Medicine Man Medicine Man

Things you would like to see in a Galactic Civilization expansion set

Things you would like to see in a Galactic Civilization expansion set

I know that there already is one suggestion thread up but I decided to start a second one anyhow. Post any and all ideas that are too outlandish or broad in scope to implement in a commercial patch. Let's see if we can give the developers some evil ideas and maybe, just maybe, improve the chances that there will be a GC expansion pack. I'll try to get this one started.

Things I'd like to see implemented in an expansion:

1) More good and evil technologies
2) Race specific units, technologies and events
3) More events of all types
4) Morality triggered events
5) A new (hard) victory condition only attainable by neutral civilizations
6) Larger than gigantic maps
7) More customization options for maps (more neutral races, better than abundant planets, extra star clusters, more/less anomolies, etc.)
8) A second scenario
9) Two-tiered maps
10) A simple fleet combat system
11) More permenant galactic features (astroid belts, gas giants, ancient junkyards and ruins, etc.)
12) Some additional empire building tools (cosmetic and meaningful)

More technologies and events:
Any expansion to Galactic Civilizations would have to include more of what has already made this game the true, spiritual sucsessor to the Orion series. The event library in particular could be easily expanded to make every game unpredictable and different. Granted, this is already one of the stated goals of the patching process, but what can be done in patches can be 'overdone' in a retail release. :) Adding more technologies for the good and evil civs would also be a likely addition, but would require some compensation for neutrals.

Race specific technologies, units and events:
A familiar idea to an RTS player. An ideal way to introduce race-specific items into GC would be to create 1-3 units and techs for each race, including the humans, and then allowing each player to chose one of each at the start of a campaign. Only techs and units that the player picked at the start could be eventially researched and built.

Not allowing the usage of every racial unit in every game would be a good way to ensure that one race is not automatically 'the best' at any one thing. If the Torians chose their heavy combat vessel they will be able to hold their own against the Drengins. The best part is that the human player will not know what choices the AI races made until later in the game. Did the Drengins decide to activate their Warlord-class battleships (for space superiority) or did they instead chose to use Mutagen bombs (for mutating other species into Drengin hybrids during planetary assaults)?

Neutral victory condition:
Create a United League of Planets and conquer or dominate the galaxy. The catch: The League of Planets cannot have any of the other major races in it -- only minor races (and Independant League) led by the human race. You need at least 4-6 minor races (depending on map size) on-board to win this victory condition. They all must be alive at the end of the game.

It could work like this: Once a minor race is convinced to join the League it becomes an ally of the lead race and every other member race. All member races get military access, shared exploration, trade and diplomatic bonuses with one another. All member races benefit from each others starbases. All minor races belonging to the League give a tribute to the founder but recieve a hefty scientic grant in exchange. League races cannot culture bomb one another.

This would be a very cool victory path. It would be murder build and protect a League of Planets, but it could be a very rewarding endevor. If neutral technologies were to be implemented, perhaps they could be intended to allow this style of victory? The first neutral tech could be League Alliance (allowing member states) and subsequent techs could improve economic and scientic ties between the member races. A full formed League would be an unstable but very wealthy ediface.

Under the right circuimstances, the Arcean Empire may even attempt this. Perhaps one or more of their racial units/techs could be designed with this victory path in mind?

More ahead...
25,344 views 529 replies
Reply #101 Top
As noted above:
1. Good/Evil units and more good/neutral/evil techs
2. Leaders to make things more personal
3. Ability to control a different race
4. Ship customization
5. Two-way wormholes to make travel more more strategically complex - unless this would confuse the AI.

The quality of the ideas I'm seeing is impressive. GC has a hard-working, quality team. I look forward to the expansion.

And the MOO3 forum leaders always say game players only produce negative feedback.
Reply #102 Top
It would be neat to craft coordinated battle plans with my allies. i.e. [on month 1200, lets attack sector 11-5]

Or a way to ask for ships they do not have. As in 'we are attacking on 1200, can you try and make some combat transports, I'll bring the battleships!'

Then have a method for dividing the spoils of war [planets]. Such that if I take a planet in wartime, after the war is over my alliance members and I make certain we divide equally depending on how much resources we through at the war. Perhaps this is too complicated to do, as some alliance members could have provided funding rather than raw military might. If this were to occur, we would need an interface to give military gifts (money, ahips, aid) to an ally such they knew we were 'helping'

Reply #103 Top
I think it would be great if antimatter missiles went about four times as fast, that at the start of any declaration of war, missile salvos would be launched then ship battles would begin. It probably is too hard to implement into the A.I. However would be great to see two arms races going at once one for ships the other for missiles. That way a small civ which spent its money on buying missiles would have more of a deterant against larger civs.
Reply #106 Top
I dont know if this has been said before but i want sabateurs (SP?). Either as a unit or in extended Espionage/Destabilization controls. It makes sense, think about it. Already you can have spys all through their society, why cant you tell some of them to go blow up that Planetary Defence before your invasion hits? :d

Reply #107 Top
I was wondering if the idea of maintenace costs for ships could be based on usage or status? Say, if at war, the expense ratio goes up per ship and at peace there is a minimal cost for the ships. Since they aren't going anywhere, when stationed around a planet.
Or an option to take those ships already produced, and upgrade for x turns to another ship in the production que.

Also, the thought of visual planetary defenses like mine fields, fighter bases, missle stations, or some combination into one or multiple graphics that could be seen around the planet. Or possibly a color code for planets that have planetary defenses or system defenses.

Reply #108 Top
Not sure how it would work, or if it would be possible... but I'd like to see commercial units flying to & fro in the galaxy. Sure, you have the frieghters, and the little ships that are spawned with trade... but I'm thinking my colonists like to travel and such, they should be moving around the galaxy planet to planet.

Expanding on this, I'd like to see cruise ships/shuttles going to/from a starbase. Especially if it has a satellite waterpark, or other festive culture hot spot. This could add a dynamic to the game where you destroy shuttles going to a 'cultured' starbase, so that the enemy doesn't get as much cultural influence. I'm hoping other players reading this will take this idea and help flesh it out. :)
Reply #110 Top
'a RTS element' >:(
/counts to 10 for self control
Are you NUTS?

I wish there was a quick way to get an overview of the number and kind of ships defending your systems. Unless i'm missing something, as it stands now deploying garrison forces to were they are needed involves quite a bit of tedius clicking. Not shure what to suggest specificaly though.

Juiblex's idea about civilian ships and such has merit.
Reply #111 Top
this may be impossible (due to so many of the events being human specific and stuff like that) but would'nt it make sence to be able to play as any of the races? not just humans? just and idea.
Reply #112 Top
1) Map editor with position locators!!!

2) Separate AI picks (economic bonus/penalty) separate from intelligence/sneakiness of AI.
Reply #113 Top
I would like to see more diplomacy options. First, I think that you should be able to propose bills to the United Planets, and also consult on them so you have some idea of how people are going to vote. I don't like referencing another game, but basically, take what GalCiv has in diplomacy and mash it together with that MOO3 has in diplomacy, and you have the perfect diplomacy system, more or less.

Summed up:

1) Ability to set UP agenda
2) Demand/Request other civ to Declare War/Make Peace
3) Generally more elaborate UP...after all, you can always leave



~SDC~
Reply #114 Top
Also...more IS better. GalCiv has an engine that works, so FEED IT. New civs, new alignments, new techs, and keep an emphasis on alignment.


~SDC~
Reply #115 Top
(Just a wee small warning... I'm just having fun here, this is NOT serious!! LOL )

What I would like to see in an expansion of GalCiv can be summed up in five words.

Trolls.

Trolls, dwarves and elves.

Thank you!
Damian ;p LOL

~SDC~
Reply #116 Top
1) Option to store random seed in save game file for increased difficulty and resourcefulness. (As in Civ3.)

2) A lot more planetary surfaces needed. I have 14 planets which all have exactly the same appearance from space. How did 14 different independently-developing planets light-years apart from each other happen to come up with the exact same layout of oceans, landmasses and weather patterns?

3) Need a level of espionage which gives me agents on random enemy ships and starbases who report in every month their exact location on the map. More money buys more agents. (It's not permanent though. If you stop paying them, they stop reporting in.) This would only require storing one extra bit of data on each ship: Compromised=YES/NO. Then, one extra bit of data on the info screen saying how many enemy agents your current espionage spending will support. Those agents working on friendly/allied ships are cheaper than those who work on enemy ships. This reflects the much increased risk for agents reporting in during times of war. So, if you're at Advanced level of espionage and paying 25bc per turn, this might buy you 18 agents for a "warm" race but only 9 agents for an "at war" race. This means that on the following turn you will be able to see 17 randomly selected enemy ships or starbases. (Regardless of whether or not they would be in fog of war.) Ok you get the idea.

4) Distance-measurement aid, implemented as in Civ3. Shows the exact auto path a unit would take, not just a straight line as is currently done in the minimap.
Reply #117 Top
I really really really want more statistics screens.

For example...

For a planet I would like a complete screen showing its base stats and all the enhancements it gets for production, research, economics, morale etc from things on the planet, in the sector and from the empire.

Similarly for ships I would to be able to get a report listing its base stats and seeing in detail all the modifiers working on it not just the summary effect currently on the ship panel.

In a sector it would be nice to see in detail where the influence is coming from.

A detailed breakdown of tribute in and tribute out helps economic planning.

The trade Routes Screen is a good example of the kind of thing I would like to see more of.

My reasons are twofold...

Firstly I am a born sceptic and I don't believe that everything is working completely as it should yet.

Secondly when learning how to play the game its nice to see something twitch when I poke it - ie if I build a certain module in a starbase what effect exactly does it have on a planet on the other side of the galaxy.
Reply #118 Top
1) Fleet Combat: This can include boarding options, weapon animations, etc., as much or as little as is possible/practical. This is probably the biggest thing I've seen people requesting.

2) Improved Diplomacy: Make it possible to propose generalized bills to the UP, and add a 'request support on...' option to negotiations. Think, you can trade money and influence in exchange for the passage of your bill...pretty realistic, eh?

3) More Races: I admit this is nigh impossible given the specific 5-race structure of the game, but, it would be cool.

4) FLEET COMBAT! Again.

5) Customizable Ship Design: The element I miss most. Right now, ships are streamlined right out of the player's hands, which is efficient but takes away the most enjoyable micromanagement options. Make it optional. Those who don't want to, however, will probably take a penalty of some sort, or just have horribly balanced fleets.

Mike

~SDC~
Reply #119 Top
I would like to be able to add laws in the UP it could be great!
And an ability to play with other races except humans
Reply #120 Top
I would like to be able to have my ships enter/leave uninhabited starsystems instead of having to go around. I don't need the defensive bonus; just being able to move through it just like it was a friendly system.

The reason is to be able to use the 'slingshot effect' of those empty starsystems. When moving ships, you can use friendly starsystems to move a bit faster because of the fact that moving in/out of your starsystems costs zero movement points. (I attribute this phenomenon to the gravitational slingshot effect used by NASA to accelerate spacecraft to speeds unattainable using normal drive engines alone.)

Anyway, I believe that uninhabited star systems ought to be useable for this effect as well.
Reply #121 Top
In the ship detailed-info screen, at the bottom of the Description area should be the words, "This ship was built on [PlanetNameHere]." So you can see where each ship was built at. :) Currently as of 1.03A.057 this information is saved, but is not shown anywhere in the game that I know of.
Reply #122 Top
How about a planet quality filter on the mini-map? It's a real pain clicking on every star in range to figure out where I want to send my colony ship.

Reply #124 Top
Ohh.. I second Intersteller's idea about home planet of the ships... When I have too many trade routes, its a pain to try and figure out if I want to drop a route and replace it with a route from this freighter's home planet... when I dont know for sure which home planet that was.
Reply #125 Top
This game is awesome, it filled the void left by MOO3 after its failure. Some suggestions, if possible...

1) Simplified governor, more like an auto-build function.

2) Design our own ships

3) Higher starting moral from recently defected systems to prevent them going back and forth.

4) French like Veto powers to have more say in the council to keep power a little more balanced, but veto's could carry potential retributions.

5) A factor that would allow the AI to decide whether or not to attack another race, just because an ally asks them to, nased on its own like/dislike of the attacked race.

Awesome game, looking forward to the expansion pack.