Please! Please! Please! Have Techs that do more than just add +10 to thumb_twiddling.

I loved Galciv, but there's one point in the game that I always disliked... And I bought GalCiv: AP just to be able to come here and post this message. ::grins::

I'm begging you... Pleading with you...

Please have more techs that have some sort of non-numerical ability tied to them.

As it stands, there were only a handful of techs in Galciv that did something special. You could research how to talk to other races. You could research diplomacy options. You could see all the yellow stars in the galaxy. You could build Terror Stars. But what else? All the other techs just added numbers to more numbers, and the tech tree was muddled down with duplicate projects.

If the tech tree had more techs that did something unique and important, I'd pay more interest to it rather than just falling into the habit of researching the cheapest item available.

- Nobody
71,464 views 80 replies
Reply #2 Top
w".

- Nobody
Reply #4 Top

IBNobody,

The tech tree will be much cleaner than it was in Gal Civ 1.  If you (or anyone else) have any suggestions of what you would like new techs to unlock, please list them here.

Reply #5 Top
economy or production. The United Nations. The Hunter Seeker Algorithm. EMISSION GUIDANCE MISSILES! (WooHoo!) They were difinitive goals to reach in their respective games, and each added something new and unique.

- Nobody
Reply #6 Top
esome selecting the techs; was wondering if we could have an autoresearch thing/option where the research finished screen did not pop up [unless I'm missing somthing here, I dont think thats in the Galciv game at the moment]
Reply #9 Top
e attacks, defenses, immunities, and vulnerabities.

Tech for privateers that can attack freighters and transports anonymously with a small chance of discovery based on espionage level.

Reply #10 Top
hs (and Galactic Wonders) that add numerical constants (+10 economics, +10 trade, +10 diplomacy, etc) are just plain dull.

- Nobody



Reply #11 Top
/TABLE>

I understand that. What I'm saying is that GalCiv had about the same number of techs that "did something" as the other games. TIt just also has a whole bunch of techs that give small bonuses to certain abilities.
Reply #12 Top
nt>
Reply #13 Top
wed whole new avenues of play. One could take a gas giant or an asteroid belt and convert it into a habitable planet.

Cheers
Magus
Reply #14 Top
that the techs might open. Galciv has a terrific AI. I dont want to trade it with anything.
Reply #15 Top
ould be great.


Paul.
Reply #17 Top
ch game truly different and your civilization may raise itself up in a completely different way each time.

Reply #18 Top
triggers are never met.

Paul.
Reply #19 Top
eapons or have them used upon you.

Well, you might want to invent missle defense when you learn that someone else has invented missles. They don't have to be used on you nor do you have do the inventing of the missles
Reply #20 Top
"1. Intersystem Warp Gates"

That is a step backword since hyperdrive made them obselete
Reply #21 Top
ight now
Reply #22 Top
he atomic tests we've carried out in developing bigger and badder nukes.

- Nobody
Reply #23 Top
es up. (This makes for a much harder game though, and it'd be unfair if the tech tree wasn't designed for it.)
Reply #24 Top
s how science works in real life.

Paul.
Reply #25 Top
y researching battleships of my own. I'm reacting to an event. Otherwise, I'd continue to mind my own business and build up my economy.

- Nobody
(Can you tell I'm an engineer?)