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Things you would like to see in a Galactic Civilization expansion set

Things you would like to see in a Galactic Civilization expansion set

I know that there already is one suggestion thread up but I decided to start a second one anyhow. Post any and all ideas that are too outlandish or broad in scope to implement in a commercial patch. Let's see if we can give the developers some evil ideas and maybe, just maybe, improve the chances that there will be a GC expansion pack. I'll try to get this one started.

Things I'd like to see implemented in an expansion:

1) More good and evil technologies
2) Race specific units, technologies and events
3) More events of all types
4) Morality triggered events
5) A new (hard) victory condition only attainable by neutral civilizations
6) Larger than gigantic maps
7) More customization options for maps (more neutral races, better than abundant planets, extra star clusters, more/less anomolies, etc.)
8) A second scenario
9) Two-tiered maps
10) A simple fleet combat system
11) More permenant galactic features (astroid belts, gas giants, ancient junkyards and ruins, etc.)
12) Some additional empire building tools (cosmetic and meaningful)

More technologies and events:
Any expansion to Galactic Civilizations would have to include more of what has already made this game the true, spiritual sucsessor to the Orion series. The event library in particular could be easily expanded to make every game unpredictable and different. Granted, this is already one of the stated goals of the patching process, but what can be done in patches can be 'overdone' in a retail release. :) Adding more technologies for the good and evil civs would also be a likely addition, but would require some compensation for neutrals.

Race specific technologies, units and events:
A familiar idea to an RTS player. An ideal way to introduce race-specific items into GC would be to create 1-3 units and techs for each race, including the humans, and then allowing each player to chose one of each at the start of a campaign. Only techs and units that the player picked at the start could be eventially researched and built.

Not allowing the usage of every racial unit in every game would be a good way to ensure that one race is not automatically 'the best' at any one thing. If the Torians chose their heavy combat vessel they will be able to hold their own against the Drengins. The best part is that the human player will not know what choices the AI races made until later in the game. Did the Drengins decide to activate their Warlord-class battleships (for space superiority) or did they instead chose to use Mutagen bombs (for mutating other species into Drengin hybrids during planetary assaults)?

Neutral victory condition:
Create a United League of Planets and conquer or dominate the galaxy. The catch: The League of Planets cannot have any of the other major races in it -- only minor races (and Independant League) led by the human race. You need at least 4-6 minor races (depending on map size) on-board to win this victory condition. They all must be alive at the end of the game.

It could work like this: Once a minor race is convinced to join the League it becomes an ally of the lead race and every other member race. All member races get military access, shared exploration, trade and diplomatic bonuses with one another. All member races benefit from each others starbases. All minor races belonging to the League give a tribute to the founder but recieve a hefty scientic grant in exchange. League races cannot culture bomb one another.

This would be a very cool victory path. It would be murder build and protect a League of Planets, but it could be a very rewarding endevor. If neutral technologies were to be implemented, perhaps they could be intended to allow this style of victory? The first neutral tech could be League Alliance (allowing member states) and subsequent techs could improve economic and scientic ties between the member races. A full formed League would be an unstable but very wealthy ediface.

Under the right circuimstances, the Arcean Empire may even attempt this. Perhaps one or more of their racial units/techs could be designed with this victory path in mind?

More ahead...
24,176 views 529 replies
Reply #351 Top
Chantillary: there is a fleet command... on the right side of the screen there is a 'stacked ship' list... i believe the top button is to fleet and the lower one is to unfleet.... its a small greeninsh button i believe.

~SDC~
Reply #352 Top
Autoexplore. Multiplayer. An explaination for -or at leats some elaboration on- the Altaran mystery.

Hmm, maybe ship customization ;D? Or more ships that have their own seperate techs -meaning you'd have to choose between them, thus adding some uniqueness to each individual's fleet.-

Strike bombers or the like, so that ultra heavy ships are not the final word in space combat.
Reply #354 Top
Turn summary could be improved.
- We should be able to return to it DURING the turn.
- In addition to "item completed", it would be good to track certain statistics and events, e.g...

"The previous month, our treasury rose/fell by X BC. We expect it to rise/fall by Y BC this month."
"The FOO declared war on the BAR."
"The FOO allied with the BAR."
"The FOO have finished researching BAR." (if one has sufficient investments in espionage)

et al.


A "morale" filter for the minimap coloring known systems according to the LOWEST morale of any colony in the system. Perhaps a "propaganda" minister that we could set, e.g. "if morale < X, use propaganda until it meets X or propaganda maxed". Either would be much more useful than having to search a Huge galaxy for new "low morale" symbols.

Rally points will help with starbase/constructor micromanagement, but it would still be useful to be able to tell, at a glance, how "built up" a starbase is in various aspects. One way of doing this would be to associate each arm of a starbase with a module type, give each type a color, and color in the spine proportional to (installed modules/known modules). I'd suggest it be based on bonuses, but for military this is tricky as it's not just a single number; there's +ship attack, +ship speed, +repair, and -enemy speed.
Reply #355 Top
Choice of Race would be nice for the GalCiv expansion (or GalCiv 2... or would it technically be 4? ;p )
I'd rather not have ship customization unless it was made simple like in Ascendancy...
Some looks into the Altarian/Human/Precursor mystery... I know Brad had some backstory somewhere and it was sounding pretty interesting, so find a way to incorporate it.
I'd also like to see the Diplomacy Aspect evolve more... its amazing already but throw in some events that deal with Race-Politics like subterfuge against rival political parties, more political parties, events involving the creation/destruction of parties, or events based around political parties or their senators adding to/taking away from thesafety/sanctity/etc. on your worlds...
I'd also like to see a tech tree like the one in Ascendancy... where you had no idea what lead to what but once you researched something you could see the next step in a branching 3D rotate-able tree; i liked the way it looked.
More Anamolies... that is one thing that is definitely lacking in the Library section so add some more, some variations of current ones, just mix it up a little bit.
And thats all i can think of right now.

~SDC~
Reply #356 Top
I haven't read if this has been included here (because this is a very long thread) ;)
but what i want to see is:
Allowing player to customize when some events would be available to appear.. For example, when u have achieved some very late technology, some very late event could be then available.. The good point is that in the early game won't be any too futuristic events...
Reply #357 Top
If you implement fleets, put in fleet way points :/

As far as galaxy shape, yes plz!

Also a new tech where constructor ships can build stargates? More contruction options in general would be nice. Like mining colonies on uninhabitible planets and such. Just one generic starbase doesnt cut it cuase its a pain in the ass to figure out what modules go in which sector.

For large maps maybe have a really really really big map and the game starts in main galaxy in the center and you dont even think about going to othergalaxies till way into the game, there would be smaller galaxies orbiting main galaxy :/
Reply #358 Top
This isn't a big deal, but it might be kind of cool to have a cutscene appear when a race's last planet flips culturally. This would be analogous to the "The X have finally succumbed to the relentless power of the Y" message that you get when a race loses militarily.
Reply #359 Top
Chantillary - I had the same event in a Tiny Map (i.e. 100 Corvettes found) . . . They screwed my economy up a bit so I gave most of them to another race (The game began to drag). Anyway we went to war and they were all parked right next to a 'Mo Fo' Base I built. It was rather tedious watching 90 plus ship head butt my Base hopelessly and explode (Took about 5 minutes LOL).

I like what I read somewhere about the expansion having events more linked together into a bigger story . . . thats pretty cool. :)
Reply #360 Top
When a planet has no social and military project assigned it still wastes the money. Is it possible ot change this? It is a bit annoying to be forced to let every planet produce something.

Thank you for your great game and your excellent support.
Reply #361 Top
How about, the systems you conquer by warfare, rebelling or causing problems? for example, after the 'Terran Alliance' successfully invades a system owned by the Drengin empire we may see a message like this a few turns later:

- "terrorists in the Epsilon system of the former Drengin empire have destroyed planetary structure: Terraforming"

- or "Drengin terrorists hijacked one of our battleships in the Iversonia system in hopes of reclaiming their former glory"

after a few years maybe with propaganda turned up in those conquered systems and morale improvements, these events would subside. the same thing can happen to other major races.
Reply #362 Top
There's been a lot of good suggestions in here and some I don't like. My comments:

This is a strategy game. Strategy, not eye candy!

I'll second the notion of starbase build plans and improve-starbase orders for constructors.

On the military build queue, two more check boxes. #1 is to auto-build the same item again--no popup. #2 is to give the newly-build unit auto orders (see below for more auto orders).

For freighters, an order of make the best trade route (obviously limited to what you know).

For colony ships, an order to colonize the best planet you know of.

As others have said, auto-mapping.

Social projects in the military queue. They cost twice as much as normal, but when done you don't get the project, you get a ship. That ship can move to any planet and depoly, placing the project in question on that planet as if it built it.

Civ-III style tech handling: You can select *ANY* tech to research, the system selects prerequisites as needed.

In the social queue some meta-objects: Planet improvement (builds the cheapest way to improve the planet), Economics (builds the improvement with the greatest economic benefit/cost ratio, it will not build anything that won't pay for itself), Shipyard (builds anything that improves starships), Happiness (builds anything that improves morale, sorted by benefit/upkeep) and Trade Goods. These can be placed in the govenor's queues--when completed they are *NOT* removed. However, if they won't do anything the govenor builds the next thing on his list instead. Later you might discover more tech (or the population might grow, making them economic) that makes them buildable again, next time and item is being picked.

Related: In the govenor's queues you can set an economy size and a maximum morale number for any improvement. It will only be built if those criteria are met.

Related: Economic improvements should show in red if they would cost you money, yellow if they would cost money but provide other benefits.

Related: All items which can't be built everywhere show in yellow if being built elsewhere but you could make them faster here. They show in red if being built elsewhere and it would take longer here. (The time is relative to their expected completion where they are, not the total time it would take there.)

Ship merging: Take two or more ships of the same class. Click merge. You get one ship of the class but with the hitpoints of both. This cuts down on the management needed. While you give up flexibility you gain survivability so maybe you shouldn't get the full hp.

Ships in orbit of a friendly planet or starbase during peacetime should cost maybe 1/4 normal maintainence.

Hostile-environment colonies: These can be planted on any planet with sufficient tech. The colonizer carries only a limited population and is much more expensive than normal. Population growth is also only 10% of normal. Population can only be added by means of a lesser version of the hostile-environment colonizer. (If you live in controlled-environment space you can live on basically any body.) Note that these colonies are *NOT* affected by planet quality--the occupants are not exposed to it.
These colonizers could also colonize a starbase that was within say 4 squares of a star (you need a source of materials to build things out of). No population growth would be possible other than by adding population modules with a colonizer or social projects to do the same thing.

Mobile starbases. Like terror stars but without the weapon.

Starbase offensive ranged weaponry. It would be fairly light but there would be no limit to the amount that could be mounted. Each weapon can fire only once per turn, though. It automatically engages any hostile ship that enters it's range.

High in the tech tree, somewhere near terror stars, stardrive. It's an expensive social project. Once built the star (and it's planets) can move at speed 1 like a terror star. Stars may not move adjacent to other stars to avoid being torn apart by the tide.

Planets defended by the precursors. Generally good planets but with defenders all the way up the tech spectrum. That way there would continue to be a supply of new planets to colonize.
Reply #363 Top
Probably has been stated already but just recently its become truely anoying. Please give us a scout that will auto search without stopping if nothings in the immediate vicinity . . .
Reply #364 Top
427 by Veteran RayChua - 6/25/2003 12:04:53 AM

Your approach of playing for fun instead of for score is 'correct' as well. You will last longer this way.

I wouldn't be able to guess from personal experience as I skipped some levels. But seeing how Staffa's maso gigantic only scored about double CM's calkwalk gigantic, my guess would be:

Calkwalk x0.8
Easy x0.85
Beginner x0.9
Simple x0.95
Normal x1.0
Challenging x1.1
Tough x1.2
Painful x1.3
Crippling x1.4
Maso x1.5

My ideal would be:

Calkwalk x0.1
Easy x0.25
Beginner x0.5
Simple x0.75
Normal x1.0
Challenging x1.5
Tough x2.0
Painful x2.5
Crippling x3
Maso x5

Howztis that for a great out and out idea to even out some imbalances in the scoring? Just a thought (not even my own) :)
Reply #365 Top
Hmmm...
My (first) message didn't post...
Well,
I have purchased game not too long ago. And i think this game is actually superior than original Master of Orion(i'm a huge fan of MOO1). Anyhow,
i hope to see All galaxy settings should include how many star systems that are present.

Like
tiny . rare(habitable planets) . common(Star systems)
huge . common(habitable planets) . rare(Star systems)

I really would like to enjoy vastness of the Galaxy's void.
:)
Reply #366 Top
For colony ships, an order to colonize the best planet you know of.
End of quote


This wouldn't really work...it would end up sending all colony ships to the same planet, and then you'd have your colony ships way far from where they needed to go. Better to use F3, IMHO.

Ships in orbit of a friendly planet or starbase during peacetime should cost maybe 1/4 normal maintainence.
End of quote


Or maybe a "Mothball" option?

Planets defended by the precursors. Generally good planets but with defenders all the way up the tech spectrum. That way there would continue to be a supply of new planets to colonize.
End of quote


This sounds kinda familiar... :)

~SDC~
Reply #367 Top
Some things I would like to see...
1) A little more diversity in the alien races. I know that simplicity is always good, but maybe a second set would be nice.
2) More technologies. Toward the end of the game it gets a little too easy to just rush the technology victory.
3) A whole lot more minor races.
4) It would be nice if the UP actually brings up more than just one law at a time. I think a couple laws would be more game impacting.
5) There should be a little more incentive for remaining neutral if one wishes. There are times when the "good" choice is just as repellant as the "evil" one.
6) I agree with almost everyone here that there should be more permanent features of the galaxy, such as, well, asteroid belts, black holes, etc.
7) Furthermore, and this is probably note feasible, but I think as trade routes are set up, semi-starbases should crop up, too. These are places where every civilization has access to, and you can set up diffent "businesses" or the like. Mini freighters stop here to refuel or what-not, and there's a chance they either pick up some of your goods to take with them (earning some extra BC) or some extra influence points for you, depending on what you build. But the hazard there is that other civs have a chance at getting some extra cash off of you as well as subverting your own culture. Plus, these could be interesting during times of war, where you would be able to conduct different sabotage campaigns (loading a mini-freighter with a nuke, stealing an advanced starship tech, etc.). I don't know. It would be kinda fun.
8) More society shaping random events.
9) Back to espionage, I think that if you research a certain tech, that you should be able to build low-end starships that look like another civ's. I got the idea from what someone said about knowing where the I-League get their ships, but I thought that it had potential to frame other civilizations. There should be some qualifiers, like no high end ships (no fake Torian AVATARs attacking the Altarans), and there's a chance that the defending side finds out about the little trick (not only ticking them off, but the civ you framed as well). To make it a little harder to pull off, building a ship to look like another civ's should cost like 150% more or so.
10) More political parties, and it would be cool if there were some events linked to them. We all know people conduct dirty campaigns, but how far would you go to secure your party's place in the senate? Think - Let's say a member of the war party started gaining massive popularity and was guaranteed a majority in the senate. You have a choice - Good, you can conduct a campaign of your own finding out as much "truthful" dirt as possible... after all, it is your duty to protect your people against demagouges. Neutral, you stay out of the way and maybe the fervor will die down before election. And evil, you pay a couple of BC and arrange a little "accident". I just think that anywhere there's politics, there'll be trouble, and it would be fun to mess around with that in GalCiv.
11) I second the idea of a second tier galaxy. Well, there really isn't that much point calling it second, more like seventy three thousand, six hundred and fifth.
12)Just like the old days, I think governments should contract pirates to conduct really nasty campaigns against other civs.
13) Going off of number 7, I think the universe should be a bit more alive. Just numerous NPC vessels running about. You know, merchants of every side, civilians on cruises, all that stuff. It would just be kinda neat to interact around them, make sure they don't get killed or you lose public opinion. Plus, if a civilian ship of another player's gets killed on your territory, it offers another variation of the "a disgruntled farmer killed Netro Mancer!" event.

Personally, I think that GalCiv is probably the best game of any genre ever. It is just fantastic, and as long as it doesn't get ridiculously stupid like other space civ games I can mention, I think it'll go just fine.
Reply #369 Top
After building a Political Capital I missed the system icon. Like you get when you build a Economical or a Manufacturing Capital. I'm not sure if you get one when you build a Technological Capital. Probably not. It would be nice if you could see if a particular star system has one of those buildings. This is especially interesting info when planning a strategy. For example when you're working on a cultural of a research victory.

And a second thing, it would be nice if you could look up the bonusses of the Trade Goods on the Planet Details screen. Now you only see the cost price.

Just trying the make an already great game even better. Thanks again guys and girls at Stardock. :D

~SDC~
Reply #370 Top
captain space:

Unless you have a bug, there are icons for each of the capitals you can build.
Reply #371 Top
program the AI's to be able to use the "make peace with..." option in the diplomacy screen. i never had an AI asking me to make peace with someone else.

Also, program the AI's to be able to use the "Attack" option in the diplomacy screen. i also never had an AI bribe me to attack someone,
Reply #372 Top
Have an option in the diplomacy screen where you can ask someone to leave a sector. such as, i can ask, or bribe the Yor to remove their frigates from one of my sectors.
Reply #373 Top
does the search work properly? I entered "escort ship" and "escort" with no hit (perhaps nobody wrote about this yet ;) ). I´d like to have the search in the forum with variables (+,-, etc.) to make it easier to find older feature requests.

Protecting trade routes is not easy, or at least I haven´t found a good way to do it. Can I stack fighters with those little trading ships?
Reply #374 Top
Parable - Yes, but you cannot group more than 16 ships into a fleet at once... and planets can only hold 16 ships in orbit. I think there should not be limits like that, or at the very least the limits should be far higher and based on ship size. Oh, and

Zorven - I can't see an icon for research capital myself.. you see one? Ee..
~SDC~
[Message Edited]
Reply #375 Top
Better Auto-Survey AI

On gigantic maps I make several survey ships to mop up all the bonuses and provide me with a few "Hero's" later on. I love the auto-survey option, but the survey ships clump together, going after the same anomolies. Eventually they could bifurcate by wormhole jumps or something, but generally, they clump. Something should disperse them when they start to converge. There are several things that could be done.

1) Have the ships "call" an anomolie. Once it starts heading for it, no others will.

2) More advanced than above, have the ships split up the anomolies in an optimum (or close to optimum) travelling salesman problem, dividing the galaxy into equal territories.

3) Have those on auto-survey just not like eachother and try to avoid being near other survey ships. Make them "smell" the density and move away.

Another thing that happens is that they run out of exposed anomolies, but don't venture into new sectors or patches that are still dark. There should be an auto-explore aspect of auto-survey to reveal new treasure. Maybe dark sectors could be given a value of 1/20 of an anomolie, or whatever frequency anomolies are likely to appear at.

The auto-search thing should also be an option, checkable for all ships. Areas closer to your planets/ships would have more value because you can reach them with constructors and other ships. An initial Scout on auto would make an outgoing spiral based on its sensor width. When it hit an edge it would sweep back like windshield wiper blades.

These improvements would make total galactic exploration much less tedious. Thanks a lot auto-survey person. And everyone else, great game.