IBNobody IBNobody

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

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
71,468 views 80 replies
Reply #51 Top
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Reply #52 Top
the techs). Is it possible to change this? At least for the sequel? OH, and Evil, thanks for liking my idea
Reply #53 Top
I'll second that idea.
Reply #54 Top
As a follow up I just tried this in AP and it works! You can't right click on a tech if it is part of a trade offer but you can right click on them when they're still in the list of possible trades.
Reply #55 Top
elmo3, that is what I mean, you cannot access that info when there is an offer from the AI to you and I find it frustrating at times.
Reply #58 Top
ech", which will have an increased cost, and be random, with 10% shot at each of the 7 areas (assuming same as GC1), and the rest based on political party in power.
Reply #59 Top
make a ship, with what logic would you be able to research a shield capable ship without researching shields first? Help me out here.
Reply #60 Top
ic but again in any field very few groundbreaking and radical discoveries occur. most is just slow improvement on existing technology. (slow being a relative term)
Reply #61 Top
ge ships and 100 BC for HUGE ships. (I.E Scout, Freighter, Colony ship, Excaluibur)

Idea's?
Reply #62 Top
Maybe a planet base stargate system in galciv2 in which food material and supplies can be sent through
I.e like Stargate SG-1 concept
Reply #63 Top
I wouldn't want to see stargates replace mini freighters. Having to protect trade routes and being able to interrupt enemy trade routes should still be part of the strategy of the game.
Reply #64 Top
oo......

Reply #66 Top
done as simply as x tech levels above then cost goes down (Stars! does a good job of this). Then you could be faced with use latest tech and spend more or use last year's tech and build more for less.
Reply #67 Top
ype of things are more widgets than features, but we have to get the features done before we can start on the widgets.

Reply #68 Top
r will turn on me later.   But then, I know what all the techs do.   I'll add this to to my to do list.

Reply #69 Top
taste.
Any possibility for a tech unlocking colony ships and the ai being able to cope with that (making it a research priority)?
Reply #71 Top
duce more? Do I boost tech? Do I build up? Do I colonize far away worlds? In galciv, unless playing on tiny rare, the answer is always colonize if you want to be able to compete.
Reply #72 Top
uld happily change this, making it not researched at the start and changing the cost or the position in the tech tree thus creating the situation LDiCesare wants.

Paul.
Reply #73 Top
Yeah, if nothing else you could probably do it as a scenario.
Reply #74 Top
h. You'll still go as fast as you can, but now researching and social building are as important as making colony ships.

Just a thought...
Reply #75 Top
thout any colony ships. The point is not to not get planets (though One City Challenge in Civ is great fun) but not to rush them, and to get a viable option of taking all your planets with transports or culture flipping,