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.
24,859 views 689 replies
Reply #201 Top
Not sure if this has been suggested or not, but would it be possible to add a 'tool tip' to the mouse cursor when interacting with the mini-map? I think I'd be able to find and go to a star system much easier if the name of each star system 'popped up' over the cursor while it's being hovered over the system's 'dot' on the mini map. :) This way when events occur involving specific systems, it'll be much easier to find the system in question instead of having to jump all over the big map.

Just a thought. :)
-GeorgeT
Reply #202 Top
Morale bonus for picking "Good" decision choices.

Come on, this just makes sense. Wouldn't you like to be part of an empire/federation/whatever that did The Right Thing? Maybe there might be a negative morale bonus on that specifc planet for certain decisions, but empire-wide you should get a morale % bonus for all your planets for being a good guy. :)
Reply #203 Top
How about simply some good things coming from being good at random event decisions? Choosing good almost always hurts you.
Reply #204 Top
Another vote for unused production points going into credits. Planets not building anything shouldn't be spending all my money. :)
Reply #205 Top
Don't know if this has been mentioned yet (not in the mood to read through nine pages of posts), but the ability to zoom out the main map screen would be tremendously helpful. The game feels a bit constricted when you are only allowed to view a relatively small area.
Reply #206 Top
I just won a game with cultural victory after playing all day on my Linux machine. (hurrah!)

But what... no Hall of Fame with names and scores and difficulty levels? Bah!
Reply #207 Top
D'arr matey! Thar be a need fer a bit o' government-sponsored piracy, says I! Raiding trade routes to steal freighters should be an option for the evil empires, and having 'bandit kingdom' minor races pop up and start trying to make a living off of piracy (and subsequently be amenable to being bought off or accept cash to pirate someone else) would be a good addition to the game, I think.

Ideally, a pirate-oriented empire should be able to leech off of the other groups' trade routes without a terribly great chance of being caught. After all, you don't stick your flag on pirate ships or try to leave hints about just who's behind them. Sooner or later someone'd capture a ship intact or take prisoners and find out who's behind it and declare war or somesuch. Perhaps base it off a slider, with the low end meaning less attacks and less income, and the high end bringing in more income but with a greater chance of being caught.
Reply #208 Top
Not gonna read all pages, so may be repeats:

-Individual planet building queues, in addition to the governors.

-Rally points for new ships

-An actual in-game tech tree, and ability to click on the things in the research window to see what they do before researching them

-Is it possible to disband ships while they are in a system? I always had to move them out and then do it. If you can, do you get a little money/manufacturing bump for it? If not, you should.

-Can we sell/disband social projects? I am losing a lot of $$ on captured planets which apparently have massive social works...I should be able to sell them if I don't want them, a la Civ.

-Like in Civ3, I should be able to offer something to a civ and have them "bid" on it in diplomacy. I'd like to see what they're willing to give for something.

-The option, when exploring anomalies, to NOT enter the wormhole. It's frustrating to be blipped across the galaxy when I'm exploring a sector with lots of anomalies for the picking. I think it's reasonable to assume that if my explorer ship found a wormhole, they wouldn't just jump into it without orders from High Command.

Thanks!
Reply #209 Top
Here's my list:

1) Rally points for ships

2) It is very difficult to sell the ships you want to. You have to identify them on the map (don't want to sell those guarding your best planets maybe), then sell them on the trade screen - so you have to write them down or something. I'd like to identify them on the map screen - maybe a right click - then have their names highlighted in a different color on the trading screen. Then I'd know which ones I had identified for sale.

3) When planets get very big, it is hard to use the slider bar to put smaller groups of colonists on the colonyship. Either adjust the sensitivity of the slider bar so it doesn't go from 0 to 1 billion without anything in between, or allow us to key in the number of colonists to load.

4) It would be nice if the AIs would counter offer (if there is a reasonable trade available). It sure would help prevent me from having to guess again and again what he will take.

5) I'd like to be able to tell an empire to remove their warships from my sectors.

Grifman

Reply #210 Top
A minor point - on diplomacy the text turns to green from yellow with a good trade. - I am red-green color-blind and this can be very hard to tell apart. Some other indicator of an option to change color would be helpful.

JavaCodeToad

~SDC~
Reply #211 Top
Awesome game. Some suggestions respectfully submitted.


1. Interface: Always show current revenue/expense (maybe at the bottom left next to your treasury amount). I need to switch to the planetary sidebar screen constantly to figure out what is going on.

2. Diplomacy: Currently, whenever a proposed deal fails, all the items are taken off the table. It is very tedious to readjust each proposed deal by clicking on all bargaining items all over again to find the correct mix.

3. Trade: Notification when tributes will expire - i.e. if you have a deal to trade a technology for 10 turns of 50 credits, it would be nice to have an idea (listed somewhere) when my revenue will decrease.

4. Tighter slider bars for military/social/research bars. Not to make comparisons, but the Civ3 people did a great job of tying bars together, so if you move 1 up, graphically the other 2 would move down (and you could lock 1 slider out of 3). Your system does the same thing without the graphic represenation. It would look nicer and more intuitive.

5. Echoing a previous suggestion: A picture or movie or something for a defeated race. At least a message! :) Reward us for our hard work at defeating your painful AI opponents. You guys could even have fund designing a different one for each major race and one for the minor ones...

6. Some explanation somewhere of more game mechanics like how invasions are calculated and what if any effects different political parties have on your policies - does it matter if you want to declare war and the pacifists are in power? Etc.




Reply #213 Top
Very very small request, but when I choose to play a female leader of humanity I'd appreciate it if I would no longer be called 'him', 'Lord', 'Emperor', etc.

When a planet is colonized, it seems as though a lot of times I'll get the same events in a row. For example, when I colonize planet A, I run into under water domes. The same happens when I colonize planet B next month. It just seems like too much of a coincidence, and jars me out of the game experience because such a coincidence is unlikely to occur. Perhaps the events could be modded so that the chances of event X re-occuring within Y turns would be greatly reduced?
Reply #214 Top
1st...I think the game is much better than a similar game that has been just released...kudo's to u.
my suggestions are as follows:
1 the colors scheme for the minimap is to vague...as in I can't define what is lighter grey or regular grey..(this being after u aquire the tech for steller cart)
2 I spend an awful lot of time scrolling through ships...i.e. u should stack similar shiptypes and make them expandable by the touch of a button.
3 better documentation LOL
Reply #215 Top
Losing a colony ship, transport or combat transport should have an effect on morale. This goes for disbanding, loss in space combat and failed invasions. Base the morale penalty on percentage of total population lost and make it last for a long time. If the loss was related to a war with another empire then clear the penalty if peace is signed.

Losing a capital ship (ie Battlecruiser etc) should have an effect on morale. This goes for both disbanding and loss in space combat. The morale penalty should be very small and relatively short duration (12-24 months?). Same as above for war-related loss and peace being signed.

Losing a planet should have a large effect on morale. Same as above for effects of peace.

The overall idea here is to prevent certain exploits for keeping morale up and to encourage empires to sign a peace to clear morale effects from long wars rather than always fight to the bitter end.
Reply #216 Top
* Adjust things so empty military and social queues don't just waste all your production.

* Make the planet list refresh each turn.

* Show the current military and social production values, and current income/expenses on the planet list; I find it difficult to know which of my planets are really good producers or which to make my economic capital etc.

* Display the income/expenditure at the bottom left.

* Rally point for new ships.

* Auto explore for scouts and survey ships, with them stopping upon discovering something important like resources.

* A list of explored uncolonised systems with the best planet displayed so I know where to colonise next, and be able to click on one to send one of my colony ships there.

* Single click on a ship in the ship list to go to it.

* Change the technology tree listbox so it is a proper listbox that you can drag or hold one of the arrows down.

* Create an economic governor who will modify your spending in sync with the current profit/loss (I often find my cash reserves negative because I lost track of things). Even a message that warns you when your profit changes to a loss would help.

* Arrows to scroll through planets.

Regards,
David Taylor.


~SDC~
Reply #217 Top
Hi!
Here is a strategy,which shouldn't be worked! :
-build some colony ships with 1-2M population
-colonize some planets(can be less than 15 desire level)
-trade them for techs,military ships,starbases
-then invade your defenseless opponents :p !


I hope all the suggestions above will be considered and the bugs will be eliminated >:(

because this would be the game I have been waited for many years .:CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT:

Bye!
mzprox from Hungary
Reply #219 Top
Don't know if anything like this has been mentioned before. Having proper planetary resources. Whereby you need a particular resource to be able to build a certain item. That would also encourage more trade and conflict for resource rich or rare mineral planets.
Reply #220 Top
This is probably mentioned above somewhere but in case it is not.

The fog of war should not allow us to see enemy ships in orbit around planets that are behind the fog. It renders the fog almost useless, espcially on small galaxies. I got a link for this too:

http://www.galciv.com/forum.asp?BID=GF&id=29061
Reply #221 Top

--Sorting planets and techs: make the sorting criteria menu a pulldown. Cycling through with the arrows to get to one of the many options (particularly with planets) takes too long.

--Spending Allocation sliders: 1) have sliders react to changes instead of staying put when one is adjusted, and 2) make it possible to lock one in place so it stays put while you adjust the other two

--The oft-mentioned by bears repeating rally points for built ships

--Launch ships automatically when built

--Some indication of morale along with the revenue and treasury
Reply #222 Top
I think an easy adjustment is to add more story captions when you go into an anomoly (sp?) or when something happens on a planet. You can cont. to use the same graphics just add new story lines (contest maybe?).Getting repeats over and over again detracts from the story element of the game which by the way I think is quite good.
Also is there a way of naming my individual ships or class of ships? if not that would also be a good addition.
Reply #223 Top
During one game I had the Yor contact me and say we should work covertly against another empire, yet I failed to see how this affected anything.

There should be an option for a "covert action against empire X" in the diplomacy screen. Under this option you could pool your espionage and destabilization spending against a certain empire where since you are working together the amount would be the total sum of both your empires, plus a bonus since you are coordinating your effort. The reason for the bonus is because both empires could be spending 50 bc on another empire which equals 100 against that empire although they are not working together. Once they work covertly though, that amount should get a bonus otherwise there would be no incentive to work covertly.

By working with a "covert pact" there could be other options, but I can't think of any at the moment.
Reply #224 Top
Someone else came up with this idea, but in case they don't add it: War Tax should apply only to aggressors, not defenders in a war.
Reply #225 Top
The UP Council issue about taxation for war, is pretty hefty.
Imagine that you vote 20 percent tax for war mongering empires, and then persuade other races to go to war?
Or if you are being declared war upon, that might ruin your empire financially, even BEFORE you make a single starship.

Is there any way this can be targeted towards the agressive part only?

/Flemming

~SDC~