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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)

3,248,875 views 1,309 replies
Reply #1001 Top

Quoting Scoutdog, reply 23
If I understood what you were talking about, I would probably agree...

The current flatened surface where sectors & parsecs are shown to us on a blue grid (like a chess board) VS. true heights & depths corresponding to the, for example, distances between the Sun and numerous neighborhood Stars like Polux, AlphaCentauri, etc -- none of it located on the Galactic plane.

3D, space.

Reply #1002 Top

Some of these came from the forum that you guys brought up that I liked and from Ideas I had while playing the game. I will be adding more as I go along and remember everything. Seriously this thing will be HUGE! Enjoy.

Planet side

  1. More variety of planetary bonus tiles. Come on some 100% econ won’t hurt.
  2. Manager for structures which you can retire structures and upgrade them to better ones that will upgrade them automatically across your empire just to cut down on micromanagement(god please add this to GC2 for a last update!). But say later on you want them back you can do so if you want to.
  3. Shipyards. Make them upgradeable so you can have more ships in orbit and why not help with a little manufacturing boost. Upgrades can be different for the races.
  4. Homeworld can have a farm on it without moral going down the hole. Its your homeworld and it was being developed on for many years… come on now.
  5. PQ 10+ can start placing a farm on it, PQ 15+ moral penilties are starting to go bye bye cause planet is so big and rich with resources… PQ 25+ have extra farm. Bigger the planet a moral boost should be given.

Starbases and Mining

  1. How about depending on the race 1-3 tech branches. Thalans get one cause they are good at making Starbases.
  2. But an example for the 3 tech branch ie this is a side by side branch not a offensive to defence to next one like it is now to clear that up. A 2 tech branch would be Starbase systems and industry. So you pick where you want to start...
  3. Now the offensive branch upgrades are for attack power, maybe being able to attack twice as normal ships later down the tech tree attack cause its a starbase and its huge and aint going no where(unless your race can put engines on starbase).
  4. Second is for defensive branch which upgrades include range effect of starbase ie econ starbase had 3 star system in range now it can have the next nearest systems in range for boosts. Defenses, Assist bonuses to ships, and hull value of the starbase. so level 1 3+ to all defenses and 5% boost to hull (random assist mod). Level 2 10+ all defenses and 10% to hull, Random assist bonuses, etc...
  5. Finally a Industry branch for mining. Each level increase your mining yeld of military, econ, etc resources. With each new level or every other level you can increase the output of your contructors. So level 1 = 2 upgrades for a constructor, level 3 = 3 upgrades, etc... Later down the branch you can beam resources from mining centers to starbases to pay for and upgrade starbases for you. Also later down the tree some races can put small engines on the starbases. Then the final industry tech for starbases just auto upgrade so no micro needed and costs you nothing to upgrade them. So each branch can have say 3-6 levels of tech each depending on the race you play as.
  6. Also when you upgrade say sensor tech or weapon techs they unlock upgrades for starbases. How about instead of senting a constructor to add those new upgrades the starbase over time applys the upgrade say over a few turns. Newly made starbase start with more upgrades right off the bat. Cause this will make starbases more likable and easier to manage. My reasoning behind this is your trying to expand your empire so at first dealing with starbases is a pain but over time and with research they will take care of themselves and you just have to plant em where you want them.
  7. Keep the starbase manager and improve on it. Cause its great! Or better yet add a auto feature for constructors so if they are build you can have them auto go to starbases. But they dont move until the end of the turn so if you want to use them somewhere else then the ship you selected will be under your control unless you enable it back to auto.
  8. Starbase Manager that displays all the starbases you built (maybe including mines). You can make priority for certain starbases which get worked on first. Also for econ bases improve % bonus to planet output first, for military bases, weapons and assist moduals get built first. For galactic resources increase mining first then defenses.

Stars and Planets

  1. How about uping the planet count from 5 to 9 If possible. Also planets can have multiple moons. Say… 3 to 5 for maximum. I understand when a star system and its planets have all the same name but how about sometimes they all have different names too.
  2. Binary star systems would be cool.
  3. Moons giving different bonuses ie if it has life on it more to population. Some more bonuses like manufacturing, research, influence, moral, etc…

Metaverse and multiplayer

  1. Improve on the Meta and have more tournaments.
  2. Maybe in an expansion or should i say a later expansion that adds multiplayer to give all the time need for single player to be sweet and the same to multiplayer.

Minors

1. Minors can become majors. They start out with a few random low tech. Also for them to become major they have a minor tech tree say...5 to 10 techs so they can become a major. So then when becoming major they can start grabing their own planets. But if you trade a lot with them have a random chance of having a few of those prereq techs being automatically research or even just finishing it all and become a major.

2. You can culture bomb them... Please that would be nice.

3. Sometimes a few minors might band together and form a new major race.

4. Minor might join your empire or other empires to survive.

5. Max # of minors 16-20... cause not all of them will make it in the end to majors... some will be invaded. Some might group up and only a few might die off for unknown reasons.

6. Not all minors start with hyperdrive.

Mega Events and ethnical choices

1. Over time players can submit Mega Events and Ethnical choices even with pictures or animations if they want. This could really help make the game even better.

2. Now Current ethnical system is a little wierd. Good gets jack besides good defenses, neutral is well trusted and gets good trade. Evil gets good weapons but in councels sessions they can be screwed over. Why not make it random or hell + and - for all ethnical choices. So good and evil have large advantages and large disadvantages. Neutral can break even. (thats the norm for ethnical choices.) Some times all choices are bad or they can all be good just with different rewards. Neutral gets no ethical penilties towards other races ie diplo, but good and evil just HATE each other unless they find something benifical about working as a team...

Main Menu

1. Add a ship Library so we can keep track of all out ship designs. Say if we want to delete some, Rename them or motify them. Probably murge with ship designer.

2. Add a race editor. Set them up for your own use or AI use. Change what ships they use, their stock ships like colony ship, miner, etc... add pictures, motify what their ship tree looks like, backgrounds, music, history, star system name, planet names, etc...

3. Custom Libray where people submit their creations and you can download them.

 

Options

1. Make our own HOTKEYS PLEASE! :grin:

 

Space Combat and ships

1. Tactical Combat... Maybe similar to say Star Wars Rebellion but obviously more improved.

2. Carriers. They require large hulls and maybe some races medium hulls. Carriers have high logictic points. Cause feeding all those people... really hurts the wallet. So for carriers then add Fighter and bombers, or you could have drones. At first fighters and drones can't warp they require research to do that but it should be farther down the tech tree they could... just they arent that great at it. Drones races as an example are Yor and Thalans.

3. Someone had a cool idea for hull like corvette hulls, frigate hulls, escort hulls, Battleship hull, they had like + and -. THAT IS A GREAT IDEA!

4. Fleets stay together in orbit around planets and when they leave they are still together... really would help out on micromanagement.

5. Specialtiy ships. Right now I make support carriers or attack carriers that make the fleet go faster, better defenses, or better offensives. Make more. Like repair ships with tractor beam to grab damaged ships and bring them home. Logistic ships. Heck I dont know...

6. Repair... Well if your ship takes to much damage say its down to 75% it wont repair beyond that and its effectiveness goes down too. 50%, etc... Below 30% weapons, defenses, moduals go offline. 15% engines go dead. Also say below 15-20% there is a chance that ship might explode so you need to watch those damage ships. Ships docked at planets repair 2x as fast and can fully heal. At a shipyard 4x repair rate. etc...

7. Add this as an extra way to upgrade. Leaving ships at shipyards will autoupgrade to newest version of the ship over time for free... but it takes awhile.

8. Starbases can be added to fleets. The amount of logistics they take up is similar to a medium to large hull ship. But this can be changed and talked about. Also there should be a requirement for adding starbases to fleets say 2nd or 3rd logistic tech...

 

Yes... working at adding more over next hour and few days.... So at first if it doesn't make sense I will look over it again and AGAIN! XO Also I will be editing this post too.

Reply #1003 Top

 I am not sure how multi-player would work with the current diplomacy system, as humans (at least the ones I know) don't have a slider that tells you how they are felling at the moment. Then again, I am relaively new to strategy gaming and I'm sure someone, somewhwere has made it work. Happy 1000!:beer:  (Well, 1003 now...)

Reply #1004 Top

Hawa_PS12345; :yes:

Hawa_SM1; :no: It's already complex enough as it is, all i want is properly handled Constructors automation.

Hawa_SP123; :yes: Refer to 3D space multiple posts in this thread & anywhere else here in these Forums.

Hawa_MM12; :yes: It's very likely they are planning this already if we can only judge by current Elemental designs & engine concept.

Hawa_M; :no: Refer to my answer in this link (https://forums.galciv2.com/333777/page/1/#2031615)... or keep them as is - as thoroughly explained in reply #26 -- and exposed visually in #47!!

Hawa_ME; :yes: Optional at the settings phase in a drop-box listing where i can choose which exactly.

Hawa_EC; :yes: Extensively discussed in previous pages, we could all agree on a complete overhaul.

Please, refrain from editing the same post and start another for any subsequent "ideas".

Reply #1005 Top

YYYYYYYYYEEEEEEEEEEEEAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

1000+ FUCKING REPLIES!!!!!!!!!!!!!!!!!!!!!!

YYYYYYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!

Reply #1006 Top

GC1000, GC2000, GC3000... please someone get a hold of EF's big italics enthusiasm.

And Hawawaa, once you are through the entire comments on #1002 - make sure you seal it, close it, clearly so that i can go back to my #1004 to insert opinions.

Reply #1007 Top

Have we reached any sort of concensus on minor civs yet? It's been in other topics lately, and it gave me an idea.

Minor civs should have all the colonizing, invading, influence flipping, etc. capabilities as major civs. But they start without some tech that takes about a year to research (or just soft coded to spend the first year inactive - soft coded so it can be modded, since the required tech variant could also be modded to adjust lead time). This gives the majors a huge starting advantage, but makes the minors much less of pushovers once they get started.

Reply #1008 Top

Nope, no consensus yet. I have clearly issued my arguments above and anywhere else.

Lemme add; gameplay balance is at stake.

Reply #1009 Top
I'd love to see more strategies. Insurgencies, combat, ect. Right now combat is fairly bland - Ship sizes and engines should matter more beyond hitpoints. The smaller the hull, the harder it should be to hit it. Ships should be able to go on suicide runs - while expensive, it could be a great insurgency tool. More vision modifiers - gas neublas that screw scanners and can a break down ships, asteroid fields that tear apart big-class ships and so on. As said before, insurgencies. Landmines, bombings on planets, suicidal ships, all in an newly captured terrortory. Countering this would require lots of culture and lots of ships. Back to combat - weapons should include a slider or two making them more accurate and fire faster. Of course an accurate weapon would deal less or fire faster, and so on. A greater difference between weapon types. Conventional should excel at close range, while lasers all ranges, and missiles at very long ranges. The combat field should be expanded heavily - to encourage faster ships or longer weapons in the beginning.
Reply #1010 Top

I think we should move away from improving combat and focus on other areas of the game like culture and traed that sorely need more... stuff.

Reply #1011 Top

Not necessarily Scoutdog, here it's open season for all Hunters... you'd like Culture & Trade, he'd like to have better Combat, i'd yell for real 3D space_Ultimate Espionage_Tactical combat on surfaces & in the battles simulator, others would cry out for many more aspects.

Remember Alfonse and its his (There, better?) looooooong list? HUGE contribution, if you ask me. He enforced us into cohesive discussions and pretty swift conclusions.

This thread is for opinions and suggestions and everyone is free to share or contradict any features brought forward by anyone.

Reply #1012 Top

ok just a couple ideas on combat...

Make ships have accuracy relative to the size of ships they are shooting... somewhat in the manner of... if a dreadnuaght (huge) is facing a squadron of fighters (small) he would have very little accuracy against them while the fighters would have high accuracy against the dreadnuaght. If a frigate is facing a frigate they would both have equal accuracy.

Accuracy: not a hit or miss % chance thing... but more like high accuracy = higher rolls on average. low accuracy = lower rolls on average. When a ship gains experience it also gains accuracy along with the other things, and in abilities options at the race menu... have a fighter training option that can increase accuracy.

But really I don't want to see too much things in the way of improving accuracy or improving dodge because I've played other games with hit/miss accuracy and lost with a big force against one guy because I couldn't hit him once.

Dodge: simple... the faster and smaller the ship... better dodge.

 

@Windexglow: I would like to see some stuff like that too. Like in my recent game I've placed spies on farms right before an invasion to drop their population }:) . Although I think this should be something only an evil race has the ability to do since its kind of an exploit if you ask me.

Back on topic... I think maybe all the ship hulls and ship pieces should have their costs dropped because I want to see more ships out there in the combat zone. Right now I don't see too many unless I'm a massive production civ.

I would still like to see a better invasion system. maybe even something where you plan your takover of the planet. your given several good landing sites and the probable location of enemies and some other things and your general give you what they would do and you can revise the battle plan and then it plays out. And if you choose to fight on a certain spot where lets say an interstellar refinery is there is a possibility that it will be destroyed in the fighting or if you fight on that square long enough the square becomes unusable. Or maybe a module that you can attach to fighter giving them the ability to go on sub-orbital attack missions against things to weaken the planet, though invasions are pretty balanced right now if you ask me, but then again maybe the enemy could place anti-air guns and other things on planet wherever he wants.

I still want to see minefields and nebulas like windexglow mentioned.

 

Next on the agenda ;P events. not the mega ones. Like what you chose in one may cause another event weeks or even years later. This is especially good for things like if I'm an evil civ and I choose the good civs option... lets say a couple weeks later people find out about it and there are riots in the street against my good deed, then I have to make another decision.

 

Along the lines of culture: your influence SHOULD NOT BE THE AREA YOU CONTROL. Its amazing how the yor can slow down anyone in their influence area.. so increasing the influence increases that ability. So if I put a culture starbase in the middle of their territory then armed it to the teeth and put some influence modules on... I could travel at normal speed in their area during war... maybe not the best examply but its always refered to as territory in the United Planets and turns out its just based on your area of influence.

So perhaps make influence radiate out in spheres from the source (planets/culture starbases) and make territory work like influence used to except you can't increase your territory unless you colonize another world or put a starbase there. (but putting a starbase in space that is already claimed don't work)

I know I've heard before people say you can't lay claim to space... people will try anyway (I mean when we finally do get out there and meet the altarians, yor etc.). Just compare to the colonization of America... the white man just set foot and layed claim to anything he could see assuming no-one owned it... could space be so different?

 

Ok I'm done for now. \o/ -shadowworrior-

EDIT: maybe I'm not done. I forgot to say... make the fleet combat viewer look cooler. I'm real tired of the blob and I hope other people agree with me here... maybe make it look sorta like the begining scene on star wars three... where all the big ships don't move too much and the little ships are weaving in between. I would be in heaven, oh, and make real physics apply just a little bit... because I'm also tired of seeing my fighters shoot bullets at targets their not even facing (like sideways) on big ships I could understand this because big ships would be armed with turrets not the forward facing weapons that smaller ships would be using.

Reply #1013 Top

Alfonse is an it????? In any event, I'm just saying that the influence and dipolomacy systems are woefully underdeveloped. If you want to improve combat, that's fine, but I will be spending my time on the other stuff. More influence ideas to come....

Reply #1014 Top

If you want to improve combat, that's fine,

My earlier reply--

...i'd yell for real 3D space_Ultimate Espionage_Tactical combat on surfaces & in the battles simulator,

Plus, four surface layers per planet (Orbital, Atmospheric, Ground, Underground) assuming the Hexa-Grid/Polymorphic PIs principles i suggested in Nov'07 are still being considered by devs.

Nothing else than what's already above for me (or that can be found in the Please Slam My Game thread). Although, i gave some quite clear opinions in a number of areas over here too.

Reply #1015 Top

True. Wasn't specifically directing that at you or anyone else in particular.

Reply #1016 Top

I would like to see a new feature, where you can take command of a ship in a battle, from the bridge.. and fight it out 3D style, like bridge commander, that would be amazing..

 

 

Reply #1017 Top

Quoting Wargoat, reply 16
I would like to see a new feature, where you can take command of a ship in a battle, from the bridge.. and fight it out 3D style, like bridge commander, that would be amazing..

 

 

 

Well its not exactly a flight sim/shooter game so I don't see a reason for this even though it would be absolutly amazing. Although IDK if they have a game engine for that sort of thing so if they do put it in it might be generic and we would get dissapointed... but thats worst case scenario.

 

Also forgot to mention. in my recent post.

Carriers: yes yes yes yes yes! :yes: Heres some ideas on it.

- Make it a module only placable on cargo, large, and huge hulled ships (Make it take up a lot of space) (I would like to see it only placable on cargo hulls so that it needs its fighters to defend itself, but large & huge work too since they are so far on the tech tree)

- Put the tech for this module somewhere near medium hull construction.

- Holds Only tiny or small hulled shilps.

- Holds ships based on logistics points, and when your logistics ability goes up have it affect the amount you can carry in some or other way. (10 can fit 5 tiny fighters)

- Ship range can stem out from the carrier, so if its outside the range ability of the tiny fighters they can fly [their range] away from their carrier, (although a carrier cannot go beyond its own range)

I would love to see carriers... once you eliminate the need for small or tiny ships to have life support systems it increases the effectiveness of them... which is what I'm aiming for really.

 

Attack Priority: setting which ships your fighters should attack first in fleet combat.

Defense Priority: With carriers this would be a must. In a fleet be able to set which ships the other ships protect the most, like carriers or invasion ships. I would base this on being able to get a "clear shot". So lets say I have a carrier and 6 fighters and I'm being attacked by a group of 4 fighters. they would be set to attack my carrier first and I'm set to defend my carrier, well we have them beat 3:2, they would have my fighters on their tail way too much to be able to get a shot in at the carrier.

Now if it were the other way around they would have 2 free fighters left to attack my carrier (since the other four are fighting my fighters). Although if I have 6 fighters + carrier and they have a battleship theres no way I can block his shots or make him break off his course, he can get a clear shot easy. But lets say I have a battleship defending against his battleship... mine can move in front of the carrier and form a wall to him... now he's being blocked.

So in this system ships of a certain size can block ships of its category... maybe the catagories could be... small & tiny : medium & large & huge.

 

Just some ideas :thumbsup: (sorry for the large quantity of large posts)

-shadowworrior-

Reply #1018 Top

Make ships have accuracy relative to the size of ships they are shooting... somewhat in the manner of... if a dreadnuaght (huge) is facing a squadron of fighters (small) he would have very little accuracy against them while the fighters would have high accuracy against the dreadnuaght. If a frigate is facing a frigate they would both have equal accuracy.

Accuracy: not a hit or miss % chance thing... but more like high accuracy = higher rolls on average. low accuracy = lower rolls on average. When a ship gains experience it also gains accuracy along with the other things, and in abilities options at the race menu... have a fighter training option that can increase accuracy.

I'd rather this be linked to weapon systems, not hull size. Weapons ranging from low damage/high accuracy to high damage/low accuracy with several steps in between. A huge hull outfitted with high accuracy weapons can swat tinies like flies, but can't scratch another huge hull. Or outfit it with high damage weapons that can't target smaller ships very well. My analogy: a flyswatter is great against flies, worthless against a mailbox. A sledgehammer can wreck a mailbox, but have you ever tried to use one against a fly?

This would lead to specialized small ships (don't have room to diversify weapons) and mixed-weapon huge ships. How much heavy firepower are you willing to give up to swat the gadflies that are stinging you to death?

Reply #1019 Top

Well its not exactly a flight sim/shooter game so I don't see a reason for this even though it would be absolutly amazing.

Tactical Scouts & Dreadnoughts or X-Wings & Tie-Fighters - feels exactly the same to me.

Shields up. And concentrate your very last Beam at that ONE Kanvium or their Engines for a lucky shot, pilot.

AIs are already that good during *simulated* battles.

Surely inappropriate for total control over fleets and yet, how does a simple one-vs-one battle feel to you?

 

Reply #1020 Top

A sledgehammer can wreck a mailbox, but have you ever tried to use one against a fly?

Yes.

It was...interesting.  There wasn't much fly left.

There wasn't any fly left, actually.

Your point is valid, though, and it does things in a way that is different enough from classical rock-paper-scissors (even Sins doesn't deviate from this much) that I like it.

 

Reply #1021 Top

I'd rather this be linked to weapon systems, not hull size. Weapons ranging from low damage/high accuracy to high damage/low accuracy with several steps in between. A huge hull outfitted with high accuracy weapons can swat tinies like flies, but can't scratch another huge hull. Or outfit it with high damage weapons that can't target smaller ships very well. My analogy: a flyswatter is great against flies, worthless against a mailbox. A sledgehammer can wreck a mailbox, but have you ever tried to use one against a fly?

This would lead to specialized small ships (don't have room to diversify weapons) and mixed-weapon huge ships. How much heavy firepower are you willing to give up to swat the gadflies that are stinging you to death?

 

Sounds good. my opinions may deviate from these but mostly because I'm trying to get it so that smaller ships are good against big ships. Although your idea could fit well with the games system of war already... whoever can create a ship to properly combat the enemy ships has the better chance. So if I'm using small fighters everywhere and most your ships are frigates you could make a flyswatter frigate and start kicking my butt. But then... once again... small/tiny become a little obsolete again... So I'm not sure about this. Maybe small/tiny are just more accurate to begin with since they don't use turrets, they use forward facing weps?

Reply #1022 Top

Sounds good. my opinions may deviate from these but mostly because I'm trying to get it so that smaller ships are good against big ships. Although your idea could fit well with the games system of war already... whoever can create a ship to properly combat the enemy ships has the better chance. So if I'm using small fighters everywhere and most your ships are frigates you could make a flyswatter frigate and start kicking my butt. But then... once again... small/tiny become a little obsolete again... So I'm not sure about this. Maybe small/tiny are just more accurate to begin with since they don't use turrets, they use forward facing weps?

The problem with that is this: if tiny/small ships are never at a disadvantage, there is no purpose to having larger ships in the game. You're always going to use tinies, why bother researching anything higher? There has to be some benefit to using bigger hulls at the expense of smaller ones. This aims (pun intended) to reduce the effectiveness gap, not close it entirely.

Even if they are not entirely effective on their own, those tiny ships are causing the enemy to give up heavy firepower to ward them off, meaning your heavies will last longer, and do more damage. Mostly what this idea will do is encourage fleet diversity in armament if not in size.

Right now, the biggest advantage huge ships have is speed; tiny/small ships simply can't have as many engines and still be effective warships. A swarm of tinies can come close to a huge hull in terms of firepower, but not if they also have to have engines. I don't agree with the people who think the answer to that is to cap speed; the AI just needs to make better use of the speed options available to it. The carrier idea would pretty much solve this, giving tinies the range and speed they otherwise lack. Another option would be a different version of the fleet warp module (available to everyone, or nearly everyone) which simply raises the entire fleet's speed to match that of the ship it's mounted on (or the fastest ship in the fleet, whichever). Then the Terran racial modules would be this +1, +2, etc.

Reply #1023 Top

Right now, the biggest advantage huge ships have is speed; tiny/small ships simply can't have as many engines and still be effective warships.

Yet another reason to make engines one-per-ship.

I don't agree with the people who think the answer to that is to cap speed

One-per-ship engines aren't necessarily a cap on speed; not much more so than the game is "capped" now due to miniaturization.  You've still got military starbases, passive bonuses, the Arcean buildings, etc.

But maybe I'm reading what you're saying wrong.

Reply #1024 Top

Hold it -- then we'd have a Faster_numbers_Wins paradox, wouldn't we?

Combat is some Attack/Defense ratio based on HitPoints & Hull sizes - a match or a no match. Stronger vs weaker.

If you're balancing from property rather than quantity, then you have tactical advantages.

Thus, why we got BMD against SPA to triple out the range or effect of such properties.

Combine everything back to a common denominator **as a modulo equation, as i mentioned a few weeks ago* (including speed if you must) then you'd have the Hit/Block calculations necessary to fix the amount_highs&lows_lack or superiority based on any gap (per ship, whatever the hull size) designed per Alfonse'Slotting principles.

Reply #1025 Top

An improved influence system, as I am not in the mood to go into combat yet again right now:

  • All planets are connected to their neighbors using comm lines. The "strength" of a comm line decreases with distance, so they become completely worthless after about a sector or two. There are improvements and techs that you can use to increase the range of them.
  • Comm lines help keep morale up and increase economic and research activity, as long as they are to a planet with respective values. The higher the value for the sender, the higher the value for the reciever. Thus, you are confrunted with a choice: send a line to a further, more valuble planet, or to a closer, less potent one.
  • There is a finite limit to the number of lines that you can send out. I'll arbitrarily make it three, but I think tweaking would be in order. Techs and limited-build imps can increase it.
  • After you get the Universal Translator, you can establish comm lines with other civs, provided that they are on the friendly side of the diplo slider.
  • When you do so, you begin to exert cultural influence on them. This steadly decreases their morale, and when it hits some number (I am thinking 25%) the planet flips.
  • You can bolster morale by building imps that either just provide a flat boost or cut down influence BEFORE it is factored into morale, or by sending a few comm lines of your own to a stricken planet. If you do that, the influence orf the sender determines the morale boost.
  • Influence starbases still exist, but they now serve as places to send out comm lines from. The modules increase the power of the line, just like planetary imps.