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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...
22,449 views 529 replies
Reply #301 Top
It would be nice to have a feature to print the galaxy map. It would only include the sector grid and all stars on a white background.
Reply #302 Top
I'd like to see the ability to have MORE THAN ONE effect on an event. I'd also like to have the ability to set a minumum and maximum value that the random value is supposed to be between.

I'd also like to see 'capitalization', where when you choose to 'build nothing' you don't waste that planet's share of the money for Military/Social build que.
[Message Edited]
Reply #303 Top
I would like to see an icon to add or remove the grid on the mini map.The universe would look much better with just stars in the background.
Reply #304 Top
An easier way to fill a colonyship with 200 people from a planet with 10000 inhabitants. Now you have to click 200 times :notsure: .
Reply #305 Top
Having planets show what type of species lives there. Say, you take over a Yor world through culture, that world doesn't have any humans now!. It could add a whole other level.
Reply #306 Top
Technology-Driven Events

There are lots of planet events that allow for a philoshophical shift towards good or evil. There are some interesting random events that don't change your alignment. How about some technology-driven events, where you can change your alignment?

Simple example
----------------
The Genesis corporation has offered to build a genetic cloning facility on your planet Nexus III. The benefits to this would be an additional 24 BC every month.

NOW, if you have enough Technological knowledge, you would get the additional notes of:
Genesis corporation is a galactic leader cloning all carbon-based life forms. Their past achievements include such successes as the 14 head Bugblatter Beast of Traal, but unfortunate mistakes like the oxygen-consuming SpaceMaggot (which destroyed several galaxies) also mar it's history.

AND Quite possibly this note, should your ALignment and Morale be High enough
Genesis corporation is despised by virtually every planet it has a base on. Genesis Corporation is expansionary and may spread it's base of operations to all galaxies near and far within your empire, should you choose to accept them.
----------------------------------------

So, obviously this is a choice. You will pay a morale penalty if you accept Genesis, possibly on many planets. You will be turned slightly more evil (or possibly a LOT more evil) by accepting Genesis Corp. The fact is though, that if your morale is already too low, you don't get this warning. Don't care about your people? Take your lumps.

If you have enough Technology, you will see the up and downside of what Genesis does (and make a more informed decision). Not enough Technology -- well then Genesis Corp is gonna take advantage of you, and let you believe they are making air fresheners in those big ole plants of theirs!

Obviously, there would need to be consequences, and a certain percentage of a chance of disaster, should you accept Genesis Corp.

It's a bit complex, but then again, this is a complex game... I like this idea mainly because it adds another way to change your alignment, which currently needs to be done by re-colonizing planets over and over. Sorry for the length of post guys.

Reply #307 Top
What I would like is the possibility to get your allies to ally with one another or at least sign a non-aggression pact. In other games (particularly MOO2) that as soon as you had more than one ally they would promptly declare war on one another, grrrr.

So far I have not dared to ally with more than one civ for this reason.
Reply #308 Top
I have played several games, and while no expert, have won on the toughest level on a huge map(once too much work to ever do again). Here are some things that would move this game from awesome to a class with Moo2:
1. Make the game multiplayer for at least 2 people.
2. Allow the player to pick which ships defend first when a stack or planet is attacked. It kills me that my antimissiles with a defense of 1 defend before my capital ships.
3. On the incredible level the AI should never trade a tech that has an unbuilt trade good.
4. Capturing a planet with a wonder should give you the benefit of that wonder.
5. Minor races should not build trade goods or wonders.


~SDC~
Reply #309 Top
I'd like to see a panel in Base stations where you could switch things on and off like cultural influence (close down the shopping mall etc etc ). I mention this because I had a base sitting in the middle of a galaxy and I was trying to tech up to Alpha Omega but the planets I kept giving away to another rac (to prvent a cultural victory hence ending the game) kept rebelling because of the Base stations effect.

It makes a lot of sence, doesn't it to have a little on off button for each base station thingo?

Also there is sometimes a problem when multiple screens appear over the top of each other making it difficult to click the DONE key, is there a key assignment option which equals DONE on by default?
Reply #310 Top
Each species having unique technologies, social projects, invasion tactics, and war ships. Why should each different species be exactly the same?
Reply #311 Top
I would like to be able to control how "bright" each AI plays without necessarily giving them extra advantages.
Reply #312 Top
There really needs to be some distinction made on the planet build list for trade goods/galactic items that shows that another of your planets is building the same thing. Either don't show them if another planet is building them (ala Civ 3) or at least show them in a different color.
Reply #313 Top
when is the expansion supposed to be coming out? I want to see more political parties and more events caused by rival parties... it'd help make the concept of human government and the need to stay in power a more tangible thing than it currently is.

~SDC~
Reply #314 Top
Notes! I'd love to be able to attach a note to a ship, planet or whatever, so when I come back to a game after a day or two I can remember what the heck it was I was doing. An annotatable map would be great too, so that I can put a little highlight marker anywhere (such as next to a system that I might have plans for further down the track) and then I can type a note so I know why I was interested in the system in the first place. I think this would alleviate the "over-inflated brain" feeling I get, trying to remember who, what, where, when and why I'm doing anything.

This kind of thing is now common in RPGs, and makes keeping tabs on story, quests etc much easier and more enjoyable. So why not have it in 4Xs too?

~SDC~
Reply #315 Top
I think I am not the only one who hopes that the Expansion Pack will fix the following inexplicable nonsensical elements of GalCiv. Of course, there is MORE but even if this limited list of nonsensical things were fixed in the X-pack the Galactic Civilizations would become the supreme game and a standard setter for years to come. Moreover, it would become actually playable and enjoyable!


I. Ships and invasions:

1. Transports the size of planets? One BILLION troops per transporter? Come on. 50 million (though it is still pushing the limits of believable) is more like it if you rack-pack soldiers in stasis pods.

2. On a planet with a population of 10 billion EVERYONE is the defender? Think a second: on our Earth with population pushing 7 billion, subtract elderly, handicapped, pregnant women, infants and young children, and otherwise noncombatant civilians and IF all governments work in unison we would be lucky if our planet could put together half a billion of combat ready troops. The GalCiv math would work out just fine: Say, on a 10 billion planet there are some half a billion soldiers, so 10-15 transports (see #1 above) would suffice to attempt an invasion.

3. It is bullshit that invader has the advantage. It does not work like that UNLESS the invader has 10 times the technological superiority. Defending troops are fortified and well entrenched and they know their turf. The defender, therefore, should have the advantage.

4. Planetary defenses, such as missile bases, ground batteries, fighter garrisons and such will be added. Players will be able to, but not required to keep fleets in orbit for planetary defense;

5. Bombers. How come there is no ship capable of bombing a planet? There WILL be bombers in X-pack.

6. When player sends transports to invade a planet he WILL have an option to ABORT the invasion if (upon reviewing that gorgeous invasion options screen) he decides that his forces are insufficient. Yes, players will have this option in X-pack.

7. Star bases, considering their insane cost and unreal time required to build and upgrade, WILL have the ability to install defensive guns and missiles modules. Players will no longer have to keep huge fleets for star base defense. Star bases will NOT be completely invulnerable, but a pair of lousy corvettes will NOT be able to annihilate a star base. While the star bases will be vulnerable to a group of battleships, it will hold its own against a bunch of flimsy Starfighters (!)

8. It is well-known, that it is much worse to be outnumbered than outgunned. A swarm of weak attack units can easily overwhelm a single Hulk of a unit (remember Black Hawk Down?? Our super soldiers were clubbed to death with sticks and stones). A single Dreadnaught will NOT be able to destroy 50 corvettes with impunity and suffer 3 points of damage or no damage at all.

9. Ship repair will be FIXED. It should not have to take 20 turns to fix a ship especially with Repair ability at +60% and especially if it takes around only 8 turns to build that ship from scratch (!) Ships will be repaired much FASTER if stationed on a planet with a shipyard as opposed to being stationed in deep space.

10. Once new technologies become available, players WILL be able to UPGRADE and REFIT existing sips (at planets with shipyards) faster than it takes to build a new model of the same ship!

II. Economy, Diplomacy and Morale:

1. Galactic economic events will NOT affect civilizations which are not relying on interstellar trade (!). If I am NOT in contact with any alien civilization and I am doing ZERO trade what does my economy care about some recession going on at the opposite edge of the universe?

2. If I am not trading with anyone I will not benefit from -their- economic boom nor will I suffer from their economic problems.

3. Establishing Trade Routes WILL require entering into a Trade Agreement with a civilization. Why should I have to trade with someone I don’t want to trade with just because they send their freighter to my planet without asking my government’s permission? Torians, for example, will no longer be able to trade with me (unless I sign a trade agreement with them) to improve their economy just to attack me 10 turns down the road (!)

5. If a civ has colonized 3 out of 4 star systems in the same sector, they have ownership of that sector and to colonize the fourth system there the other civs will have to ask permission or look for planets elsewhere. Otherwise, trespassing of this sector and colonizing the fourth system will constitute an act of aggression and or war.

6. AI will no longer know where everything is. An algorithm WILL be included which would force the AI to explore space in random directions and begin building/dispatching colony ships or constructors ONLY if its scouts/explorers find a colonizable planet or space resource (!)

7. Morale WILL be fixed (!) and will appropriately reflect cultural aspects of different civilizations. For example: Good civs will suffer a morale penalty if their government begins a war of aggression; Saintly civs will suffer even a greater penalty to morale. By the same token, a good civ will see a surge of patriotism and a morale boost if attacked. The opposite will be true for evil civs. Neutral civs will have to attempt to stay out of conflict and do everything possible to end any conflicts they are involved in or suffer a morale penalty. Finally, 5000 channels of entertainment which takes 10 turns to build will improve morale for MUCH LONGER than 3 turns (!!!)

8. All diplomacy options will be available at ANY time. The probability of success of establishing an Alliance will, of course depend on how good our diplomatic skills are but the option WILL be there. We can ask, right? Chances are our proposal will be refused but WE CAN ALWAYS ASK (!) There WILL be other reasons for alliances except being “CLOSE” with a civ. Example: Arcean are annihilating everyone. Torians are my neighbor and are “warm” toward me but the Alliance option is not available since it requires being “close”. What kind of bullshit is this? We have something more important in common than “closeness” we are both being annihilated. We WILL be able to establish a defensive alliance even if we don’t like one another very much (!). Finally, if I am allied with a civ I WILL be able to use its planets as refueling stations to extend the range of my ships (!!!!)

III. Technology and Research and Production:

1. My entire civilization is researching Battle Armor (???) WTF is this nonsense? There WILL be sliders allowing me to allocate a % of research resources to each of the research fields so that research is going on in all areas but at different speed depending on my STRATEGIC and TACTICAL goals.

2. Autobuild will work for Social production as well. This way planets will have the ability to specialize. Being able to say: “Sol V, Autobuild research facilities” would be nice.

VI. Documentation:

1. Detailed descriptions of technologies, game options and features WILL be available on the web site for viewing or download. Players will no longer have to guess what exactly this or that does.

Reply #316 Top
Just a question : When you saying WILL are you really know something or it's just a demend :) ?

Btw: I agree with some of your points like bombers and need to do simultaniouse research in few areas and autobuild , but you exordurating with reality demends , if you want "everything real" play BattleCruser Millenium insted - you will get full realism with no ability to really control anything :)


~SDC~
Reply #317 Top
No, I don't know. It is a dream I had last night... and those things I sugested are not about realism. They are about common sense, especially considering that the game manuals, including the HTML Survival Guide and the PDF manual do not provide enough information to know what to research or build. In view of this, lack of common sense makes the game basically too frustrating to play...
Reply #318 Top
This is what i'd really like

1. PRE GAME FREQUENCY SETTING FOR RANDOM EVENTS.

2. PRE GAME FREQUENCY/BETTER ODDS SETTING FOR SPACE MONSTERS.

3. MINOR ALIENS USING LOGOS 10-16 instead of the default image. (Good for when you make little alien race mods in place of the logos)

4. TRADE EMBARGO

5. HISTORY SUMMARY OF YOUR RACE much like in Civilization 1 -the end print out

6. MAKE DESTABILIZATION and ESPECIALLY ESPIONAGE more flavorful. Have exciting things happen with advanced espionage!

7. HAVE 2 MORE MAJOR CIVS -Thus bringing the total to 7
and you pick the 5 you want to use in the game.

That's it!

great game!

Douglas
Reply #319 Top
This is what i'd really like

1. PRE GAME FREQUENCY SETTING FOR RANDOM EVENTS.

2. PRE GAME FREQUENCY/BETTER ODDS SETTING FOR SPACE MONSTERS.

3. MINOR ALIENS USING LOGOS 10-16 instead of the default image. (Good for when you make little alien race mods in place of the logos)

4. TRADE EMBARGO

5. HISTORY SUMMARY OF YOUR RACE much like in Civilization 1 -the end print out

6. MAKE DESTABILIZATION and ESPECIALLY ESPIONAGE more flavorful. Have exciting things happen with advanced espionage!

7. HAVE 2 MORE MAJOR CIVS -Thus bringing the total to 7
and you pick the 5 you want to use in the game.

That's it!

great game!

Douglas
Reply #320 Top
This is what i'd really like

1. PRE GAME FREQUENCY SETTING FOR RANDOM EVENTS.

2. PRE GAME FREQUENCY/BETTER ODDS SETTING FOR SPACE MONSTERS.

3. MINOR ALIENS USING LOGOS 10-16 instead of the default image. (Good for when you make little alien race mods in place of the logos)

4. TRADE EMBARGO

5. HISTORY SUMMARY OF YOUR RACE much like in Civilization 1 -the end print out

6. MAKE DESTABILIZATION and ESPECIALLY ESPIONAGE more flavorful. Have exciting things happen with advanced espionage!

7. HAVE 2 MORE MAJOR CIVS -Thus bringing the total to 7
and you pick the 5 you want to use in the game.

That's it!

great game!

Douglas
Reply #321 Top
i'm sorry about that..the connection was messed up and i never got a completed post. I thought nothing posted.

very sorry
Reply #323 Top
Faces for the minor races, or a way that we could customize the art for this. More art for planet surfaces, oh yes and more art in general.

Wonderful game! :)
Reply #324 Top
backstory... give us some more of the backstory... oh, and minor race pictures would be nice...

~SDC~
Reply #325 Top
I would like to see:

1) Ability to build capital ships on starbases with constructors. For example excalibur costs 3000 production points, so you normaly have only few planets that can built it faster than 30 turns. But in huge galaxy, you have many planets that can build constructor in less than 5 turns. So you build for example 20 constructors and send them to starbase to build one excalibur. There should be a penalty for this, like in example: constructor costs 200 points x 20 = 4000 points. And stabase modules which will make ships build there to have more hitpoints, like shipyards on planet.

2) Ability for all planets in star system to work on same ship to build it faster. Again with penalty 5-10% and will require shipyard on each planet.

3) Starbase build-up plans: When you create a starbase you will select one of the build plans from your predefined list and then only send a construcors to it and they will automaticly build upgrades without your interaction.

4) Starbase wormhole module with some high level tech (like controled 5D wormholes). You build 2 starbases and build these modules here. It should have some construction cost (1000 BC) and some upkeep cost (10 BC) and some limit like minimum

distance between endpoint of diferent wormholes 12 parsecs, so you can't build a central hub which will enable you to travel quickly between two wormholes. When enemy destroys one end it will also completly destroy starbase on the other end.

5) Starbase stargate module with even higher tech and cost, but it will enable you to go to any of other starbase with stargate module.

6) Starbase sensors modules up to cumulative + 30 parsecs range.

7) Starbase research assist modules. And make high level techs cost more in bigger galaxies.

8) Starbase "armor" modules which will increase it's hitpoints. Up to 1000-2000.

9) Teraformer ship. Requires technology Evolution Control, costs 1000 points, increases planet quality 1 point up to 15 (18?). Can't be used on planet with colony on it.



~SDC~