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.

 

38,004 views 32 replies
Reply #1 Top
While I hope they adhere to the solid system that they have, it would be good to see them experiment in other areas and features.

Galactic events do turn campaigns upside down and wrong side out. However, I hope they can tailor the AI so that they can actually deal with certain events such as Peacekeepers and Universal Spies, as in GalCiv2 they simply can't.

Finally, it would be great to see a better invasion screen, a 3d race/leader editor, and random motive attachments.

What I mean by motive attachment is, if you perform an action on a race or planet they may receive one out of a list of motive attachments, which affect them in some way.

Lets say that the Torians conquer the Drengi homeworld. The Drengi leader gets a special icon called 'Last Stand' which ups the defense and weapons of all his new ships by +2. Or he might get one called 'Beaten by Slave' which lowers the morale of his population.

It's really quite like the trait system from Medieval 2: Total War.
Reply #2 Top
...snip...
-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.
End of quote


I have also thought this would be cool. I have some questions though. I am thinking that, in keeping with weapons tech in Gal Civ2, there would have to be a way to see through the cloak. And a whole research tree for cloaks and seeing through them. Are we sure that this is really what we want?
Reply #3 Top
Instead of complete cloaking, perhaps it could just be that your ships have to be closer than normal to pick up cloaked ships on their sensors, meaning that the sensors line of tech would become extremely useful.
Reply #4 Top
Honestly my primary focus on things I'd like to see in GalCiv3 would mostly be around what I perceive to be the "flaws" in GC2. Note though, I do not mean flaws in the worst way possible, I just think there are aspects of the game that could be done better given more time/resources, such as:

1) Make class 0 planets have some use. Simple solution is just to create an outpost construction of some sort to be used on class zero's. Little population, used exclusively for construction or something along those lines. A more exotic solution would be to extend then terraforming tech branch to allow terraforming modules to be placed on ships which will convert a planets environment over time (I like this idea in that it could create a third much later game phase of "colony rushing", but that's just me).

2) I think most would agree that we'd like to see morale with respect to max populations handled differently. The obvious way to do this is to tie the maximum sustainable population to base planet size. You could even make it 1-1, such as a class 10 can support 10 billion people while a class 30 can support 30 billion. Ideally I would go so far as to say that this would be an ideal place to add more racial distinction with some races focusing on a smaller number of super planets (which can support higher populations) with others focusing on many low pop planets. This of course would need balancing and tweaking, but this is just a wishlist dammit.

3) I'd like to see more modules for military use in the game. I realize that this can be a problem with the ai focus, and for everything you add you have to make sure the ai can use it reletively effectively, but I'd like to think this can be done. The reason behind this is I'd basically like to see a game where medium ship A with 5 beam attack and 2 gun defense could potentially be a drastically different ship than medium ship b with 5 beam attack and 2 gun defense.

-pleth
Reply #5 Top
Instead of complete cloaking, perhaps it could just be that your ships have to be closer than normal to pick up cloaked ships on their sensors, meaning that the sensors line of tech would become extremely useful.
End of quote


I really like this thought. Perhaps you could just create a tech branch of "anti-sensors" that culminates in "true cloaking", with the regular sensor line culminating in a way to detect the true cloaking. Maybe a cheaper to research starbase module to detect true cloaking as a quick way to detect ships in your own territory but still prevent you from effectively going on offense until the appropriate sensor tech is researched.

-pleth
Reply #6 Top
1) Make class 0 planets have some use. Simple solution is just to create an outpost construction of some sort to be used on class zero's. Little population, used exclusively for construction or something along those lines. A more exotic solution would be to extend then terraforming tech branch to allow terraforming modules to be placed on ships which will convert a planets environment over time (I like this idea in that it could create a third much later game phase of "colony rushing", but that's just me).
End of quote


I like this idea. I could see an 'Outpost' that would allow the extention of transport much in the same way that star bases can be used. But there would have to be some added benefit. Maybe it is as simple as these bases are not limited in the way that star bases are with regards to module limit?

In any event, this could be beneficial as listening posts or spy outposts or military staging areas or almost anything.

Reply #7 Top
Outposts sound great!

I think maybe small scale building could be the next big thing. It would also be cool to have and array of starbases, listening posts, Massive Scaled Carriers and other things that could repair ships or possibly be integrated into the upgrading system, which is currently convenient but a little unrealistic. If they implement new resource ideas too, these outposts could be used to say mine cortosis (Xinanthium) or a starbase could even double as a mining base for a gas giant.

Also- Can anyone think of a better way to design solar systems? Its convenient now but what about rotating planets or better size differences. I likes me systems spinning.
Reply #8 Top
I would like to see 3D maps. Instead of moving from square to square you would move from cube to cube in a giant cube-shaped map. Expanding and maintaining your empire and influence in three different directions would be quite different and exciting.
Reply #9 Top
-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.
End of quote


1]its a giant loop right there. the enemy makes cloak you counter then you make cloak then he counters. its a cicle a never ending cycle of tech.
2] they are already have something like cloak its called the 'Super Warrior Ability' you get the first hit always so its like your in cloak even if you get attacked first, what the point
3]its just to big of a tack to do...

-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.
End of quote


you can do that your self be moding some files, and trust me that’s easy

I would like to see 3D maps. Instead of moving from square to square you would move from cube to cube in a giant cube-shaped map. Expanding and maintaining your empire and influence in three different directions would be quite different and exciting.
End of quote


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.
Reply #10 Top
And as a side note there has been countless post like this they never look at it because one: the things we ask for are somewhat impossible or Two: they already that of it. if they want you opinion they’ll ask for it.
Reply #11 Top
And as a side note there has been countless post like this they never look at it because one: the things we ask for are somewhat impossible or Two: they already that of it. if they want you opinion they’ll ask for it.
End of quote


Dude, this is for fun. We are well aware (at least I am well aware) that there ain't going to be a galciv3 for a long time and they aren't even really thinking in that direction right now. I think its fun to conjecture and toss idea around once in awhile, if you don't, don't read the post. =/
Reply #12 Top
im just saying a fact. why talk when you can do. and besides its like the carrer post there every where and stardock made point after point some of the stuff we come up with is imposible. some of it is possible but they dont whant to do them selves theats why they put a bunch of editors in TA.
Reply #13 Top
Is Galciv ready to step things up to a totally new dimention of strategic interaction?

Off turn ships that respond to enemy ship activity.

So lets say you sent out a fast scout ship and it spots an enemy ship, then the enemy ship moves and intercepts your scout while it is still your turn!

The provisions for this off turn attack will be:
1) The ship has available as many movement points as what it did not use up during its previous turn.
2) your ship entered its activation range - Which will be determined by how many movement points it has and sensor range.
3) The Interception can fail to connect - The greater the difference in speed between the two ships will either increase or decrease the chances of the interception succeeding.

Evasion can be another off turn ship manouvre operating on the same basic princibles as interception but in reverse. If the default setting for transports was 'evasion' then this would make it harder for players to intercept AI transports.

I guess i could expand on this idea allot more but i will keep it simple for now

Any thoughts?
Reply #14 Top
What I would love to see in Gal Civ 3 above anything else is turn based tactical combat, along with much more in-depth design options as far as weapons and defenses go. That would take the ship design aspect to a whole new level which already proved a big selling point for Gal Civ 2.
Reply #15 Top
Racial Disabilities
When designing races or with canon races, it would be nice if, in addition to abilities which grant advantages, there could be disabilities which make a race weaker than the default while giving more points to buy more abilities. Create a race which sucks at diplomacy but is an economic guru.

Faster ships have advantages in combat
Add ship speed into the combat calculations. Fast fighters are harder to hit.

Range in combat
Did you research long range beam weapons so you could shoot at your opponent before he gets into range with his cheaper short range guns? If your weapons are short range, can you overcome this with faster ships? (see the above topic on speed)
Reply #16 Top
Freeman43, you bring up an interesting point. Can anyone give me a link to a modding technique forum? I bet there are a lot of things I could do myself.

-How do you modify invasion tactics for one thing? And also making small fighters harder to hit is probably possible if you just make a better fleet defense component that only affects smallish ships.

I'm trying to create a more intensive fleet system. So far I've managed to increase fighter effectiveness but I'd like to have capital ship weapons that only fit on large and huge ships that can only be effective against med-large-huge ships.

And I don't care if cloaking is impossible, inconvenient, or useless. I'm an american and if I want it, someone better get for me quick; regardless of cost or functionality!
Reply #17 Top
Check the thread that I made about this topic. It has some good stuff on it.
Reply #18 Top
After reading over a few of your ideas I figured id put down a few of my own. Input is appreciated, especially if you can get through all of it :P.

Overwatch

As one of the other posters mentioned, employing a system that gives each ship a set number of action points per turn, allowing you to “save” points for use during your opponents turn would greatly improve the level of control that the user has over his units. It also gives rise to the creation of an ability based system, abilities costing a set number of action points before being used. This system is much like the one used in various RTS games such as warcraft III, company of heroes, and of course sins of a solar empire. This system could be implemented into the module system that exists for T.A. allowing the user to further customize their tactics.

Overmatch

When you or your opponent have a technological edge (i.e. speed, weapons range, targeting etc) it applies directly into combat.

For example, unit A has a movement of 4 and a weapons range of 5, unit B has a movement of 3 and a weapons range of 4, which would result in unit A being able to engage unit B at range without risk of retaliation. Factor in a random margin for error (pilot error, mechanical b.s. etc) and you have a slightly more complex and dynamic combat system.
While the Gal Civ 2 system basically does this using incremental increase in damage and speed, it only marginally affects combat. This is because speed only affects the order of attack, instead of providing control over the fight, i.e. the ability to engage and disengage at will. This also relates to weapons in that the race with superior targeting technologies can attack from further away (given that they have weapons that are capable of such an attack).

New L.O.S. Mechanics

Changes to the way Gal Civ 2 handles line of sight would serve to improve the number of tactical choices that the player can make, giving them more options to explore. By this I am referring to the creation of a stealth mechanic as well as adding further depth to the current system. To explain further, I would like to see the addition of an active/passive detection mechanic or a radar like system. This system would allow the player to choose between two types of detection mode for their ships, one passive, and the other active, one state would allow for more stealth but less visibility (passive), while the other would allow for less stealth and more visibility. Ships would have a base visibility value depending on their size and other factors (stealth enhancement modules/ anti-stealth). This new system would increase the tactical challenges and solutions giving the player, yet again more options.

Combat Changes

- Improved Visuals (of course we want these)
- More dramatic ship pathing, i.e. make the ships maneuver more, the current system is fairly clunky and all ship types move the same way despite size (speed is effected, bigger slower, but all ship types seem to maneuver the same way) mix it up a little.
- Countermeasures/Effects – if the ship has chaff, make it visible, using a P.D.S. fill the area with tracer fire, just make things look more chaotic and I’m sure the level of intensity of the fights will improve as will the immersion factor.
- Tactical Weapons – space mines, nukes, lazer net of death, whatever flavor they add tactical freedom and more ways to skin the cat that is gal civ.
- Pre-combat tactical choices – much like the invasion system, this would allow the user to pick a tactical stance before fighting.



Movement and Nifty Stuff

- Jump mechanic (movement idea 1) - allowing the player to spend money/resources to insta travel (with a cool down time to prevent overuse). This would allow for lighting raids but would substantially drain the users cash supply if it was overused.
- Active Spatial Phenomenon – i.e. nebulas, caustic clouds, comets – anything like this would add some terrain to the blackness of space limiting movement and or providing tactical advantages. (hide in nebula, comet has special metal etc) Simply put it would add variety to the lifeless void.
- Warp mechanic (movement idea 2) – not to be confused with movement idea 1, this idea centers around the notion that ships moving at warp move really fast and thus cannot turn fast (yea I’m no physics major here so bear with me). Basically put if ships use warp drive they move faster, but must move a specific distance and only in one direction (i.e. must move at least 10 spaces, while ships that use sub-light drives will be allowed more freedom of movement but will not be able to travel as far. This mechanic, while maybe not very realistic would allow for some increased tactical game play, causing the players to have to plan their movements and also allow them to setup choke points at various areas of the map that they expect the enemy to warp in from.
Reply #19 Top
I too would like more indepth battle transactions. Like having pilot training to supplement fighter ability would allow cruder ships to take on high tech trainees.

And as to warp being in a straight line, there are no straight lines, so it would be hard to implement this strategy, though I always mod my life support tech trees to be less effective so that the outer rim of my systems become chokepoints and starbases actual millitary targets as the computer guns for those anyways.

I don't know for sure, but I think that the weapons are on a chance-to-hit system. This would heavily lend itself to speed and agility becoming a factor in space battles. Your fighter A-B example reminded me of that History Channel show, Dogfights. Can you imagine having a situation where one of you was much faster and had long range missles but no lasers (thanks to the geniuses in R and D) and your oponent was slower with short range lasers but more manuverable and better trained? A fight you'd be remiss to miss. Hmmm... Is it possible to save space battles? It should be!
Reply #20 Top
Not to break this thread at all but I wanted to post here in case some of the people posting here haven't seen Brad's annoucement in other locations. While the GalCiv team is ready to do number 3 they will not be doing so just yet. Brad has them working on a more fantasy based game. I can't tell you any more than that but I didn't want everyone discussing the next GalCiv thinking it would be around the developers corner. First will come the next title before the talks about the third installment resume. Just an FYI to the gamers out there.
Reply #21 Top
Longer Land Battles
It seems to me that Planetary Invasions should take longer than one week to resolve. Maybe run the battle for a certain amount of time and then stop for the week and put the planet in a state of contested ownership. Depending on how many home team forces have been lost would be how much production is lost the next week. If possible, more forces could be added to the battle in future weeks via arriving transports. Also, I think there should be more losses depending on how many troops are on a side. Currently, players invade with 1,000 troops and see how it goes. If it goes well, the next transport goes to another planet. With the new system, landing 2,000 troops kills twice as many for the week resulting in faster acquisition of planets so players are more likely to invade with a fleet of transports instead of piecemealing it out over time.
 :CONGRAT: 
Reply #22 Top
Popebucky - please GOD, no! While that may be a reasonable system for a small number of planets, anyone playing a game where you have to repeat multi-turn invasions for 100+ planets would immediately quit playing. If you were instead to limit invasions to one attack per turn, that might be better and accomplish the same goal. You can use as many transports as you can get in a fleet, but you can only hit the planet once.

Oddly, I've had the AI us the multipe invasion tactic on me. They managed it pretty well.

The thing to keep in mind about all these ideas (especially anything movement related or that adds tactical combat): How well does the AI deal with it? The problem is that AIs build to predetermined rules (if A happens, do B). Human players are extremely good at figuring those rules out and exploiting them. Many of these suggestions would simply result in advantages for the human player. That's why tactical combat wasn't included to begin with.
Reply #23 Top
Basic 2 player Multiplayer

Nothing fancy just me and a mate and an immense map , turn ends when both player click TURN, if a turn takes too long well I can deal with that outside the game with a solid spear tackle if required. global chat meh I can even live without that.

Just something to be played for a few hrs a week over several months to a year.

The kind of game you'd only play with a friend because you know where he lives and can hunt him down to finish the game.
Reply #24 Top
"these guys are good but there no geneses"

Fabulous. I think that's my new sig file.

My vote would be for specialised ground troops and a tech tree for land combat, then a much more detailed implementation of the ground combat screen. Numbers and flags just don't cut it for me.
Reply #25 Top
I'd like to see a greater degree of realism.

Plausible star systems and interstellar distances would be cool.

Plausible star system usage would be cool too.

As would plausible travel times.

Imagine 2+ races all colonising the same system, before any of them can establish supremacy over it. Then imagine reinforcements might arrive anywhere from 1 week to 50 years later.

Or opening a wormhole from your massively militarized system into an unknown one, hoping your tech isn't outdated.

Or turning an entire system, planets & all, into a dyson sphere.

Or perhaps even into a star-powered vessel.

Ideally, I'd like to see GalCiv3 stop being CivNationsOnWeirdMap & become CivInterstellarEmpires instead.