Of rebels and redcoats expansion

SO I was playing the game again.  To start off, I love Galciv, been playing since II. The sandbox aspect of this game makes it so much fun.  I am nerding it up hard, got all my fav factions from scifi battling each other, Federation vs the Galactic Empire with the Cylons and Zion joining the fight.  Great stuff.

 

Now having said that had some ideas for expansion.

 

1) Rebels, would like to see civil wars or rebels rising up.  These can be major events or brought about by your actions acting way out of character for your nations path.  Others nations might aid in the rebels maybe even use propaganda to start a uprising.  

2) Liberation.  So I like to play as a pragmatic good guy.  I like the pragmatic choices trader has great diplomatic and economic abilities but I like to play nice.  A more progressive view where in I fight only bad factions liberating them from the slave pits and what not.  Well in one war the evil Sith Empire conquered one of my allies planets and I using my liberation force took it back.  My ally did not seem to care that I was keeping it.  I had to wait till we could trade again before I gave it back.  I would have like to have had more options when I took control, like occupy, liberate, create puppet state and what note.  Liberate would give it back to the original owner.  Occupy would deny it t the enemy, and puppet would create a minor race that is allied to you.  Now the occupy would be because I would like to see planets resist at first.  Why is it that planets just join your side no questions asked?  I think this should depend on factors, like if your kind to alien species are super brutal.  I know we don't command troops so this could be balanced by affecting production, resistance could lower production, even destroy buildings and maybe even rebel against you.  Occupy avoids this but you don't take active control of the planet.  It might also be useful in peace treaties.

3) Peace Treaties.  I want more options.  Normally If I want peace I have to give tech or money to the enemy.  If they want peace they just send a request and I accept.  I want to have a process.  Maybe they might want a planet back, especially if its a core world (I would say any capital (trade, research, home-world) are core to a faction.  I might want to see things, like limitations on military production.  I play good, so I might limit a bad faction to defense forces, no more than 10 capital ships or something.  I might want reparations paid to factions they attacked.  In this process you might also allow other factions to be present so that everyone at war with them is present.

4) Alliances, ok I know that this is already in game but why is alliance so down the road in the tech tree?  My guys need advanced research facilities to understand (you and me vs him)?  Now we can still have tech development, improving are abilities to create xeno treaties, improved understanding of others cultures thus better able to form more meaningful alliances but a coalition should be from the start.

5) Government, I have mentioned this already.  I play as a pragmatic good guy.  I don't like that the government options require me to be an empire then a republic then a democracy?  That should be a decision tree of Utilitarian, central representative, confederation more decentralized.  This would allow for further development and more tech options. Like for example there is a deference between Imperial Empire and Police State (like Roman Empire vs Italian Fascists)

6) Ship Sizes.  I have mentioned this before but why do I have to research big?  One could argue that big ships are relevant.  The NCC-1701 was a large hull in the 23rd century.  By the 24th is a medium as the tech was better.  So the hit points and ability to add on stuff should improve but I should be able to build a basic capital ship from the get go.  Really the ship types should be the research tree.  I like the idea of allowing from the creation of destroyers, cruisers, carriers, fighters, bombers, and hunter killers.  At start there all (basic star ships).

Sandbox ideas, maybe this is a patch and I think most people already have mentioned these but let me affirm them as desires.

 

1) Let us create ship styles based on personally created ships or downloaded ships.  There is so much amazing stuff out there.  I want to have my Klingons using airmasters ships without a mod.

2) Let me set a custom race to have a rival like in GCII.  

3) Let us play with the ship editor outside the game.

7,840 views 5 replies
Reply #1 Top

i have to agree with all points besides six (unless i am simply saying what you are all over again). I personally like how ships are separated into tiers where what h=was once the flagship of an unstoppable fleet is now merely a paper armored meat shield.the counter argument is that its not necessarily size that's researched but a combination of material science and shipbuilding techniques that allow larger ships to exist and not crumple under the force of its own acceleration.  

Reply #2 Top

Well with six.   I want to be able to build ships of various sizes from the start.  The hugest ships would be still fairly small at the start of the game.  So you figure that for example the Space Shuttle was NASA's largest ship.  The huge ships are still pretty small as compared to late game.  It would be very expensive and take a long time to build. As you build orbital construction centers, improved shipyards and unlock improved hull tech the hulls become increasingly larger, having more hit points and build points, for example:

 

Start   through various researches ------------------------------------------>

 

Tiny     5                                 15                                               30

Small   10                                20                                               50

Medium  20                              50                                               100

Large    50                              100                                               200

Huge    75                               200                                               500

Costs and build times would also reduce with research.  We might even allow Tiny and Small ships to form into Squadrons in latter game as Carrier tech improves because now way more ships can be maintained.

The reason one does this is it allows for various fleet approaches.  You figure in Sci Fi there are many fleet types.  For example the Federation of Planets builds Star ships, well rounded strong tech heavy ships.  A fleet of more or less large and Medium ships.  The Galactic Empire builds Huge battle ships with carrier functions equip with tiny interceptors.  The Rebel Alliance is more advanced small independent fighter bombers with Medium support frigates.  

Reply #3 Top

So unlock all sizes from the start, massivly increase build cost for the bigger sizes and change the previous unlock techs to great cost reduction.

The progression with the capacities is already as you describe, with the capacity increase techs and the hyperion shrinker and increasing the adjacency on the shrinker.
This progressivly gives you more and more +cap bonuses so a huge that had 250 cap without bonuses has 500+ late game.

Reply #4 Top

I tried solving a little of the hull-size angst by making a additional medium hull that was a "prototype" and automatically cost durantium. The game does not properly support multiple hulls in the same size category and there were soft-glitches (not crashy) with it, like a ship would be saved and upon reloading the game, would be defined as a normal hull type.


Real shame, could've opened up the possibility of researching specialist hulls of each size, like a scout hull with automatically increased sensors and movement (compared to size) but less room for general equipment.

Reply #5 Top

Yeah that is why I had it as 6.  You're right its more or less already there, just the all hulls from start would be the only real thing.