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Things I'd Like To See In Galactic Civ 3

Things I'd Like To See In Galactic Civ 3

Also, how are you modding the tech trees?

So I just ponied up and bought TA and I was thinking its about time to start wishing I could do things that are impossible in Gal Civ 2.

-First off I really think cloaking technology is essential for the new game, even though it probably won't be out for several years and by then cloaking technology will probably be as common in america as toast and soup. I mean how cool would it be if while going into a cold war with the Iconians of more likely the Krynn, you had to develope tachyon sensors to even locate your enemy's ships; and then they go and build a better cloaking device that doesn't use tachyon radiation. How great would that be? Great.

-Also, as mentioned above, cold wars are all too common in Gal Civ so I'm thinking beyond the upcoming espionage system, there needs to be better analysis system for the computer to see how effective there ships will be against others and factor in things like economic capacity and where critical strategic points are within both their and other's borders. Of course all this information is gained through espionage so having a good spy network would be essential for the computer to enact a successful campaign. Also, developers, what do you think about enabling the spy system to have mission specific functions, like terrorism and maybe getting agents for your operatives could be a sort of risky gambit like in real space life. I know I'm a bit of a spy geek but if we're really simming a civilization, spying is 40 percent of everyday government.

-And how about changing the resource system to something a bit more space realistic where the resouces are also found on planets and in asteroid BELTS. Resources should be commodities as well; like a Xinanthium Hull Plating mine on a few planets and asteroids that can only be mined with a higher level tech or posibly only used once a specific level of ship building is developed. If say the Paulos got a hold of the ore and then sold it to the highest bidder to further their weak colonization or espionage efforts.

-And I've gotta say, the whole random events idea is bloody brilliant. Adding more of these and maybe connecting them to every aspect of gameplay would be really cool. For instance, what if while searching an anomaly you find a precursor cloaking device that your friends can buy and your enemies can steal, unleashing all that into the galaxy. Or maybe getting an agent out of your enemy's capital reveals a sinister plot to start WW XVI using some kind of scheme to turn our allies against us. And if you don't have good allies or a good spy net, say goodnight.

I know its extremely early to be thinking new game, but this is how the ball gets rolling on great ideas. Anything anyone else can think of would be greatly apprecaited and also post tech modding ideas that you think others might like.

 

38,002 views 32 replies
Reply #26 Top
Would like to see a single map epic campaign

instead of a string of maps each starting out again with only one tech would prefer an immense sized map campaign that grows and develops slowly with key techs kicking the campagin into the next set of scripted events.

I mean it would be a sersiouly awesome game to start with one star vs a near filled immense universe and slowly have to conquer it a piece at a time, often having to broker treaties or sway colonies to join you through influence and or subterfuge/espionage (perhaps evewn a assainatnte govenor and install puppet and flip the colony at a later stage to your empire simply to survive because you simply don't have the military might to do it any other way until you've grown your empire
Reply #27 Top
with the GalCiv engine i think that will be little overwhelming thing to do for the Computer.these guys are good but there no geneses. every thing need to be taken in to account like if we add so and so, some questions come up like will it crash the system, will it run propley, and can we do it. these guys are good but not that good(no offence Stardock)And i think now that TA is out i don’t think there going to touch GalCiv for long time. i think there working on something for Sin of a Solar Empire.
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Yes, but why would they necessarily use the current GalCiv engine when they are making a brand new game?

You don't seem to understand, they are going to START FROM SCRATCH for Gal Civ 3. So if they are building the game engine from scratch then 3D could be on the table.

Also, Sins of a Solar Empire was developed by Ironclad while Galciv2 was developed by Paradox. Why would Paradox work on Sins when it isn't even their game?
Reply #28 Top
I thinking the cloaking idea is stupid...

imagine the joy of spending the entire game chasing cloaking tech because it is a magic women button for the one with better cloaking...


no thanks... that is retarded
Reply #29 Top
I would implement cloaking like this:

Two races have Cloaking on their tech tree.
Cloaking is pretty early on the sensor branch for one race and a couple techs further down for the other race.
Cloaking could not be traded, but could be stolen.

Default cloaking reduces movement by 1 for each engine installed (making it almost useless in the early game, and automatically a lot more useful later on), and there is a 75% chance to be detected when ending movement in "sensor" radius of any opponents ships, star-bases, or planets. There are three more levels of cloaking, level 2 reduces detection to 50%, level 3 reduces detection to 25%, and level 4 removes the movement penalty.

Two races have anti-cloaking on their tech tree.
Anti-cloaking is fairly far down the sensor tree for both races.
Anti-cloaking could be traded and stolen.

Anti-cloaking has three levels. The first level allows a new building to be built on planets that doubles the planets sensor radius, and increases the odds of detecting a cloaked ship by 10%. The second allows a similar module to be built on starbases, but it also increases cloak detection odds by 20% for both the new module and the old one. The final module can be installed on ships, and increases the detection odds by 40% for all modules.

I would also make it impossible to put a cloaking module on troop, merchant, or colony ships. Undetected cloaked ships would be passed through automatically during movement. If your movement happens to end exactly on a cloaked ship then a battle would automatically ensue, but it would last only one "round". After the battle the currently moving ship would end all movement in the last space it passed through before encountering the cloaked ship and be unable to move again this turn, though other ships could move and engage the previously cloaked ship at will until the next turn.

Because cloaking would never be perfect, and it wouldn't be usable as an interdiction or invasion method, it wouldn't be NECESSARY to have anti-cloaking, though it would be useful. This would help resolve the "Useless because they cancel each other entirely" issue. Especially since anti-cloaking would have a second use, doubled sensor ranges.
Reply #30 Top
Cloaking is eh.

Turn-based ship-to-ship combat is where it's at. Remember MOOII? That was gold. That ship design and ship combat is still the best I've ever seen, modern developers should be ripping it off as much as they legally can.

Also, develop ethics more. Pushing for Good with, for example, Korath, should have far-reaching consequences. Consequences other than, "Here's some exclusive techs for sticking with your default ethics instead of going for neutral like you would with any other race."

I'd say better spying but Stardock says they're patching that into DA/ToA. Giving the AI a more robust measure of military power would be nice.
Reply #31 Top
I'd like to bring that post a bit up again!

I thought what is still missing is an improvement of the whole culture concept. This is a lot about realism. No matter if based on cultural influence or classical invasion, after conquering a new planet from an alien race inhabitants are treated just as normal civilians of an empire. But this is just crap, my appologies. There should be some kind of occupational strategy as well as an idea of what it means to integrate an alien race to a galactic empire. This is also to say that I just think it is unrealistic to model this occupation by cultural influence, in which an alien race ultimately is conviced that it 'historically' belongs to a different one.

It has happened early in the game to me that I won a Drengin planet as Altarian by cultural influence. Now I had a planet full of Drengins (theoretically speaking), but except for destroyed buildings there is now effect.

This of course is not the only aspect of unrealistic features of galciv2. Of the many that have been pointed out, I believe the starmap, economy and all types of battle need to adressed. I really liked the above mentioned notion of galciv as CivNationsOnWeirdMap. That is so true! :)

I would really hope that Galciv will be developed but given the success of Sins, I do not think that they will go along the old lines of galciv! What a pity... :p

tokla.
Reply #32 Top
GalCiv3?

Multiplayer Multiplayer Multiplayer (imagine Steve Balmer yelling it ;) ) gameserver/gameclient style
A Galaxy Map
you pick the sector area you want to conquer, also interaction with nearby sectors, e.g. if you pick a sector where you set a foothold but the next sector is completely controlled by a different race or alliance that should make a difference to make it more "realistic". Like additional resource supplies, ships/ground troops, money.

Galactic And Sectorwide Diplomacy
which should both have an influence on each other

Tactical Combat
both in space and on ground