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.
23,039 views 689 replies
Reply #501 Top
About the United Planets Issues: It would be nice if issues came up at a relevant time. for example, it seems odd that there is a vote to ban terror stars decades before they are even invented (no one would have voted to ban an atomic bomb, at least not by name, in the 1800's). Ideally i would like to be able to bring up issues myself but, as i realize this would likely require a large overhaul, i dont see it as being a necessity.

~SDC~
Reply #502 Top
Advise the number of turns remaining and (optionally) the tech being researched on the same page as the research slider bar. Up date 'on the fly' as you change the research % on the slider bar. The human player has to play at a big resource disadvantage or go back and forth among several screen to optimize these slider bars.
Reply #503 Top
In the planet build screen:

There are two UI sections at the bottom that display the item being built, along with the time remaining. Clicking on these should select the item currently being built (e.g. Clicking on Constructor should select the Constructor being built and deselect the harmony generator).

The current situation (where it remains at harmony generator) is non-intuitive, and can cause the wrong purchase to occurr.



~SDC~
Reply #504 Top
How about a few random stories here and there when destablising? something like, 'Your agents assasinate a high ranking enemy leader and pin the crime on another.' you could even make them race specific "Our agents successfully shaved the Drengin's top religious leader keeping him from performing is duties until his har grows back. Moral is sure to suffer in their empire"

They may not even do anything stat-wise, if only to remind you that you're still putting money into it month after month. Plus it can make the game a little more fuzzy for the role players..

~SDC~
Reply #505 Top
How about a defensive invasion menu which allows counter tactics? Or if you want, you can simply turn a planet(s) into a wasteland by nuking the surface. (I suppose you could do this by simply deleting all the improvements prior to an invasion, it would still be fun to nuke the planet and your enemy with it!) For Evil civilizations allow for a 'wire planet to explode' "improvement". Sure moral might be affected negativly for a few months afterwards, but that's what the gulags are for: to make the citizens forget!

~SDC~
Reply #506 Top
- Star Hawks are pretty useless, as most of the galaxy's anomalies are gone when it is finally researched. Either make them easier and earlier to research, or give the player the opportunity to build them right from the start.

- Give more in-game information. E.g., what do planetary defenses do? (Increase soldiering or increase defense of orbiting ships?) What do many of the race picks do? And many more. There are large heaps of unexplained stuff.
Reply #507 Top
Has already been posted here:
http://www.galciv.com/forum.asp?id=39935&BID=GF&page=1

But i feel this should greatly improve the game:


If the AI would also consider how the player treats other AI empires that would also have some great effects. This prevents players from using the same tactics against multiple AI players. For example: if i make peace to the torians and receive lots of money but attack again the next turn, the drengin would learn that my peace treaties are rather empty..... And so the player would be punished for his actions because the other AI empires would lose their trust.
End of quote


and

Horatio
I think civ2 had something like this. a single, global "credibility" value that gets lowered when you abuse peace treaties would be cool.
End of quote

Reply #508 Top
By the time I can build starhawks (or could, if I cared to research it), there's usually all kinds of new anomalies. Of course, by then, the Hero is usually my best ship, even with the dreadnoughts running around.

~SDC~
Reply #509 Top
I have a few suggestions regarding the trading screen.

1. Please provide an indicator of how much technologies and ships cost. For example, next to each technology, provide its research cost in parentheses. This will make it easier to "guess" how much the tech is valued by your prospective trading partner. As it is, it is very difficult to have any notion of how much the various techs are worth, particularly since there is no in-game tech tree that lists their costs. Even if there were, it would be very valuable to have that information displayed in the tech trading screen.

2. Perhaps it is a design decision to make the player "guess" as to what his prospective trading partner will accept for a trade package, but I find this very, very annoying and, in fact, the most tedious part of this excellent game. I would prefer it if I could suggest a trading package (ships, money, techs, etc.) and get some indication of what the other side will give for it. Because of the variety of things the other side might give (money, money over time, techs, ships, star systems, etc.), it would be difficult to provide any sort of complete answer. That's ok; that's not what I want. I just want a clue, so I can reduce the length of time it takes to play the guessing game. Perhaps a good indicator would be the size of the lump-sum payment the AI would give for your trade package.

3. Because of the necessity of repeatedly querying the AI on the trading screen, it would be nice if there were one button on each side of the screen that would recall the last trading package. Hunting through your list of 20 technologies to extract the same four over and over and over and over is tedious, frustrating, and prone to error.

4. The payments-over-time dialog box is needless cumbersome, particularly given the number of times one must access it during a single trading session. It would be better if the TAB key moved between fields and, when so doing, highlighted the value in the field. This would eliminate the first two steps of the tedious click in the box, delete the current value, type in a new value routine. Even better, put buttons next to the box that would eliminate the need to type in many cases. For instance, next to the money box, put buttons representing +5, +10, +25, +50, +100, +500, +1000, and next to the months box, put buttons representing 0, +1, +6, and +12 months.

Thanks for your consideration.

- JNOV
Reply #510 Top
I would be greatful for a galaxy overview screen to the side when I am in the planetary production screen so that I can orient myself. Right now one must depend on memory as to whether the current planet is on the front lines or in the rear. Yes a list of the planets in the system, which we have now, along with an overview map would be invaluable.
Reply #511 Top
This game is so much better than Moo3 it is not even funny (without all the marketing hoopla, no less).

I can only come up with 2 things that could be added:

1. An option on the survey ship that will set it to automatically find and explore anomolies throughout the galaxy.

2. A more sophisticated space combat system. It would be pretty cool if it were like Moo2 space combat except it would occur on the main galaxy map instead in "combat mode" at a particular planet.



Reply #513 Top
If it isn't a problem, do you think you could add more missile units? I was thinking at least one more, a conventional missile when you get corvette technology that has like 10 or 15 attack power so you don't have to wait for the Anti Matter Missile.
Reply #514 Top
The upcoming Senate election could be announced one or two months ahead of time.

As it is, the player learns it's election time and then can do nothing to improve his party's chances. If the player could lower taxes for a few months or do something else to improve morale, it might seem more realistic.
Reply #515 Top
I have not read all 493 replies, so this may have already been mentioned...

But I would like to see an auto explore feature for scouts....and a 'patrol' feature that allows you to set waypoints for a patrol path. Also maybe have ships that are 'guarding' auto attack when enemy ships come in view and then return to their position...or have this as an additional 'directive' on the ships menu.

that is all

~SDC~
Reply #516 Top
I tried searching for this but didn't see it yet. I would be nice to see a battle summary dialog that could be toggled off if desired that would show information about space battles much like there is for invasions. Instead of giving me the feeling of randomness in my attacks and defeats, I could at least see how my ships fared. Information like fleets, composition, attack strengh, defense strength and anything else that goes into the determination of victory. I like the idea of having more detail in understanding the game mechanics.
Reply #517 Top
Find a system by name.

A message will pop up that a planet in the Andromeda
system is now a 35 class planet! wow!

Now..err..where the heck is it? lol

have to click all around the map to find it....
and i usually don't.

if it is a system that is KNOWN...not in the fog a war..
should be a way to find the planet by name fast.


my suggestion ^ and others i assume.


Douglas
Reply #518 Top
Be able to call the galactic council to order ...maybe
once or twice per game allowed and have a menu or list
of proposals you could make to be voted on.

Or if war breaks out..have a special meeting to vote
on possible sanctions...? ;)
Reply #519 Top
Diplomacy suggestion for reneging on deals:

I'd like to see some sort of punishment for deal-breaking. How about something like, every time a deal is broken, the offender gets a -10 (or more) diplomacy rating for x turns, as well as lowering the friendliness of some or all AIs? I don't want it to be impossible to break deals, but it seems like there should be a significant cost, especially for repeat offenders. There should also be some minimum limit set to treaties that involve ending war, so that the player or AI is punished for immediately going back to war.

The AI seems to respond to some types of deal-breaking, but the punishment should be more stringent.

~SDC~
Reply #520 Top
I dont know if someone brought this up but I think there should be an easier way to cut down your population cause I know if you take out a billion people your moral goes up to 100
Reply #521 Top
I'm still playing on a huge galaxy, normal difficulty.

The Arceans wiped out the I-League fairly late in the game. A few turns later, the Fundamentalists show up. Ever since their appearance, I get either the Arcean or Drengin image in place of the minor race's logo in the minor race screen.

A few turns after *that*, a new I-League formed up. Unfortunately, I can't use the minor race screen to contact them, I have to click on one of their planets and select "speak to."

For reference, this is the same game in which the resources vanished, leaving starbases with nothing to mine - and lines of constructors *still* loitering around trying to get to the now-resourceless spot. I think this actually kept the AI from mining several resources (which I've since found and exploited).

~SDC~
Reply #522 Top
Wrong thread. >:(

~SDC~
Reply #523 Top
Hello

Could we please have a way of naming individual planets. I can't stand seeing Vulcan1, Vulcan2, ect...

Thanks for your time,

Bilas
Reply #524 Top
Really, really, really need a wait command that will keep the current move points but allow you at the end of the turn to move those "wait" units.
Reply #525 Top
confirmation messages for colonizing a planet via left-clicking, AND destroying a colony (I mistakenly destroyed all my colonies, oops!)