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What Do YOU want to see in Gal Civ 3???

What Do YOU want to see in Gal Civ 3???

Well.........tell me.........

I think the tile is discriptive enough.:annoyed:

But for those of you who like to be specific:rolleyes: ....

What new features do you want to see in Gal Civ 3?:ninja:

Is there something that you want to see from Gal Civ 1 or Gal Civ 2, only you want it to be better?:inlove:

Do you want it to have Real-Time, Control Your Warships, Space Battles?:smitten:

Etc.....

So please respond.:thumbsup:

ROCK ON!!!B)

3,248,495 views 1,309 replies
Reply #876 Top

The smaller ships you have to design/build three different types. Those are what I would que. Also would que escorts for the larger ships.

You mean an auto-build? That is already in the game.

But really as with most scifi games there is no real reason to build anything but the largest ships you can.

I know. Most of us have agreed to call this "large hull kills all", and are attempting to come up with some way to resolve it.

Reply #877 Top

One thing I would like to see REMOVED is the minors' immunity to culture-bombing: there's no reason for it, it makes life miserable for "culture-warriors" like myself, and it nerf the minors b/c they have all the infrastructure for influencing but it doesn't help them.

Reply #878 Top

C'mon:drool: , almost there8| , almost at 1000:dur: , let's just keep it going:D , even Frogboy's noticed:grin: , we're doin' fine:') , the ideas are good:thumbsup: , I can't take it anymore:\ , can't take the anticipationXO , almost there:drool: , almost there:dur: , almost the.......Rahahahahahah, Meheheheheheh, HAHAHAHAHAHA, Wooohaaaaaaaahhhhaaaaahhhhhhhhhhaaaaaaaaaaaaahhhhhhh.......

(Has seizure:waaaa: ........Begins to dribble:dur: ........Gets put in straitjacket:X .........Gets put into a bright pink room:karma: , but instead sees millions of replies to his post pass in front of his eyes:yes: :yes: :yes: ............Goes into a comax_x ..........More to come.........)

Reply #879 Top

(After I have recovered from my "minor" "dilemma"....)

What about giving the races a patience limit on the diplomacy screen.

Examples..........

If you keep asking for the same tech for too long, your relations will begin to go down.

If you take to long in making an offer, the other race will simply disconnect, and will not want to talk to you for a long time.

If your offers are consistently inadequete, they will get pissed off at you as well.

Thus making diplomacy more of a trial-and-error sort of thing, instead of an "I'll keep raising the amount of cash, until I have the perfect transaction possible" type of thing.

See where I'm getting at.

Once again I have not gone into detail, I know, but I will try to put some more thought into it overnight (providing someone responds).

Reply #880 Top

(After I have recovered from my "minor" "dilemma"....)

What about giving the races a patience limit on the diplomacy screen.

Examples..........

If you keep asking for the same tech for too long, your relations will begin to go down.

If you take to long in making an offer, the other race will simply disconnect, and will not want to talk to you for a long time.

If your offers are consistently inadequete, they will get pissed off at you as well.

Thus making diplomacy more of a trial-and-error sort of thing, instead of an "I'll keep raising the amount of cash, until I have the perfect transaction possible" type of thing.

See where I'm getting at.

Once again I have not gone into detail, I know, but I will try to put some more thought into it overnight (providing someone responds).

Looks good. Would fit in nicely with the like us/trust us/fear us system mentioned near the beginning of the thread. (Only 120 left, Exatant)

Reply #881 Top

Don't make me (twitch) start twitching, I don't know if I will recover.......

But on a more "on-topic" note...........

You shouldn't be able to tech whore other civs, it's a waste of your time and theirs. So the sessions cannot be indeffinate, they must have a limit (like 10 successful transactions tops). Also you should be able to ask a civ a week in advance to have a diplomatic meeting.

The meeting types would be: Resource Exchange, Tech Exchange, Ship Exchange, Treaty Negotiation, War Council (can be held with allies to strategize attacks, and with enemies in order to barter for a ceasefire), etc.

I'll post more in a couple of minutes.........

Reply #882 Top

You shouldn't be able to tech whore other civs, it's a waste of your time and theirs. So the sessions cannot be indeffinate, they must have a limit (like 10 successful transactions tops). Also you should be able to ask a civ a week in advance to have a diplomatic meeting.

The meeting types would be: Resource Exchange, Tech Exchange, Ship Exchange, Treaty Negotiation, War Council (can be held with allies to strategize attacks, and with enemies in order to barter for a ceasefire), etc.

Excellent!!!

Reply #883 Top

At least someone thinks so.....

Reply #884 Top

The meeting types would be: Resource Exchange, Tech Exchange, Ship Exchange, Treaty Negotiation, War Council (can be held with allies to strategize attacks, and with enemies in order to barter for a ceasefire), etc.

#19(of Alfonse 32's); :yes: Fits well within diplomacy, can even be tied with #6(zyx); :yes: Espionage stuff.

Reply #885 Top

You should be able to trade a % of starbase resorces, tech and manu points, AND give improvement bonuses  and range to allies.

Reply #886 Top

I think it might have been mentioned before, but..........

You should be able to stockpile starbase resources the same way as BC's, then you could distribute them yourself where needed. The same should go for Trade Goods. You generate a certain amount per turn (here's where social production comes in to help out, more social production, more goods per turn, no more having to waste social production ever again). 10 factories on planet with ultra spices, equals, 100 Interstellar Shipping Crates Of Said Resource Per Turn.

See where I'm getting at......

You should also be able to sell Research Points to other civs. It's like sending your scientists over to that other civ on a 2 year lease or something like that, and that civ now has more research points. This could in a way aleviate the rich get richer problem somewhat, but it would all depend on the player.

What do you think...... 

Reply #887 Top

Sounds good.

Reply #888 Top

That would probably require a transition from the "infinite resource" or "constant resource" model that has been fairly standard, but it's not necessarily a bad thing to move away from that.  For instance, you could have VRCs generate happiness units in some form of commodity and transfer them throughout your empire.  This would be particularly useful if you had some kind of morale percentage boost improvement, as opposed to the normal +x ones we have now (basically a research coordination center, but for morale, although I'm not sure what the logic behind it might be).

This is how I understand the trade and/or food system may change within Elemental and thereby GC3, and there are certainly other things that can be moved to such a system as well.  The downside from a gameplay perspective, such that it isn't an overpowering mechanism, is that of course things take time to be moved from planet to planet.  So you could theoretically send x production (in terms of workers perhaps-although this may be too close to the failed employment aspect of GC2) from planet A to planet B, but it might not get there in time for the ship that you need built to be built any faster, etc.

But there may be things that wouldn't benefit from such a system as well.

-

I completely agree on the tech whoring aspect-apart from the limitation introduced in DA whereby you can only speak to the AIs once per 8 turns (4 if you're super diplomat), which I've heard there is a loophole in but have never managed to find it, I would think one transaction, regardless of how many items are involved in it, per x amount of turns would be an ideal limit.  Maybe even have a limit on the value of the items tradeable based on how close you are to the other party-although this could be, as stated previously, on multiple metrics, in the vein of likes/fears/trusts/etc.

Reply #889 Top

you can only speak to the AIs once per 8 turns (4 if you're super diplomat), which I've heard there is a loophole in but have never managed to find it

I think it is that you can only actually make any deal with the AI once every 8 turns. If memory serves, you can speak with them any time you want, but the timer starts after you trade something. Also, from a purely tactical point of view, who says you would need ships to carry resources? The effect could be instantaneous, if you found a way to explain massive teleportations of goods in a sci-fi universe that does not have teleportation... >_>

Reply #890 Top

I think it is that you can only actually make any deal with the AI once every 8 turns. If memory serves, you can speak with them any time you want, but the timer starts after you trade something.

That's what I meant.  The point being, you can only tech whore so often in DA/TA.

Instantaneous transfer of goods in a system as I've described wouldn't be good for the game-you could pool your resources to build as many BHE warships as your combined production was capable of, without detriment.

Reply #891 Top

If memory serves, you can speak with them any time you want, but the timer starts after you trade something.

Nope.

Any diplomatic calls are submitted to the per/#/turns/caprule, Allied races should be able to maintain a continually opened channel in GC3 though - AFAIC.

Otherwise, you'd bother the noisy repetitive chit-chat often to beg for Peace treaties - as would  AIs.

Try clicking on the right arrow underneath the video box while in Trade screen for a demonstration of valid updated contacts when you reached one and just in case, the loop allows you to talk with others.

Reply #892 Top

Nope.

Any diplomatic calls are submitted to the per/#/turns/caprule

Are you SURE?.... I distincly remember talking to the same AI twice in two turns... in TOTA. Haven't really played DA since I got Twilight, so it may be just a matter of version, but...

Also, I think a middle ground where you don't have tobuild an entire ship, but it still takes time could work. If memory serves, Spore used something similar...

Reply #893 Top

Nope.

Any diplomatic calls are submitted to the per/#/turns/caprule, Allied races should be able to maintain a continually opened channel in GC3 though - AFAIC.

If this is a suggestion, I don't disagree with it.

If this is written describing how GC2 is, it's wrong.  Scout is correct; although TA does have the initial "greeting" qualify as a "trade", which IMHO is a bug, the timer only starts when you make a deal with the AI.  You can open it up and test deals all you like, turn after turn.

Reply #894 Top

If this is a suggestion, I don't disagree with it.

I have to agree with you there. While we're on the topic of Alliances, I would like to suggest a "degree" system for alliances:

  • Non-Agression Pact: Planets don't culture-flip to the other guy, neither can spy on the other, get a diplo "+", overwhelming influence/warmonger "-"s don't hurt relations w/ them, untrustworthy doesn't hurt quite as much, get an untrustworthy if you declare war or place spies on them.
  • Mutual Protection Agreement: The Alliance we have now. If you go to war aginst someone, they come in with you, and so on. Would require a Non-Agression Pact.
  • Military Alliance: Your range factors in their planets & starbases as well as yours. You also get their military starbase bonuses, and trading ships is easier. (If GC3 has anything regarding "friendy" or "unfriendly" space, their space is considerd friendly.) This would require at least a mutual protection agreement, or you both being at war with the same civ.
  • Economic Bloc: Get a portion of their economic activity, and some revenue from their trade and/or war profiteering. Would be able to buy and sell trade route "slots", so that you could have more than you researched or got through abilities, and makes trading BC easier. Trade with them is more lucrative, and you get a few extra trade routes that only work for them. Would replace the economic treaty we have now.
  • Cultural-Exchange Program: Planets no longer culture-flip to them, their influence and yours count as one against "enemy" planets. When they flip, they do so to the ally with the highest individual influence, for obvious reasons. Trading Ips is esier.
  • Scientific Coopertion: You get some of their Rps, and anomaly bonuses. Both sides acn see using the others' sensor ranges, and every five techs you have to pick one to give to the other guy.
  • Co-Prosperity Agreement: Sides share all bonuses and abilities, and all points (may need to divide the other guy's by some % to keep things balanced). Same effects as Non-agression pact and mutual-protection, and requiresmpe to be formed.
  • Unification: Two players merge nto become one. If one of them is human, the human takes control. I realise that this would allow humans to "eat" AIs, but I wanted a way to dip,lomatically conquor.
Reply #895 Top

and every five techs you have to pick one to give to the other guy.

No.

Sides share all bonuses and abilities, and all points (may need to divide the other guy's by some % to keep things balanced)

Considering the massive bonuses one can accumulate in GC2 and assuming GC3 runs on some system marginally akin to it, rather than Alfonse's theory of reducing everything to single digits, this is a classical Bad Idea.  I can't really come up with a percentage offhand that would be worthwhile yet not overpowered, but 10% is a good enough estimate for the moment.

neither can spy on the other

Planet spying, I'd agree with.  But don't you dare limit my civ-level spying.

Reply #896 Top

But don't you dare limit my civ-level spying.

Would it help if you had that information available upon request? It seems like a reasonable thing for two allies to agree on, and would basically moot civ-level spying...

Reply #897 Top

Quoting Scoutdog, reply 21

But don't you dare limit my civ-level spying.
Would it help if you had that information available upon request? It seems like a reasonable thing for two allies to agree on, and would basically moot civ-level spying...

It would, but presumably you'd be able to get more information via spying than even an ally would be willing to give you.

Reply #898 Top

True, which brings up another point: information bartering. You should be able to trade esbionage data, both with the race that you are getting the data on, and others that have it. Over all, I cannot say enough times that esbionage MUST be expanded from the mindless, fairly irrelevent system it is now.

Reply #899 Top

Maybe i've misinterpreted the delays and how their 'turns' count or apply but i sure get a bunch of popups stating to return in a few months as soon as i exit the Trade screens after contacting anybody deal or no deals made. I might be wrong though.

Allied continual contacts was a suggestion for GC3 as written above, SoleSoul.

Sides share all bonuses and abilities, and all points (may need to divide the other guy's by some % to keep things balanced)

Nooooo way. I won't hand over ANY of that stuff even if it meant Losing sooner! Although some of the "degree" alliance items do look awfully close to the current Treaties with a few precisions added to the term of Research or Economy.

 

Another suggestion;

We have Keyboard shortcuts, Mouse Clicks... and later on -- Controller pads! Mine has Eight Buttons & can spin around a cursor so precisely it selfheals my right wrist just by using the supplemental features. Thumbs or Index fingers ergonomic physics included, if we could configure 8 different links to widely used screens instead of taking the arm off the mouse, get to the F-Keys and trying to remember which & where the most useful letters are... i'd say we'd have less micman processing to do.

Reply #900 Top

Maybe i've misinterpreted the delays and how their 'turns' count or apply but i sure get a bunch of popups stating to return in a few months as soon as i exit the Trade screens after contacting anybody deal or no deals made. I might be wrong though.

I checked after my post.  If you don't seal a deal, you're free to talk to them every turn.

Allied continual contacts was a suggestion for GC3 as written above, SoleSoul.

You can contact your allies every turn in DA/TA; the restriction is only placed on everyone else.  I think this is another one of those times when I'm not understanding what you're trying to say.