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Suggestions 1.03

Suggestions 1.03

New sticky thread. What are some things you'd like to see put into Galactic Civilizations? Thanks!
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Reply #176 Top
I'd like to see more UI tweaks--
1) to be able to search for specific races, ships, starbases, or planets on the map;
2) to click on a drop-down box to find planet displays instead of...having...to...click...through...every...single...possibility...for...the...1000th....time;
3) to be able to see waypoint destinations on ships w/o having to switch to the map--which only works part of the time;
4) to be able to see the text on the various pages where it drops right off w/o a scroll bar;
5) to be able to see all the techs I've researched displayed in a tree instead of just a list;
6) to be able to use a scrollbar on that tech list instead of repeated clicking;
7) to see a list of what's been produced on any given planet;
8) to eliminate the huge number of typos and misspelled words (hint: foundry does not have an "A" in it);
9) fix the race displays on the diplomacy screen that only occasionally seem to show a picture of the race you're actually trying to interact with.

Non UI tweaks:
1) fix the research timer that resets apparently randomly whenever a saved game is loaded;
2) probably lots more (no offense intended)--I just haven't played enough yet to find them.



~SDC~
Reply #177 Top
Color request - please consider changing the green text to a darker shade (or another color such as orange, etc.) OR maybe add RGB entries to the English.str :d yummm

A lot of people have complained about having trouble between discerning among the 2 colors (yellow & green) and I admit that I find it difficult to tell on the diplomacy / trade screen when the text switches.

My suggestion for the big 5 colors:
Red
Yellow
Orange
Blue
Purple

(I'm not sure but I think yellow-green colorblindness is the most common and I've not heard of red-yellow colorblindness so maybe orange would be a better color than green - just an opinion and idea ;) )

THANKS BRAD / CARI / SCOTT / ALEX / and STARDOCK CREW!!! :D
Reply #178 Top
- Fix the 'military rating' so that it doesn't only account for the attack value of ships, but also the defense rating/ hitpoints
Reply #179 Top
A lot of replies to go through, so I don't know if I missed anything or what, but here goes. Also I will try and put what type of thing each one is about. Sorry if any of this has already been said.

STARBASES:
Make the number of starbases buildable in a sector controlled by techs, so that you can limit them and if the modder wants even make a hard limit.

Make the SB maintenance moddifiable, it should have maintenance btw, but also techs that allow you to lower the maintenance through time, and even improvements or wonders that allow you to lower them in the sector or all over, the wonder could even remove the maintenance cost.

A SB module that allows you to trasport ships in that sector instantly to anyother starbase of yours that also has that module...unless this exists and I missed it. :)

RACIAL TRAITS:
Make the Yellow star visibility a racial trait. Why do all of the racial traits have ot be a bonus? Can't we have some things that are just special, and not just a bonus.

GAME SETUP:
A setting when setting up the game to control the rarity of Anomolies, Random Events, and Planetary Events, all separately if possible.

SHIP HULLS:
Allow certain specials on a hull. For instance makea certain hulltype stealthy (can only get it after a certain tech of course), make them a bit more unique, so it isn't always biggest is best.

A command ship type function, reduces the influence of other empires in the sector it resides in. Maybe even local sector governors that can do that, they have a different rating that helps control influence and counter-influence.


TERROR STARS:
Allow us to edit terror stars, and alter the default races starting stats

COLONIZATION:
Allow the modder to control the effect of colonizing planets below 15, maybe even incrememntal steps to allow for better control and technological advancement. Say 11-14 have a certain impact unless XXXX tech is researched, 7-10 this impact until XXXX2 tech is discovered, and so on. Maybe make it based on the star, and have the star type have a greater effect of planet type in that system. Or even make it based on the planet type itself.

SHIP ORDERS:
Allow us to give preset (customized) orders to ships in queues(Colonize immediately [auto-colonize], protect planet, join largest fleet, protect front lines…)

Allow an autocolonize setting which sends the colony ship to the nearest known yellow star.

Allow ships to go on an interdiction mission. Meaning anytime a non-allied ship enters your area they automatically move to intercept.

SHIP UPGRADES:
I hate to suggest this, but do not allow ships to upgrade unless they are in a sector with a planet of yours or a starbase of yours.

SHIP WARNINGS:
Some sort of warning when an alien ship enters any area you can see or detect them in...some sort of notice. Maybe give all hull-types a stealth rating that affords them a chance to avoid detection on a per turn and per parsec basis. The closer you get the harder to avoid, other techs could also allow you to do detect them easier. Doesn't have to be a percentage number, make it some how the higher the stealth over the detection rating the better chance of avoiding detection. Make it a sector by sector rating or something like that.

DIPLOMACY:
better diplomacy ability for alliance interaction during war for planning.. and be able to ask another race to please stop your war with my ally and friend.. maybe be able to pay them off.. this would allow possibe another victory condition

Allies can use joint attack and joint defend. They can be asked to defend certain sectors as well. But vice versa as well.

RESOURCES:
More resources, or a way to add our own (those that you build SBs on)

SLAVERY:
Not sure how slavery works yet, but is there a way to liberate or help liberate them?

EVENTS/ANOMOLIES:
More possibilities for events, anomolies and UP events. Maybe even make some events not be a choice of what to do. EX: Your ship mysteriously exploded. Or your planet discovered a strange fungy that enhances its quality. Not everything in life is a good/evil decision. Of course I never tried it without the usual options so it may work, I don't know.

GOVERNMENTS:
More government types (not parties) and a better definition of what they do. Not sure if we can alter them and add some, but if we can't open that up as well.













~SDC~
Reply #180 Top
AI should not only attack the player when he is weak, but also when he thinks the player gets TOO STRONG, with the help of other AI players.
Reply #181 Top
i would like to see an option that would allow me to see a little iconical representation of the goods that are being produced on the planets in the system view (i.e. when i am observing one planet i would like to know what is being produced by others in the system and how long they have left)
Reply #182 Top
BIG REQUEST -

Snapshots from E3 of the booth, devs, and of course... sneak peaks / screencaps /etc. from the upcoming expansion pack! Woot! :D

Show off! Impress us! Extravaganza! Majesty! Cultural Victory for Stardock!!! LOL

(seeing as most of us won't be able to attend E3 wahhhh (:( )
Reply #183 Top
hi

a in game tech tree sort of like in age Of Mythology..

a option to lower the resolution to enable us poor folks with 15 inch monitors to read the text easier or larget text :)
Reply #185 Top
Euhmmm when i previously 'begged' (;p) for a 'break alliance' button. Actually I didn't mean a butten where you could break your own alliance, but more a trade 'thingy' where you could 'motivate' an AI player to break his alliance with an other AI player.

This is because when an alliance between two AI players is being formed, there is nothing you can do about it anymore. It would be nice if you could somehow disrupt relations between the AI players. In the existing setup, this is only possible if two races are already in a not too friendly state with each other (when you ask one race to declare war).

It would be nice if you could disrupt relations when two AI players are friendly (or better) towards each other. Maybe this could be done with 'espionage', which is useless imho.

It should however not be TOO easy to disrupt these relations, because that could damage gameplay.
Reply #186 Top
A 'sleep' command for starships and terror stars (do not reactivate until the player commands it). Sometimes I don't want to have my sensor drone sitting on a starbase woken up every turn during a war, and it's somewhat obnoxious to have to tab through every terror star just to find those lost constructors on gigantic maps.
Reply #187 Top
I suggest that these UI tweaks be put up such that we could vote on which ones are most important to us. Maybe get the 35 or so things and give each of us 10 points that we can distribute among the various projects to show the degree to which we want it.

Of course, for anything that actually affects gameplay, votes aren't a good way to make that determination, but for UI changes, it's a good way to figure out in what order to commit your scarce resources.

BTW, most of my points would go for an auto-explore (I'm not sure if that is a UI issue or not).

Reply #188 Top
The right-side button on the planetary details page (currently always "Done") should mirror the function of the button in the same position on the main page. I can't begin to count the number of times that I was going through the planets that built something at the start of a turn, only to accidentally hit "Done" in the details page, and then have to dig up what planets I hadn't finished through the lower right event panel.

Also, maybe put the govenor on the main planet page, so I don't have to go to the details page as often (that's the most common reason for me to go to the details page, to find out how I categorized this planet).
Reply #189 Top
Just to be clear, I meant the name of the Govenor, not the govenor selection mechanism.
Reply #190 Top
I apologize if its been mentioned, I did read many
of the posts though(many good ideas!)

Make the planet quality of Earth always 20. This
single starting condition has an overwhelming effect
on difficulty and I cant see any good reason why it
should be randomized(unless it effects the end score,
in which case maybe thats why I cant break 4k!).

Reply #191 Top
Dear StrategyFirst,
Let me start by saying - Very good game.

Now my comments will be seen in the context they are meant.
1.) I agree with Morelyn - please dedicate your early "patches" to fix things and don't be tempted to add cool new events and objects until the game is rock solid stable.
2.) The good news is that my system has NEVER crashed playing GalCiv - that is the kiss of death in my book.
3.) The game needs to use TOGGLES for everything! I wasn't the first to suggest it, but I am no less adamant about it.
4.) There is a bad code associated with AUTOPILOT. The shortest distance between two point is a straight line. However, try telling that your colony ship when every space counts due to the other colony ship sailing towards that same class 20 planet. I have saved a game and counted the MOVES the AUTOPILOT code uses to get from point A to point B. Then I have micromanaged and PAINFULLY stepped my ship DIAGONALLY and saved 6 MOVES! The programmer's job here is NOT easy - there are obstacles (both fixed - planets & moving - other ships) that get in the way between A & B. However, the solution is NOT for the ship to POINT B's X-AXIS and then travel along POINT B's Y-AXIS - that is VERY VERY ineffecient and I thirst for Class 18+ planets enough to micromanage the journey. Painful!
5.) More BALANCING needs to be done. At normal difficulty - I NEVER come close to winning. It is quite frustrating to be 2 years into a brand new civ and come across a sector where a competing race has 3+ planets with populations close to a billion EACH! Talk about rabbits? I welcome an intelligent AI, but I suspect a bug in the code that determines the computer competitions' population and technology curves!!! Please look into this!
6.) The survey ships should be automated. You should simply turn them loose and they should slert you when they find something.

Thank you for listening.
Reply #193 Top
Maybe something like an ability to build

- wealth (for social queues)
- military hardware (for military queues)

Producing these items would go to your cash reserves (or partially). This is to stop the waste if there is nothing you want to build anymore.
Reply #194 Top
P2PFAN:

5) I've done that. I can usually keep up with AI growth a notch or two above normal. You have to split your population up, and keep morale at 100% for as long as possible. There are points in the morale curve where a little change in morale has a strong affect on how fast your rabbits multiply. 57%, 96%, and 100%, if I remember correctly, though there's probably another point in the low 60's as well.

6) It's in there. With the survey ship selected, click on the i button. This will pop up a set of buttons for different automated orders. Auto-survey will cause the survey ship to run around surveying anomolies as long as they're visible.
Reply #195 Top
When calculating Metaverse score, a player should *NEVER* be penalized for submitting a game. Any results that would lower your overall ranking should be ignored. More precisely, figure out if the ignoring the worst result would improve your overall ranking. If so, ignore it. Repeat until ignoring the worst remaining result no longer improves your ranking.

This is an important principle: a player should never be penalized for submitting a result. In fact, there should be an incentive for submitting losing games and subpar games. Probably, something like 1 point per 5 game years played added to your numerator when calculating the ranking.

~SDC~
Reply #196 Top
A UI suggestion:

When on the planet production screen it would be really handy to have the galaxy minimap (or some such thing) showing where the star is.

I especially find it a problem at the beginning of a turn when I'm automatically prompted to choose a new project. I often don't have a clue where the planet is so I have to skip thru to the normal screen, see where it is and go and set the project manually - which kinda defeats the purpose of having the automatic prompt in the first place.
Reply #197 Top
:) Not sure if it is somewhere in this huge list:

The ability to load and save gov. build queues. Including the option to create build queues which include items not yet researched but will be build when the tech is avaible. => After a few games I know quite well the buildings all my planets should get and which ones only my high class 1st grade worlds. At the moment it is simply annoying upgrading your govs everytime an interessting new building pops up.

Reply #199 Top
I hate it when I start up a game and have an opponent in my starsystem. I would like a minimum of 5 sectors between each race at startup.

>:(
Reply #200 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.