ships in the Federation are science vessels, just with guns. The Federation belive its unethical to build war ships (they felt they had to build the defiant)
Building Science Vessels should give you bonueses when they are, "studying" say orbiting a Gas planet performing research ect. In the federation, all ships are constantly contributing to science as a whole. where as other empires the ships are simply dedicated for war.

You know it shouldnt be hard to make a mod to do that very thing. simply make Survey moduals add to science, bonus discovery ect by orbiting planets, systems or whatever. I suppose you would have different levels of Survey moduals that do progressivly better research as all the other moduals do.
Reply #7 Top
Unfortunately, you can't have modules add to your research quota, it simply isn't supported. It WOULD be DAMN COOL, though, to be able to do that.
Reply #9 Top
No they don't! All you need to research is:

Xeno Research -> Stellar Cartography -> Sensors


And...every race except the Terrans (and possibly a Custom) starts with Stellar Cartography, so you can generally research it right away. Takes 100 tp.

For comparison with an early game tech that IS expensive, Extreme Colonization costs 1000 tp.

The first ship I actually build is always a Survey equipped long-range explorer. (OK, sometimes some colonists come first.)

drrider
Reply #10 Top
Interesting. I wish i knew more about codeing so i can mod this game.


Hint: coding knowledge is irrelevant. Galactic Civilisations is not particularily moddable. You can tweak values in the XML files, you can replace sound and art.... and that's about it.
Reply #11 Top
The survey modules appear too late in the game as it is IMO


yes they're quite easy to get. the core designed survey ships are another matter, but that's the whole point of building your own ships. 100 points of research, slap 1 on a cargo hull with 3 ion drives and 2 life supports, and you've got yourself an affordable and powerful means to exploit the anomolies. and the AI never uses them (which is a little weak, but another issue entirely).
Reply #12 Top
Not so. I've seen the Korath put them on their warships in the game I'm playing. They were wiped out, but it's an interesting way to make use of it.
Reply #13 Top
I've done that a couple times...make one really nice warship and given it a survey module to run around and grab anomalies.

However, on the main topic, it would be interesting to allow Research starbases that were unique in that they could, for a race, form a non influence generating science "platform". Set a limit...say...2 per "body type" of station (i.e.; gas giant, micro world, nebula, etc.). I don't think the tech should be too hard to reach. Edited in: In fact, what about keying the ability to build and launch the base be predicated on a race getting a random event (or scripted *shrugs*) to match... "A nebula near (enter name of planet owned by said race) is discovered to be radiating a strange sort of energy, prodding the scientific community to demand that research be done to examine it closer." Then have it start a, say, 5 game year timer to get a research platform launched before losing the ability to do so...

Scientific Research is at the core of the game and is the underlying mechanic around which the whole rest of the game revolves.

Create unique trees of discovery based on race, luck, present scientific research levels, and other qualifying factors to generate (on the fly) unique discoveries available to a race that wishes to undertake such endeavors. Make the bases not capable of mounting weapons or defense platforms and make them high-priority targets for the AI in times of war.

Many things could be done to expand in this field without tipping the balance scales too far to one side or another.

...at least, not when you consider what can happen when/if a Ranger class ship is discovered... lol WOW!
Reply #15 Top
Speaking of modifying the way techs are researched, I'd love to have multiple tech requirements

But to get back on topic, I like your idea. Pure research vessels would be very interesting indeed...
Reply #16 Top
Here's a thought:

After fleet battles, there's a chance of the site of the battle having a new anomaly. Basically, you can initiate salvage operations with a survey modules, and get some of that cash back. Not nearly the values of the ships destroyed, certainly, but enough to make survey enabled ships an important addition to a war machine.
Reply #17 Top
Here's a thought:

After fleet battles, there's a chance of the site of the battle having a new anomaly. Basically, you can initiate salvage operations with a survey modules, and get some of that cash back. Not nearly the values of the ships destroyed, certainly, but enough to make survey enabled ships an important addition to a war machine.


hehe Imagine being able to salvage the field of battle after a victory and being able to effectively steal ship tech from rivals in this manner? The reverse would, of course, be true as well.

Reply #18 Top
Missile weapons above Antimatter Torpedo leave no remains of their target, so an anomaly appearing out of it would be kind of weird. But otherwise, it would be kind of nice if 'Starship Graveyard' anomalies appear where a ship/fleet has been destroyed. But the anomaly 'reward' would have to be limited: destroyed ships wuld only give you a hitpoints, experience, or lethality bonus to the ship that surveys it. Destruction of minifreighters on trade routes, however, could yield cash anomalies. Tech stealing would be nice but seeing how destructive galactic-scale weapons are, it would only be a 1-in-100 chance that you get tech.
Reply #19 Top
Don't confuse an antimatter weapon with a "total conversion" weapon. An antimatter weapon combines a small amount of antimatter with matter for a nice big exothermic reaction (A gram of the stuff with a gram og matter will give the same yield as a 43 kiloton nuclear bomb), while a conversion weapon turns the target itself into energy (which promises an absolutely absurd blast). I don't think any weapon in Gal Civ actually converts the target to energy, except for the doom ray, which does it piecemeal.

Personally, I think the best use of scrap fields is simply to reclaim some of the cost incurred in production, instead of potentially unbalancing research bonuses. After all, if it takes 180 bc to build your top of the line heavy fighter, certainly it will leave at least 12 bc worth of debris behind to melt down, sell, or use as workable components!

I like the idea of raiding freighters for a substantial cash reward, though.
Reply #20 Top
Wow these are some great Ideas. So why dosn't anyone make a mod to make these changes? this dosn't look like it would be a difficult thing to do.
Reply #21 Top
I like the idea of raiding freighters for a substantial cash reward, though.


This would hurt your civ's reputation, correct?
Reply #22 Top
Wow these are some great Ideas. So why dosn't anyone make a mod to make these changes? this dosn't look like it would be a difficult thing to do.


Not moddable, unfortunately.

As for reputation hits for raiding freighters... I don't see why it would. You'd be at war with the civ anyways, after all.
Reply #23 Top
Two ideas that I really like from this thread:

1. Science vessels - Study gas giants, asteroids, Progenitor ruins etc in order to either:
- Contribute to research points overall, or
- Push research forward in certain specific areas.

For example, you may research some forum of gas that contributes points towards the discovery of an advanced energy weapon. The research cannot be completed until you work your way up the research tree to reach it, but once you do, it may take 2-3 turns to complete research instead of the normal 8-9 turns as a very vague example

2. Salvage - After space battles (maybe only fairly large ones, or, base it on random chance or some other factor), space debris is created from the destroyed hulks of ships. This "space junk" can be salvaged for cash by specialised salvage vessels or, at the choice of the player, could be studied with the potential to reverse-engineer any more advanced technologies you find on the destroyed hulk.
Reply #24 Top
What about if certain teach would requer some kind of independent research, not limited to science vessels, like an optional research tree for each civ... this idea is pretty row, but i thought i put it out there.