Frogboy Frogboy

Suggestions

Suggestions

Have an idea or a change to the game you'd like to see? Let us know and we'll take a look at it.

Suggestions should be things that don't fundamentally change the scope of the game or require immense levels of development time.

We'll be monitoring this thread.
24,790 views 689 replies
Reply #26 Top
Umm...if it doesn't start out selected you should be able to double click on the field to select it
Reply #27 Top
While one of the big claims of the game is that the AI is "as human as possible", it can do diplomatic options that we cannot. Admittedly, I haven't gotten way far into the game so maybe I"m missing a tech or two, but here's two examples:

Tell CivA that you are giving it X for war against CivB.
Tell CivA that you want to work covertly against CivB.

The point is that the AI can do what the human can do and vice versa.

/ds

~SDC~
Reply #28 Top
More Political Parties (with + and -)

Example:Isolationist +Infulence Resistance, -Diplomacy
Example:Big Brother (knows best, knows all, watches all, sees all)

More Government Types

Example: Theocracy
Reply #29 Top
More Combat Ships like the Anti-Matter Missle that add tactics to combat;

Example: Decoy Fleet - Fleet that appears to be a larger ship at a distance but reveals itself when the enemy gets closer or it approaches within scanning range of a starbase or a planet with deep space scanners improvement.
Reply #30 Top
Have the game's user interface skin change depending on how powerful the player's civ is. This is similar to the current situation where the skin changes depending on whether the player is good, neutral, or evil, except that the UI skin will be determined by "alignment + power," or something similar.

In order to cover the combinations of (good alignment, 1st place in power ranking), (good alignment, middle power ranking), (good alignment, last place in power ranking), etc, the current 3 skins could be increased to 9 skins, 12 skins, 15 skins, or even 18 skins,

That would be a fun graphical reminder of how well you are doing at the game. Not to mention the extra ribbing you get from the game when you are in last place and it starts to rub your nose in it by showing a run-down, dilapidated skin to reflect that. And, conversely, what a sweet reward it will be to see the refined, majestic, awe-inspiring, first place skin appear when you have finally earned top spot.

Players can pat themselves on the back with each improved user interface they've earned and they will kick themselves, or the computer, with each downgraded user interface they get.
Reply #31 Top
Invasion Defense Tactics / Improvements

that counter/reduce effect of some Invasion Tactics
Reply #32 Top
Regarding the requests for some kind of recompensation when the planet queue is empty: shouldn't it be the other way round?

GalCiv counts income according to taxable percentage of population. If you don't give your population jobs, the taxable percentage will _shrink_, not grow. So logically speaking you should be _punished_ for an empty planet build queue, not rewarded.
Reply #33 Top

If people aren't working on a social or a military project their labour should go to the other rather than be wasted.

~SDC~
Reply #34 Top
Possible solution: Could a percentage of the 'unused' resources be put aside each turn into a pool for that project that could then be used later on? That might add some extra AI programming, since they'd have to know how to use that to their advantage too. Could open up some more technology options though, since you could research "Improved Stockpiling" that gives you a greater percentage or something? :)

~SDC~
Reply #35 Top
Hm, yeah, something like a "rush build": if the planet's queue has been empty for [x] turns, the next project on that planet will be built twice as fast for [x] turns, too (because workers are rested).
Or maybe a morale bonus when the queue is empty because people don't have to work *grin*
Reply #36 Top
I would like population to be the actual races, so earth would have humans etc.This would also effect war and rebelions so if you declared war on the dregin your dregin people's would have higher unrest and have less resistance to invasions than your humans would, etc..
Reply #37 Top
I'd like something to allow you to mark or easily identify stars you want to colonize. The idea about the individual planet economic sliders is also a good one, although I can see how it might be difficult to put in an AI routine to support that feature.

~SDC~
Reply #38 Top
Something else...

I'd like to see the "Wonders" made more wonderful. Bonuses are nice, but they're no different than other buildings. They just are *NOT* special enough.

A wonder should make me curse if an alien civ builds it first. A wonder should give the builder a huge power boost. The only one that falls under this catagory is the Terraformer.

Please give the wonders (and some buildings) abilities that do MORE than just boost stats.

Also, you should NOT be able to rush-build wonders, achievements, or trade goods.

- Nobody
Reply #39 Top
Could we put the number of available/used/remaining trade routes on the Domestic Policy : Trade sub-screen?
Reply #40 Top
Can we get a panel within the information display for Starbases tha shows the currently available modules that are NOT installed (and thus can be built when we send Constructors there)?
Reply #41 Top
There might already be a way to do this, but I don't know about it. I'd like the option to import a list of shipnames to automatically be added to ships. It'd be much cooler to automatically have a ship named "Hellstar" than to have to rename Frigate 322 to "Hellstar" EVERY time... ;)

~SDC~
Reply #42 Top
I noticed people discussing trade goods, ala Civ for non-production. Thought I'd offer an alternative. I haven't played the game yet, and have no idea what benefit this kind of thing might give... and so saying.

What about non-production planet increasing morale/happiness?

I'm just thinking, instead of a population that isn't producing anything, making money. Why wouldn't that population be happy about not having to work?

Just think real world. Hi, you've been working hard on our battleships for a while now and we think we've got the situation in hand. So since everything looks good, why don't you all take a nice vacation?

Just a thought.
Reply #44 Top
Add an option so people who submit metaverse scores (or post here for that matter) don't have to disclose their real names.

See this thread:
http://www.galciv.com/forum.asp?BID=GF&id=24783
Reply #45 Top
Great game so far!

Suggestions:
(1) Option to turn on grid marks (sometimes it's a bit hard to tell how far away ships are from something).
(2) Option to tell the computer not to auto-end a turn if all ships are moved (maybe this is in there and I overlooked it, but I've had the computer just zip to a new turn before I was ready).
(3) Graphical representation of buildings on planets, even if small and icon-ish (a la the Civilization games)
Reply #46 Top
"Auto-resolve Trade Offer" option.

Items are already on the table, but the negotiations are yellow. Click on bc's or influence to sweeten the pot, but now there is an 'auto-resolve trade offer' that will automatically make an offer good enough to make it go green. If you want some sort of 'transaction fee' for this time-saving process, make the offer %10 less optimal than you could have gotten had you tweaked the offer youself a half dozen times...

There is *no* strategy in having to resubmit money/influence components of these offers. It's just wasted time, IMO, though if you role-play, it's less painful. Even then, the alien should get sick of your minute, incremental changes to bc's. After the 5th attempt, it should say:

"Listen, pal. We're busy. Don't bother us for another 10 turns."

At least then there *would* be some strategy involved...
Reply #47 Top
During a war an allie gave me 1 battleship but it was out of range, stuck :( ,i think ships should auto-transit back to your homeworld and i would like them to keep there original race shipstyle also..
Reply #48 Top
I like the above idea about trade. There does not seem to be much strategy in trading. Just get it to green and you are good isn't as deep as I had hoped for. Is there any chance of successfully completeing a deal when in the yellow?
Reply #49 Top
Re. refunds for overproduction: why can't the excess points just count towards my next project?

Re. waypoints: yes, please. In fact, I think I'll have two :)

Re. minimap on really big galaxies: the ability to zoom-out the main play window (turning it into a huge minimap). That way you could presumably get the entire galaxy in on a 200% zoom, showing starbases.

I'd also like a "follow that ship" order for my ships. Used either for following enemy ships around or as a trailing escort on your own ships etc.

And I would like to add my voice in the "auto-negotiate-influence-or-money" feature mentioned elsewhere. All too often, I sit down in the diplo screen and work out some interesting deal or other (peace for tech, tech for trade goods, whatever) and being a min-maxing bastard, I always follow it up with adding in a request for however much money I can get while still having a green offer. This boils down to a manual binary search, which is incredibly tedious. Please give us an UI where I can (1) name a $ sum and have the computer determine the max months acceptable in the current offer and (2) name a number of months and have the computer determine the max $ amount acceptable in the current offer.


~SDC~
Reply #50 Top
I did not realize there was a special thread for suggestions, so I posted this in a seperate thread. I am reposting it here where it should be:

One major suggestion that would help ME enjoy the game a lot more (especially as a newb): please add a functional equivalent to the "civilopedia"? I know you can go to JavaScout's web page to get all that, but it really needs to be accessable in-game. As a newbie, when I see the list of things I can research, I need to be able to see what exactly they do so I can make intelligent decisions about what to research and why.

Basicly, everything should just be hyper-text linked and/or right clickable to pull up the full information on it. For example, when setting up governors, you should be able to right click on each potential build item to refresh your memory on how expensive they are, what they do, etc.

Also, it would be a big help to have tabs on the planet list to include info on uninhabited/enemy planets instead of just your colonies. This would make it easier to decide which planets to colonize or invade or whatever without having to click all over the map to refresh your memory on what is where.

A slightly more differentiated fog of war color scheme would also be helpful. I sometimes find it difficult to see clearly the difference between explored space that is or is NOT currently in scanning range.

--Soulfire