Good concepts for next expansion or Galactic Civilizations 3?

Any ideas? Let's inform Stardock.

Original post: 3/29/2006 9:08:39 PM

Galactic Civilizations 2: Dread Lords is a great Game. If the following concepts are included in the next expansion then it would become a near perfect game... In my humble opinion. Even if these are included in Galactic Civilizations 3 that would be good. I suppose I can wait.
I know that some of these concepts have been mentioned and debated. I'm trying to use "influence" on Stardock. Hence my subtitle: "Any Ideas? Let's inform Stardock."

-researching and constructing Ringworlds and Sphereworlds.(see the novel: "Ringworld", by Larry Niven) A Ringworld is an artifact constructed using a systems planets and asteroids to form a ring around the sun. The inner surface is used like a planet. "Shadow Squares" provide day and night cycles and solar power. A Shereworld, or "Dyson Shere", is the final costruction phase of a Ringworld. It is the ultimate engineering project of a civilization. A total sphere around a sun. The inner surface is used like a planet. An artifact to be feared and revered for its potential.

-researching and using terraforming. Planet atmosphere/environment to match different races. Terraforming would alter a planet to a specific type for races and improve planet class. There could be slowly decreasing pennalties as the terraforming progresses. The pennalties would be due to the different atmosphere/environment. The atmosphere/environment for your race would be chosen during race creation.

-researching the ability to destroy planets and use the resulting asteroid belt to contruct a new planet again...and again...(This would require technology close to being able to construct a Ringworld.) This should be a device of a certain size to fit onto hulls.

-researching the ability to destroy a star ,and thus its planets, and use the resulting gas and debris to construct a new solar system with a Ringword again...and again....(This would require technology close to the level of constructing a Sphereworld.)This should be a device of a certain size to fit onto hulls.

-more civilizations per game; larger maps/galaxies; more races that are less humanoid; higher maximum number of planets per solar sytem: ten is a decent number.

-endless research: each "breakthrough" would lead to pluses to various categories such as military, diplomacy, happiness, industry, etc.Science Victory could be reaching a chosen amount above top rival(such as 3,5,or 10 times more advanced).

-multiple paths of simultaneous research possibbly using funding sliders.

-better proportions: solar systems "tucked" into one "square/space".You could then enlarge the "System View" where there are system "squares" for exploration, travel, ...and battle.

-expansion into multiple galaxies: via "regular " drives wich would take... a long time; and later something quicker like a gate or special warp/teleport.

-the in game,each battle,option of player control over battles...space and ground(though the ground part might need some redesigning).

-orbital bombardment of planets using any/all ships and weapons:beams,missiles,cannons,etc.There would be varrying degrees of dammage to the planets infrustructure,population,and morale based on the total ships attack value.

-planetary defenses such as missle bases, beam bases, fighter bases, orbital platforms, and planetary shields.

-Wade, "Scitech"
10,225 views 12 replies
Reply #1 Top
Any ideas? Let's inform Stardock.

("bump" test)...

-Wade
Reply #3 Top
You can't bump your own posts, it doesn't work.

I'd personally like to see space made a little less interesting and a little more... well, something. Black holes, or nebula that hide ships. Something that gives me more purpose than moving fleets from A to B.
Reply #4 Top
@quitch: that'd be cool.
@wade: % or so planets per sytem is good. I don't want this game to turn into MOO3, which i found insanely complex and hard to play. Keep it simple so you won't have to spend 3 hours figuring out how to play. Plus, with twice the number of planets per system and many, many more syestems in a game, micromanagement would be a pain in the ---.
Reply #5 Top
@phbbt107 It can already be... put everything at abundant and a huge galaxie. the total of colonies in the end-game can reach over 150-200... Ouch for micro management.
Reply #6 Top
the ability to disassemble captured ships to steal any advances implemented in them.
Reply #7 Top
the ability to disassemble captured ships to steal any advances implemented in them.


I second that.

-Wade
Reply #8 Top
You can't bump your own posts, it doesn't work.


OK...I'm not quite sure what the term "bump" is used for then. But my posts do not appear in the "Recent Posts" area unless at least one reply has been made; either by me or someone else.

-Wade
Reply #9 Top
All of these ideas stem from the ethic of "Wouldn't it be cool if?" rather than with any consideration for the design goals of the GalCiv series. Exactly how does any of this help the game achieve what it is trying to achieve?
Reply #10 Top
All of these ideas stem from the ethic of "Wouldn't it be cool if?" rather than with any consideration for the design goals of the GalCiv series. Exactly how does any of this help the game achieve what it is trying to achieve?


Are you undercover from Stardock? Just what is it that you think "the game" is trying to achieve? And yes "Wouldn't it be cool if?" these concepts were implemented. That would be some even better game play...Imagine. Any or all of these could be done in a new game...and even an expansion. It's just a matter of effort versus reward.

-Wade
Reply #11 Top
i've got an idea, how bout black holes (kill the ship/Fleet) , and wormholes (move ships/fleets to diffrent parts of the galaxy)!
Reply #12 Top
i've got an idea, how bout black holes (kill the ship/Fleet) , and wormholes (move ships/fleets to diffrent parts of the galaxy)!


I second that.

-Wade