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...
24,506 views 529 replies
Reply #177 Top
A few sci-fi suggestions:
Planetary development: Have system-wide development, such as asteroid belt dev (increase in production in system), Kuyper belt etc. Perhaps some new tech like space adaptability where your population can start inhabiting outside of a planet (this might be mapped out as a 6th "planet", not available until tech level(s) are developed.
This might go all the way to when you convert all the planets to a Dyson sphere!
(I would recommend making these real long term projects, expensive but with good returns, perhaps merging 2 or 3 maxed out special death stars, mammoth costs)

In the same vein, it would be nice to eventually be able to colonize those 1-13 level planets. Perhaps a terraformer module? Genetic manipulation to make population adaptable to environments? (which adds the danger of having a new "race" splinter off because they simply evolve away from your main genetic stock)

New events:
Star Going nova: radiation flood on unprotected planets kills % of pop. Might be centered on a star, with diminishing effects based on distance.

Contagion: Plague affecting a chain of all trading races. Gives a small edge to isolationists. Might be reduced on planets with Orbital Hospitals.

Y2K: Computer crash diminishes prod. Could be planet, system, race or Galaxy wide. Could be more pronounced the if your tech level is higher.

Nanite invasion: A particular pool of nanites goes haywire! All ships/SBs/planetary improvements using a particular alloy (ie this range of effect could be random) are damaged/destroyed/higher maintenance or such. Again can be scaled planet, system, race or galaxy wide

Magnetic Field inversion: takes planet out of commission for x turns until all systems converted to new polarity.

New map features:
Have the nebulas people are asking for actual move on the map, perhaps even expanding and contracting. They might slow down movement, or hide or whatever, but it ads a strategic element to the game.


PS: A bit of a minor peeve of mine is that ship range is gained too fast , reducing the strategic element of re-supply starbases…

Well, that’s my bit for now.

Cheerios!
Reply #178 Top
- The possibility to play more than just humans.
- More races (and don't make them all look humanoid! The great predecessor game Ascendancy was much more imaginative in its races...)
Reply #179 Top
1) Make the Tech tree more accesable, and make it hyperlinked. I want to know what the techs are required to research another tech (ie: I need 'A', 'B', and 'C' in order to research 'D'). If this seems too "unrealistic" then make an on/off toggle for it in the Menu screen (as in "Show Techtree" or something like that).

2) Territory. Make it so that you own sectors of space, and if a race (who doesn't have permission) tries to cross it would be initiating an act of war. Again on/off toggle.....

3) I agree with all the suggestions about slowing and speeding up tech research, adding a slider which either decreases or increases the frenquency of random events. I say make the game as customizable as possible. In fact, I'm very much in favor of making a lot of features in the game able to be toggled, I like giving people the option to customize the game to their heart's content. But I do have ONE request if you do make the game like this. If you add a lot more customizable options can you put them under a menu listed as "expert settings", or "advanced"? I mean, if a newbie or someone who doesn't like fiddling around with settings too much sees these they may be overwhelmed at first.

4) I also like the idea of making colonization more difficult by making them very expensive to colonize at first. Like paying an upkeep for each month of the first year a new planet has been colonized.

5) I liked the idea of making outposts on not very hospitable worlds (like a class 8) that wouldn't be a full blown colony. They could be used for refueling or mining resources and what not. Since this isn't a colony it doesn't have to pay nearly the same maintenance cost as settling a poor class planet.

6) More major races.

I'm sure there are many more that I haven't yet thought of, but right now I like the game so much as it is that I'm afraid to change it and break it. So I'd like to emphasize the non-drastic changes I reccomended: More options (slowing down, speeding up research time, adding "nasty" AI settings, slider for frequency of random events, and more), a more informative research tree and more major races. Outposts, territory, and the first year colonization upkeep, might be too big of changes to be implemented (I have no idea) without jeopardizing the game balance.

~SDC~
Reply #180 Top
I play both MoO3 and GalCiv, one of the features I like about MoO is that you can set up some planets for people to migrate to. This would be a nice addition.

Maybe it's just me, but I'd also like to governor interface to improve. I'd be happy with a Military, Social, Military/Social, and Social/Military governor that built things with those preferences instead of having to create build lists for my governors since you have to go modify that every time you build a new technology. Of course if it could get even more granular of Mood, Economics, Offense, and Defense toggles that would also be a plus.
Reply #181 Top
From Gamespy.com:
==================
Strategy First this summer will publish a free expansion pack to Stardock's Galactic Civilizations to become available via Starkdock Central. Not only does the expansion pack promises a new difficulty level (Nightmare), it also features new technologies and a tool called the "Integrated Technology Navigator", which makes the browsing of the extended tech trees much easier to understand.

The new expansion pack will include:
Integrated Technology Navigator (it makes the tech tree much easier to understand).
Whole slew of new technologies.
New minor race: The Arnor.
New anomalies.
New linked events.
Rally points (ship can be set to leave orbit and head to a central point, making it easier to create fleets).
A host of small changes to enhance replayability.
New difficulty level: Nightmare.
A ton of new United Planets resolutions.
New game ending: Aliens evolve beyond mortality.
New graphics on the main screen for stars (make the graphics look less "Flat").
==================

Hmmm, these all sound good. What about the ability to propose a UP resolution? Please? Please? At least make it meet (or allow the option for it to meet) more frequently, so it has a significant impact on the game. It is decidedly peripheral right now.

Will there be art for the Arnor? A special AI?

I second the idea of streamlining many interfaces. For instance, make all lists mouse-wheel compatible. Allow me to click and drag, especially with the governor's list, which is such a pain to rearrange I usually just build new lists.

A brighter blue for the Terrans on Huge/Gigantic maps and for starbases/resources would be helpful. Or, let us run the game in really high res :)





~SDC~
Reply #182 Top
I finally took the time to read this huge thread. I can tell that if just a fraction of these ideas come into play that GalCiv is just gonna get better with age. So as not to repeat any part of this thread...here's an idea that I did not see mentioned:

ARTIFACTS

Artifacts are "special items" (use your imagination). These are one shot items that can only benefit another race other than the owner if it is sold, traded, or won as a result of war. (NOT a trade good) I guess espionage would work (have that item stolen) Artifacts can be found on colonized planets or drifting in space (Survey ships can find them). They can possibly be won as a result of making a certain decision on an event. Artifacts can also be found drifting after destroying certain space monsters, pirates, etc.

Only one item can exist at a time, they may have mytical abilities, Precursor technology, or some alien and unexplained tech (or something else)...here's some suggestions:

1. Crystal Orb, visions appear within it to help in espionage
2. Memory Metal, ships repair at a much faster rate
3. Galactic Key, all star colors appear on minimap
4. Adrenaline Node, an alien symbiote found frozen in ice that aids in soldiering
5. Theory of Neutronium, records of a metal that is paper thin and indestructable
6. Blood Jewels: A rare red gem used to focus weapon energy for heavier damage

The list can go on forever...but you get the idea...

Alz

Reply #183 Top
After reading a hundered or so messages in this thread the recurring theme of events needing to give bonuses to good (and sometimes neutral) instead of just negatives seems just wrong. If choosing good gave bonuses too, then you'd never really be anything but chaotic neutral (you'd choose the best ones and over time probably just balance out choosing both good and evil). I don't have any proof that this is the way the game works now (since I've only played a few games where I was good and probably an equal number where I was evil) but it seems to me that I have an easier time with the AI as a good race (even the evil ones to an extent) than I do as an evil player. By easier time I mean that there's generally more trade, and it's easier to trade technologies, trade goods, and influence with the AI when you're good than when you are neutral or evil. Basicly, there are generally no upsides to doing the right/good thing up front, but if it alters your luck or triggers good random events down the road in the vien of triggered/linked events that would be a good thing.

For example the worm event that you take the PQ hit on for the good choice now may trigger an event later where 'to prevent the destabilization of planet X's crust, some worms are moved to an uninhabitable planet and they've made it habitable for your empire by churning up minerals and nutrients that were locked away beneath the planet surface'
Reply #185 Top
I think it would be very interesting if you could establish some form of mercantilist system within the game. Mercantilism wherein the colonies would exist solely for providing the mother country with revenue. Perhaps a slider bar which would allow you to increase income at the expense of morale.

Secondly, it would be nice to be able to adjust Military/Social/Research sliders for each colony independetly - and each colony having a spent rate - your economic capital could just make money, tech capital just research, etc...
This would also include a main button on the domestic affairs page that would reset all individual sliders - it would be too much work If you wanted to to a global adjustment and had to go through each on individually.

that's all!
Reply #186 Top
When sensor drone and scouts complete a sensor sweep (all area is uncovered) they should automatically move to an adjacent sector and continue a new sweep.

Alz
Reply #187 Top
Citizen wampyre on 5/14/2003 at 1:34:28 PM in a delusional moment mused,

"AND.........a baby's arm holding an apple. "


??? :notsure:

OK. Break time. Put down the mouse and just walk away.

Elrikk ;)


~SDC~
Reply #188 Top
Elrikk...thats all I want out of life. That and....a canned ham. When you gonna buy it? When you get it for me? ;)
Reply #189 Top
I would like to see an ACTUAL United Planets Council instead of this sort of Monopoly chance card arrangement we have now. If its a galactic forum why cant the player bring up issues for consideration? why arnt the things that are brought up related to events occuring in the galaxy at the time?

This poping up every four years voting on a random topic and then promptly disapearing is just silly. Its not a form of government or regulation its a random event. >:(

My ideas on what to do about this are vauge at the moment, but this was the one feature of the game i was truely disapointed with.
Reply #190 Top
Citizen wampyre,

A canned ham . . . er sure . . . I'll get right on it.

Elrikk


(whispering)

PS If anybody else, who might be able to contact wampyre by phone (or directly), is reading this could you please call Bobo and ask him to check up on W. I am really getting worried that the stress of all this intergalactic warfare is beginning to get to him. It's a shame to see an avid gamer fall apart like this. :(


~SDC~
Reply #191 Top
Originaly Posted by Sloejack
>"After reading a hundered or so messages in this thread the recurring theme of events needing to give bonuses to good (and sometimes neutral) instead of just negatives seems just wrong. If choosing good gave bonuses too, then you'd never really be anything but chaotic neutral (you'd choose the best ones and over time probably just balance out choosing both good and evil)."


That is an issue, however i think you could often get around it. How about having aproximitaly equal but very different effects on both sides. There wouldnt be a 'best' option.
/wracks brains for an example
Ive never written an event before... its kinda rough but it gets the idea across.

There has been a meteor shower on one of our planets. The meteorites are made of an unknown material which seem to have a harmless relaxing effect on anyone who owns them. What should we do?

Good: Let the people of the planet keep their meteor fragments. (+5% morale)
Neutral: I cant think of a neutral one. :P
Evil: Confiscate the fragments and proccess them into a mind control agent! (+5% Influence)
Reply #192 Top
Neutral may be let them keep the fragments (+5% morale)
Evil ... sure mind control (+5% influence)

Good on the other hand should be round up and study them (+5% research to current tech), you don't want your citizens dependant on strange substances for happiness since you're not sure what other side effects may be caused by it.

And of course this would be another good scenario for leading into linked events so that your good, neutral, or evil decisions actually have some longer term impact into the next event which may be one of 3 depending on what you originally chose.
Reply #193 Top
Maybe you guys can show the ships at an angle to show all of the designed 3d glory in a future version.
I read that Frogboy was upset that he went with the top
down version of the ships since they are really 3d.

Perhaps you'll give the user a choice in the menu.

Ships Displayed- Toggle TOPDOWN or ANGLED 3D VIEW

hmm?


Great great game.

Douglas
Reply #194 Top
A larger scale main map window option (not the F9 one).

Currently it feels too claustrophobic to me, with lots of scrolling required. In late games I have trouble visualizing what's going on in my empire. It's the only thing detracting from the game for me.

With a larger scale map this game would go all the way up to 11 for me. ;)
Reply #195 Top
Would love to be able to zoom in and out of the main map. Definitly liked the idea on independent research/military/social sliders for each colony. Liked the idea of having colonies whose sole purpose is to provide your Empire with revenue, and the thing about making the United Planets having more of a role..... Actually I like most of the ideas here! :) :)

~SDC~
Reply #196 Top
More dynamic "project buy/finance" system.

I have a slight problem with the current "buy" system
it builds instanly the next month the more money you throw at it. and it does not really matter what the size and morale of the planet are. while i can buy my battlehammer on my class 40 planet for $$$$ i can do the same on my planet with class 12. that is not right. the richer plannet with better morale and more workers and qualified engineers and available private factories can simply produce stuff faster. So here is the solution to this "problem":

the variables that affect build speed
a) population
b) morale
3) maybe previous specialization of the workforce (although this is less of a concern on larger planets)

if these are figured into the equation you get yourself a nice formula.

So these economics would suggest that the bigger the plaanet the faster you could build the product by throwing money at the project.

I am suggesting that on the smaller planets you should not be able to rush build stuff with the same ease.

Also financing.
Financing should include at least 2 sliders that are dirrectly correlated
a) the speed of project complletion
2) how much financing is being allocated for it

it seems better that there should not be companies that given enough financing would build basttleships and such at that age and not do it themselves when you are not contracting them. so eliminate the companies and create sliders that are available for individual projects and not only empire wide for spending.
Reply #197 Top
More dynamic "project buy/finance" system.

I have a slight problem with the current "buy" system
it builds instanly the next month the more money you throw at it. and it does not really matter what the size and morale of the planet are. while i can buy my battlehammer on my class 40 planet for $$$$ i can do the same on my planet with class 12. that is not right. the richer plannet with better morale and more workers and qualified engineers and available private factories can simply produce stuff faster. So here is the solution to this "problem":

the variables that affect build speed
a) population
b) morale
3) maybe previous specialization of the workforce (although this is less of a concern on larger planets)

if these are figured into the equation you get yourself a nice formula.

So these economics would suggest that the bigger the plaanet the faster you could build the product by throwing money at the project.

I am suggesting that on the smaller planets you should not be able to rush build stuff with the same ease.

Also financing.
Financing should include at least 2 sliders that are dirrectly correlated
a) the speed of project complletion
2) how much financing is being allocated for it

it seems better that there should not be companies that given enough financing would build basttleships and such at that age and not do it themselves when you are not contracting them. so eliminate the companies and create sliders that are available for individual projects and not only empire wide for spending.
Reply #198 Top
I was just playing GalCiv the other day, thinking to myself, when I thought of an idea that might make a good suggestion. See what you think:

I was thinking, it might add a little bit more strategy to the game if you had to keep control of Sol, as your home system, in order to keep the game going. Also, in the same respect, if you captured one of the major or minor race's home system, it knocks that race out of the game. Or if having to hold on to the home system in order to stay in the game is too much, then losing that system at least severally hurts or cripples you, or the race that lost their home system.

On the same note, the player's, as well as each major and minor race's, home system would be the most popular and most heavily defended system, and therefore the hardest to capture.

I thought this would make sense, because in real life, if we lost Earth (or you can think of it as Americans losing the U.S. or Canadians losing Canada) to some other race, we'd be devastated, even if we owned another planet (or country). It is our home, and most likely would be financial, economical, military, and technological capital.
Reply #199 Top
Schrademan -

It's probably rather likely that Sol usually does become the 'capital' of GalCiv empires in many respects, especially if you luck out with another habitable planet there. However, to extend your analogy slightly, remember that when migration occurs, one area often takes on an increased importance and the relative value of the original place declines. For instance, industry and business used to be exclusively concentrated on the eastern seaboard of the United States, and nobody cared particularly much about San Mateo or Cupertino, but now, losing California would be like losing Pennsylvania might have been long ago. I can only imagine the effect would magnify with space travel...if you're living on Rigel VI, how concerned are you about Sol?

I think GalCiv is cool because you can build the 'capitals' anywhere you want...often, I find a 'Gaia' like planet and make that the center of everything, to my advantage (easy management) and disadvantage (sucks if you lose that system). Not to stomp on you, it is a good idea to make the capitals very important :) but I think we should keep the game as customizable as possible.

~SDC~
Reply #200 Top
Elrikk- it is painfully apparent that you have never gooved on Norman Greenbaum in your younger years. A shame..........................