Some observations and suggestions

Incase anyone cares

Now, i've finished the campaign which was interesting but lacked cohesion. Each mission starts with ships that you cant build and techlevel at almost 0 even tho the "time" goes forward. I would have made it so that the later missions already have an increased tech-level for the player instead of having to research "Xeno Research" on every single mission.

But thats besides the point, the recommendations i have are mostly for the single player game.

More events, and make some events have a limit of "only once per galaxy" so that we dont see "bug wars" on every second planet. I could be remebering wrong but i seem to remeber getting same events a bit too often.

Ability to release races as puppets. Keep in memory which planets have been controlled by which empires so if an enemy takes over your allies planets and the ally folds and gives you the rest of their planets you can then kick the enemys arse and release your former ally onto the galaxy again. Make it so that the new ally is given your techlevel but none of your trade goods and is moved to your aligment. They start off with their homeworld and you can give them more planets via the trade screen if you wish to. That way i wouldnt have to run my obsecenly large empires when all i want is a little corner of galaxy and manipulate behind the scenes.

Each improvement given to a starbase increases starbase base HP by 5% That way starbases would be harder to destroy and there would be no need for more starbase modules and a huge interstellar tradecenter with one laser would be better at defence due to higher hp than a small military outpost with 2 lasers. That way it would be cheaper to defend outposts that already serve another purpose, and harder to build starbases that are only for military purposes.

with a 5% increase per module the larger starbases would require a considerably larger fleet to take down than they do now. After mid-late game a maxed out military starbase can be taken down by a single determined and well built battleship. If the starbase has 30 modules and a 5% increase per module (exponential growth) it would take more than 1 battleship to take it down. Starbases should be, once very large, a fortress that requires a great deal of planning to take down. You should always feel slightly intimidated when attacking something that takes 2-3 years to build with a ship that took 2-3 weeks to build

Give the possibility to give orders before ground or space combat starts. Something along the lines of: Retreat if damage recieved = 75% of total damage. Target troop transports. Target single ships. Target whole fleet. And for ground combat, i'd want a panic button that commenses orbital bombartment if it looks like i'll lose. So a "Do orbital bombartment if chance of victory drops below X to 1" and have that X modifiable before the battle starts and in the course of the computers calculations of how the battle is going, there is an added trigger that checks for the possibility of win. This would be nice for people who like to use things like information warfare which has a very large variance on the amount of aliens who join your side and since the odds before battle are randomized (the little numbers that flash until you click "go")it would be something of a fallback option.

The ability to build multiple ships at the same time at a slightly increased efficiency. Mass production if you will. When you build a ship and click the "mass produce" option, it opens a subscreen that is where you can determine the amount of ships you wish to build (up to the max freespace on your planets fleet) and then what ships you want to build and if you want to spend money on building them (as it is possible to buy single ships it should be possible to buy parts of ships as well. So in mass production it should be possible to buy all the engines for example. Thus costing a bit more but decreasing the time to build) and the higher the amount of ships you massbuilt the slightly quicker it would be. If it took you 100 weeks to build 1 ship the normal way, to build 10 ships (max fleet size orbiting planet if i remeber correctly) it would take you something like 90 per ship. And thus 900 weeks instead of 1000 weeks. The ships could only be of the same type. This would also benefit those who have planets that produce immense amounts of production but can only build one constructor in 1 week. Thus it would be less micro managing to then build 9 at a time and move them as a fleet instead of seeing that trickle of white lines on the map when your single constructors move to a starbase on the other side of the galaxy.

Give rally points an option that reads roughly "move full fleets to rallypoint X" so you can have a rallypoint form fleets and once the fleet is full it then moves to the front. So rallypoints can serve as a staging area.

The ability to place more than 1 construction module on a constructor.

Overhaul the combat graphics. Make a couple of generic looking planet surfaces and little aliens that run around and shoot at each other. Now they have nothing in between they just walk towards each other, which is really lame looking. It would be much cooler if there was on a large planet a city or on a small planet, a jungle or some general terrain that resembles the planet on the ground and the defenders would be entrenched on the roofs and streets and so forth, while the attackers go through predefined paths along the buildings or trees and shoot at the defenders. Wouldnt be very hard to code. Just add some points where some of the attackers die depending on combat probability and points where some of the defenders do the same. And calculate how it will go before the battle commenses and then play out this animated battle with the user having free camera control. A low priority but the ground combats are really... bad...

Oh, and allies share map information, when you ally with someone you automatically become aware of how their side of the map is, what information they have that you dont and vise versa.

Oh, and one last. The ability for anomalis to appear on the map every so often (dependant on some game setting). Right now, when the anomalies are gone they are gone. But with this, you could make it so that they appear every now and then on the game map and you would want to have such things as "all ships can survey" or hold a few really fast survey ships in stock. Also, an option that reads "building starbases in another players territory = act of war yes/no" So that you would have to build an influence starbase just on your side of the border and slowly move towards the enemy instead of right now, building ready huge fleets of constructors on yoru spare time and going next to some neutrals homeworld and building 4 starbases with full influence on the 4 squares around them and having that planet with very little effort and no war. That should be a obvious and blatanat act of war.

Oh heck, i still have more. Variable space terrain, now the playing field is blank with NOTHING in it. Make areas like nebulas which make "FTL drives inoperative (reduces speed to 1)", "Very thick nebula, reduces speed to 50% and all ships take 10% damage per turn down to a minimum of 1" "Acidic nebula. All ships take 1 point of damage per turn, if HP reaches 0 then ship is destroyed" Ofcourse, repairs would be impossible in a nebula such as this. Space is a very dangerous place you know. And add things like black holes which cause damage, slows your ship down and pulls your ship towards them. Neutron stars which boost energy weapons and cancel out shields. And areas of space where ships go faster (think.. gravitywaves?) And a option which defines how present these special spatial anomalies are. From "no anomalies" to "Its full of dangers" which cause sometimes even planets to be in these nebulas and so forth. And race specific benefits from kinds of nebulas. Also, race specific ability to colonize some planets. Also, colonizing a planet inside an opponents space is considered an act of war or atleast of hostility, depending on the closeness of that space to their homeworld (harder to keep an eye on the fringe ya know). So add all planets an internal system that defines what kind of a planet it is. For example 3-5 different settings(options):

Warmth (20-2000)
Gravity (20-2000)
Sunlight (20-2000)
Atmospheric O2 (20-2000)
Core stability (20-2000)

These could be displayed to the player when they look at the planet but would be unmodifiable. And each player would have a area that has settings ranging from eden-earth-mars-pluto And depending on how many match up with the races internal preferance then that planet would be scored accordingly with the player. These calculations could be made before the game starts during the game setup point. Each race would prefer different planets and thus while us blobs of flesh like humans and altarians would prefer some plant. The aliens like Yor would prefer other planets. Which would further signify the difference between the 2. Having a YOR live on a gas giant that we cant inhabit and we live on earth would serve to keep the competetion for space important as even the backlands you cant use are important since your worst enemy could thrive on them.

And as most life has certain distinc criteria. Like prefering not to be burned in the sun 24/7. There would still be planets that are not inhabitable but you might never be able to conquer the Yor homeworld because they are some nasty critters who live on a pluto like planet. So you just take up orbit and lob rocks onto the surface till they are all dead and then proceed to take that small moon where they had a colony which you can convert to your glorious empire. Would make invasion a little less profitable and cultural conquest a little more profitable. You could invade or culturally convert planets that you could live on yourself. No use trying to educate some deep sea mollusks which dont really like macdonalds either. If you cant live on a planet then the planet wont convert, the popularity of the leader will just go down until the planet is empty, so it serves the same purpose anyway.

Now all the races have all the same criteria for planets, almost the exact same tech trees and the galaxy is very plane field with stars and planets you can inhabit and planets you cant inhabit and lastly, anomalies. Very plain galaxy if you ask me. Also, the ability to create an outpost on planets you cant otherwise colonize. If you know there is some plant that to you, looks like a pile of Bleep, but know that to your potential enemy, it is heaven. And you build a outpost on it, nothing on the surface, it just marks the planet as being owned by you (some orbital satellites and a huge "We own this world yoo" sign. Your enemy would think twice before encroaching on your space. as they would now have to invade that planet in an act of war instead of a "we just colonized some fringe world which you cant use anyway".

Also, give "world condition" specific tech tress, that check what kind of worlds you want to live on and adjusts your tech trees accordingly. This as all the other options, would be apply able for all races or they could convert to the basic techtrees. You could also force races to live on certain planets when you start the game so you could make better RP games. Yor living on hot worlds and insects living on gas giants. For example. So if us humans live on earth then our technology would be something different than if we lived on a gas giant. So now this tech tree wouldnt be race specific as all races are technically a product of the PLANET they live on. And thus would be planet specific. So if you prefer cold worlds you'll have aspects of your techtree different, than if you live on a hot world. I can think of 10 potential differences in thinking that would follow with living in cold-hot enviroments. Think of north europe and sahara. There are some differences that are world (enviroment)based while we are a part of the same race.

Also, the stars and such could move around once every year. So if you play for long enough the planets and stars in the galaxy will move around as if they are circling the center of the galaxy and planets as if they are circling their respectiv stars. this would be simply done by calculation positions of stars before the game stars or during loading of saved games and then calculatiing positions of stars and planets for every year up to 50 years from game stars and after that doing a recalculation. That way you could set some parameters like "2 stars/planets cant be next to each other" and it would help keep the galaxy rougly the same but as parts closest to the center of the galaxy would move quicker than parts on the outside of the galaxy, your empire could turn out to look rather interesting if you expand too vastly. Also, as with all options this should be "turn offable" and it should also be possible to make stars simply move at random instead of around a center. Making it so that planets stay within X distance fromt he sun and if the sun moves to the edge of the galaxy then it moves back towards the center would look like a massive pingpong field. But if you add stellar phenomena like nebula, this is where it would have an added niceness in that the nebula would expand or constrict randomly. So building a starbase near an acidic nebula that causes damage might not be a good idea even if it is outside of the nebula right now.

I probably have some more ideas but I'll throw those in here for now and see how people react. Oh, and have sun reading this incredibly long post :P
7,201 views 15 replies
Reply #1 Top
I'm afraid that I skipped the end of that post, but for what I did read, a lot of the time I was thinking 'yeah, that'd be cool'.

Unfortunately, while those ideas would be cool, along with many others, a lot of them fall into one or both of these two big obstacles:

1. Difficult to implement

2. Hard to make the AI use them effectively

Which is why we probably, and unfortunately, won't see them.
Reply #2 Top
I dont make suggestions that are easy to mod or easy for the AI to use. I make suggestions that would make the game alot more interesting Perhapse they will be in galvic 3 perhapse not but they are things that i find could or should be int he game

Most of these i have no doubt, will not be seen in galciv 2. But things like space weather and nebulas, i find hard to believe would be THAT difficult to code with a bit of determination. Is it feasible to make them for gal civ 2 or for expansion or for gal civ 3. I dont know, i suggest, they implement, if they so choose
Reply #3 Top
There is no such thing as 'easy' in computer programming.
Reply #4 Top
Duh, dont i know that No need to get patronizing i am aware of how hard it is to program. I should have put easy in quotes because of the realtive ease most of these suggestions as opposed to say, tactical combat. Which, i dont actually support. Atleast not in the "ship to ship" sense. Sure, more options and a real time combat but no individual ship control please.
Reply #5 Top
Whether or not it is easy for the AI to use them I don't have a clue. Well I kinda do, but I'm no expert. But there is no harm in telling them. I wanna give Frogboy every idea I can and let him pick and choose the ones that work. Our feedback to him sure seems to be listened to. If he can use it he probably will.
Reply #6 Top
Don't get me wrong, all of your ideas (that I read) sounded interesting.

I just suspect we won't get to see any of them
Reply #7 Top
We all have a game in mind that we would like to see. I think the ideas are great but I agree that most will never see the light of day.

Still nothing wrong with proposing them maybe some will make it and maybe some will inspire a future developer.

I am open to all suggestions that do not use the words "way too" or nerf.
Reply #8 Top
I totally agree about the Bug Wars event coming up too often. Come on!! These events got old in Gal Civ 1. I would have hoped that a few more events would have been created for Gal Civ 2. If you can't do that at least limit the number of times it does occur.

I would like to see a limit of 2 repeating event types per game. If it comes up a 3rd time roll the dice again or create a new minor race that is designed to be very annoying (Pirates or building Influence Star Bases). An option that would allow a chance for some sort of Space Monster to appear would be nice.

I'd love to see an event where we find a Tech or Ship that possesses a Tech that is normally not available. We need more things that add a little spice to the game and less repitition!
Reply #9 Top
I always love suggestions for making deep space - the most remote, empty and boring place in the universe - more EXCITING LOLZ. Acid nebula? Like, seriously? Dear, dear me. Traversing a thousand-lightyear nebula without FTL?

Sorry, your ideas just sound like the pie-in-the-sky, unimplementable stuff that always crops up on forums like this. Yes, many of them would be neat... but are they practical? You even admit you don't care if they're practical!
Reply #10 Top
Come now, space is boring? Or empty? Now now, where did you get that idea. Sure our near space is fairly empty and fairly boring, but that is down to pure luck. There are vast amounts of nebulas in our galaxy alone. Not to mention some different galaxies. And warp drive warps space. Not "jumps into another dimension" So anything that you run across in space will actually be there for real. So running through a nebula on warp speed would. As best i can understand atleast, be the same as running to it on normal speed. The space around your ship is warped but it cant warp the space inside your ship (fancy walking an inch in your room and ending up in the engines? ) So they would have to create a bubble of normal space and warp the space around that, and either that space in the bubble is kept clean of space particles(which would require drive-shield ala Star Trek and immense amounts of energy) or it is basically normal space. Which means that nebulas are still nebulas and you have to slow down your speed or risk exploding in a huge fireball due to friction.

Acidic. Not acid. Meaning a compound that erodes your hull and makes repairs less easy and thus slows down your repair rate. Fancy flying through a gas-giant Think of the orion nebula which is your average large nebula that also is in the proccess of forming stars. You might want to slow down and scan as you go or you might run into a protostar. Slowing down is adviced. Which is why it would be a very good idea to go around nebuls but if you wanted to and planned far ahead, you could send a fleet through a nebula to suprise an enemy.

And its like going through a large forest. Sometimes you slow down and when you hit an opening you run. So granted, it decreases your speed but it dosnt stop you completely.

Most of the things i posted would be programmable with a few weeks of work and a few months of adjustments. Granted. They are not in all likelyhood going to be implement due to the "few hours of programming max" rule.

I fail to see how any of my suggestions would be unimplementable. They would be hard to make and most are very possibly outside of the scope for a patch. That is not what i had in mind when posting, what i had in mind are things that i find lacking that havent been mentioned. And one such thing is nebulas and space-weather. There are many games where the enviroment changes depending on what the player does or the time of the day. Why not implement something similar and make asteroid-belts which you can mine or nebulas which you can harvest for gas (freighter like ship establishes an outpost on asteroid-belt or an uninhabitable planet or near a nebula and the planet from which the freighter left recieves a boost to its income / prod,research,industry depending on what components the freighter had.) This could be tied into the starbase support limit to prevent cheating and so forth. I fail to see how a nebula like orion which is probably incredibly rich in H3 would not be harvested as a source for cheap hydrogen for fusion powerplants?

I see alot of potential in this game that as i see it, is going to waste.
Reply #11 Top
I'll keep posting new ideas as i come across them, i'll try to stick with ideas that yet to be mentioned anywhere so i wont ask for carriers or tactical combat.

Huge event trees that are connected and dependant on what you do and integrate well with opponent behavior. For example. You come across a planet that has some semi intelligent bugs that are very good at working manual labor and it asks what do you wish to do with them. What ever you answer will be stored in the save game and some amount of turns later there can be a event that is connected to the first event in some way. Like if you choose to enslave them there is calls for emancipation if you are a good society or calls for extermination if you are a bad society. If you liberate good societies will be more receptive to you and if you exterminate them your population will be happier for X amount of time while organic aliens will be slightly less friendly and production will suffer. Then later on the aliens you communicate with could make referances to you treating your bug-workers badly.

Just generally create more immersion. The tough special calls you have to make that actually effect more than sligtly adjust some obscure aligment somewhere and maybe cost you some money or people. Connect them events to one another and create distinct event paths you can follow that effect you in different way.

So right now the event tree is like this

Event one has options A, B, C

Event two has options A, B, C

Event three has options A, B, C

Event four has options A, B, C

Event five has options A, B, C

Event six has options A, B, C

They have no connection to each other and no "flow"

Instead of spending time creating 100 different events you could create

Event one which has options A,B,C,D,E (with varying effects on your empire

Choice A brings up either event A1 or A2 or A3 depending on how you act in the time after event one

Each event then brings up some events later on or the event tree ends.

A good example is the olympics or any other normal competition. The first event would be how much do you dedicate to your olympic team. The following choices would leave enough space for a war to break out and the event to die but if no war breaks out. Then randomly and somewhat tied to how much effort you put in you might win or lose the olympics and get to host them. Which then increases some planets influence quite a bit for a while and then slowly returns to normal. Anyone with some time and imagination could write better storytrees but basically use these to write complex sets of events that make each game feel like it is really unique instead of single disconnected events which are sprouted here and there and migth appear the same every game you play.

Might take a while to make but i have a suggestion on how it could be done quite easily.

Arrange a competition on the forums and on your website for event designers. Lay out the rules on what kind of events you want in the game. Define how wide parameters for the events people can send in. Announce that all events accepted will have the user credited publically and get a special shiny icon on their account as a throphy and the best 3 events will get any expansion free of charge. Then let the competition run for a few months. Pick out the most creative storylines and events and simply program them into the game. Sure it would require a bit of time but nowhere near as much as designing all events yourself and it would create alot of variance as different people would come up with completely different events.

Having to solve a trade dispute between 2 major corporations in a story-arc of revenge and such would create a bit of depth into the game.

Comments?
Reply #12 Top
Starbases should be, once very large, a fortress that requires a great deal of planning to take down. You should always feel slightly intimidated when attacking something that takes 2-3 years to build with a ship that took 2-3 weeks to build


This is one I definitely agree with. Starbases should be ominous structures that it takes planning and a significant fleet to take out.

Give the possibility to give orders before ground or space combat starts.


Another one I have thought would be very good. Particularly with respect to the choices the computer makes on which ships should be targeted. I like the idea of some control over the combat but not actually having tactical combat. Maybe settings for concentrate on weakest ships, strongest ships, troopships etc

Oh, and allies share map information, when you ally with someone you automatically become aware of how their side of the map is, what information they have that you dont and vise versa.


This is one that I have never considered but I like. Allies should share.

Now all the races have all the same criteria for planets, almost the exact same tech trees and the galaxy is very plane field with stars and planets you can inhabit and planets you cant inhabit and lastly, anomalies.


Yea, this is also a subject I have considered. I like the way Pax Imperia implemented races and which planets were better for each.

The ability to build multiple ships at the same time at a slightly increased efficiency


Agreed. Some efficiency should be attained when building a second, third etc ship. If you change, you lose it and one you get to a certain point, you get no more.

The ability to place more than 1 construction module on a constructor.


I have often wondered why not on this one as well. I think it should be done for colony and trade modules as well. Why not have extra modules as long as space is available?

Also, the ability to create an outpost on planets you cant otherwise colonize


And possbily terraform certain non-colonizable planets and build planets from asteroid belts.

Also, the stars and such could move around once every year


Heres one that I can't agree with. Not only is it really eye candy, it is not even realistic at least from the point of view of stars moving. While planets do move around a star once per their year, star movements in a galaxy are incredible slow in terms of time. There are too many other improvements that I can see to make the game interesting than this.


One other idea I have is to allow a poll/vote on what is added to each version. Not to decide all things that will be added. Actually only a small number but at least add the top 5 vote getters that are feasible and do not go against the judgement of what is good for the game from a Stardock perspective.
Reply #13 Top
A few points I'm sure we all agree on, so far:

1) Many of the suggestions are kickass and should be implemented, pronto (e.g. re-appearing anomalies, stronger starbases).
2) Some of the suggestions are just overkill and will never-in-your-life be seen. (e.g. rotating galaxy)
3) Others are nice, but overkill for the casual gamer. Maybe these features could be optional in the Galaxy set-up screen for advanced players only? (e.g. dynamic space terrain)

Anyways, since this is a wishlist thread, here we go:

a) Number of Minor Races could be modifiable in the Galaxy setup screen (e.g. Normal, Fewer, More, etc.). Number of random events could also be modifiable.
b) Number of stars, planets and habitable planets chould have more variability (e.g. less than Rare, or more than Abundant).
c) In the race selection screen, hulls could have 3 instead of 2 primary colors (e.g. Primary, Secondary, Highlight colors)
d) In the Shipyard, ship jewels/extra components could be better catagorized into Wings, Nacelles, Extentions, etc. and have more variety. Also, extra components don't need text descriptions, so they could be placed into large tables instead of a list, to make them easier to find and choose.
e) In the Shipyard, the 'added' components could be put into 2 rows instead of 1 (e.g. top row for ship jewels, and bottom row for functional components). This will make it easier to view, select and remove components.
f) Display the price (in mp and tp) for technologies and planetary improvements, for those who love to micromanage. Also, right now, technology details are only displayed immediately after you have researched the tech. For those who love tech details, perhaps we can see them again if we double-click on a previously researched tech?
g) Custom scenarios (e.g. Ideological Wars) could be played by any race, not only Terrans.
h) When conversing with other races, the music restarts. This is annoying, since I often trade technologies with other species at the start of the game, and the music always becomes choppy.
Reply #14 Top
The moving starsystems was inspired by a bit of a late night drooling and brains not really working all that well in a game of this scale the effect would be so small that it can be ignored just as well However, should nebulas be added then for them to randomly expand and constrict on the few squares adjacent to them would be nice.

True most of these suggestions can be taken to a level where it would be completely utterly rediculous micromanaging and CPU hogging. And i realise that i how i explained the dynamic galaxy idea was a little... how should i put it... megalomanic? But things like planets circling around their suns at 1 "square" per week isnt that bad. Nor is it really that usefull as starbases and everything else would have to move as well or the planets would risk being cought outside of the effective range of starbases. So then it would require far too much effort for something far too little. Nice idea, but even i'll admit that we should wait for gal civ 42 for that idea

But i could see there being events like star going supernova that changes the space once it goes or "greenhouse effect transforming planet to habitable levels" and so forth. Which would be dynamic in the sense that the galaxy changes on its own with no player or NPC interaction.

One thing i would do but thats just me, is seriously cut down the population growth by 9/10ths That way your home world would always be important due to having a larger population well into the medium-advanced tech range compared to your colonies and so forth. But thats just my opinion and not really something that is missing.
Reply #15 Top

I like lots of your ideas in the OP. One thing that I think would be cool is to not have population as an amophous blob but as a race by race basis. E.g. Earth may have 900M Terrans, 10M Altarians, 1M Torians, 220K Yor.
As invasions take place the balance obviously changes. Eg After the Arceans take over maybe the above would be
500M Arceans, 10M Terrans, 1M Altarians, 1M Torians, 200K Yor.
Each species would thrive on different types of worlds, e.g. Mars may be ideal for Yor to thrive but if you own the planet that may lead to morale/influence problems as the balance on that world moves. (The current system where a planet full of Torians can suddenly feel more Terran than Torian seems ridiculous). Maybe migration could be simulated by using the influence points in a certain sector or the prefered terain. (Seeing a rising Yor minority on a planet is more scary than the IP suddenly looking bad).

Racial bonuses would be applied to the population not the planet. E.g. Those social production modifiers on the Torians work for you on the planets that have a high Torian populous. The morale modifiers would be different based on the races on the planet. E.g. That planet with a high Torian minoirty will not like you going to war with them. The surrender of planets would be really cool then also.

All this would lead to interesting questions. Do you move people around to swamp the indiginous population or keep them as a pure (but possibly unruly) planet. Also you may keep a "tame" Yor/Drengim minority for military purposes (but the fact that they may go rogue would make it exciting).


Evil races may get the option to commit Genocide... Killing certain races on certain planets. Good races may get bonuses in trying to "live in harmony" with each other.