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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...
24,181 views 529 replies
Reply #226 Top
I think it would be nice to have in the expansion

A) Minning crews that can mine uninhabitable planets and asteroids for vital resources.
B) Sector control - empires should be able to control specfic sectors, and that sector identifies which empire has control. Entering the sector without permission from the controling empire would constitute and act of war.
C)Fleet management
D) Carriers that could move large amounts of fighters to combat areas or areas of vital importance.
E) True warp - which entire fleets can warp to a distant part of space to start a war, or to asstist one's one ships already engaged in a conflict.
F) War to be a last resort, even by evil empires.
G) One should be able to refuse or accept any race that can no longer sustain themselves in the galaxy. Information should be provided to make a decision concerning whether to accept or reject!
H) At the present - war seems to occurr because of money (not paying tribute, or war with a friend), but never over anything that really would make one go to war. Such as - the destruction of a vital minning colony, or a colony ship (millions of live destroyed), or even blockading trade routes. I would think that war should be started over something much more serious than what the civs war for.
I) Planet information - to know what vital resource are on the planet that can be mine for empirial wealth.
J)It would also be nice to see a readout on combat damage while the ship is in combat. (to know when to run or stand and fight)
K) different Kinds of galaxies (spiral etc.)
L) Much larger maps (larger than huge)
M) Battle Stations that can control desired sectors by means of docking and releasing emperial fleets to patrol the sector.

There is much more I could say, but I don't want to go crazy here - If fact is just a wish list I think would make the game more interesting, such as,

N)Every civ you build should not want to give themselve over to any other race (there doesn't seem to be any patriotism concerning one's own race)
O) I think that the economy should not decrease because of the lack of happiness, but also materials. When material is in short supply to build the fleets needed to make one's own race feel safe, then we should experience the decreasing affect of morale etc.
P)Battle tactics information - for planing attacks or defences

Hey - it's just a wish list!!!!!!!
Reply #227 Top
Alignments.
Also the ability to play as other races, and making it harder to be 'good' or 'evil'.

Races.
Allowing the minor races more freedom to expand and to be able to join into the 'major league' and vice verse for the major races, i.e. if race has X+ amount of planets =major voting, or if race has X- amount of planets =no real say in with goes on in the universe.
The ability to call a U.P. event, no more than once per race, per 2-3 years, as well as no duplicate events i.e. cease-fire and then calling another cease-fire within X amount of years.

Economics.
If project for said planet is nothing then send the money to other planets to increase their production rate or increase your treasury.
Sub-categories for tech social military spending.
Multi-projects on planets such as build a star-fighter and a constructor.
Individual planet spending, i.e.. Sol spends all money on research and Weber spends all money on ships.
Interest rates of your banks.

Espionage
In reference to post #12 feeding false info.

General.
Random rips / tares in the space-time flow ship-x transported to the year 2050 from year 2021, I think it could only realisticly go forward in time b/c of possible ramifications if a Excalibur goes to year 2021 changes the entire game play?

Tactics.
Forming fleets for greater tactics i.e. you stack star fighters with a dreadnought making for a more complete attack.
Supply ships to move with fleet, longer ranges, the need to supply your ships with goods, self-sustaining ships.
Add X factor to tactics.
The ability to build your own ‘pirate’ for destroying others without starting wars.
True cloaking from enemy ships and vice versa.

Random thoughts.
Resource clusters. Unstable space areas. Random malfunctions on ships, planets. Play after victory. Online play? Such as LAN lines? Much bigger galaxy. U.P. meets upon finding new race. Terrorism on a galactic scale? Plus’s for being good i.e. morale? Ability to become an isolationist. More rouges planet x becomes a base for piracy.
Reply #229 Top
Is it to late to request a "wait" button for ships? That is, move on to the next unit while the ship you just told to wait goes to the end of the line to wait for orders/instructions. Sometimes I'd like to see what another unit is doing before moving the currently selected ship.
Reply #230 Top
The to most important things:
1) More flexible events, as mentioned often before, and linked events, which will be there, as I read, and that made me quite happy. :)
2) Keep upgrading the AI again and again.

Some thoughts to the previous postings:

@#226 by Citizen Nebuchad - 5/21/2003 12:44:37 PM

B) Sector control...
End of quote

And what about a sector with systems owned by different races in it? Freighters? Allies? Must be some excemption there... but I think sector control would make the game more complicated, but doesn't edd so much depths. In my opinion: No good idea.
E) True warp
End of quote

To powerful... I prefer the wormhole-idea deiscussed in this thread - you are able to "jump", but only using certain routes. Adds more tactic for sure.


D) Carriers
H) (reasons for war)
End of quote

Yeah, very much agree about that two points. That would be cool!


#227 by Citizen Shawn Thurston - 5/21/2003 12:49:58 PM
Races.
Allowing the minor races more freedom to expand and to be able to join into the 'major league'
End of quote

I agree, that would be cool, but it is nerly impossible to implement that, I think - the difference between major/minor includes lots of hardcoded stuff, I guess.
Sub-categories for tech social military spending.
End of quote

Not necessary - you can set any spending combination with the current system.

Individual planet spending, i.e.. Sol spends all money on research and Weber spends all money on ships.
End of quote

I've been thinking about that too. On the one hand, you could do a lot of nice micromanagment that way. On the other hand, would it be too much micro... setting the spending rates for all your planetes on a huge map... hm, I'm not quite sure.

the Yellow Sign
Reply #232 Top
Jellis2--

If you click the "Find" button, it'll do almost exactly what you asked for. The exception is that you'll still have to move that ship before ships on auto-pilot will move.

~SDC~
Reply #233 Top
What I would like to see in the expansion pack is

1) Much larger maps
2) systems made into galaxies. When a fleet, ship or colony vessal enters the galaxy, the systems are then revealed.
3) The ability to mine planets and asteroids for vital resources.
4) Planet & asteroid information: finding the resourses we need to mine
5) Attack Carriers - so we can have carriers fleets
4) Fleet management
5) Strategic sectors that become vital to take and hold because of resourses or its location.
6) a tech level that would give civs the ability to travel from galaxy to galaxy, and also make them powerful enough to control a galaxy.
7) Fleet commanders and capains reports on enemy positions and other information considered vital.
8) War being the last resort - even for evil empires, but when and if it does come, it spreads engulfing other civs into the conflict.
9) Sectors control. Civ control over sectors considered vital to there cause, and if enter without permission will start a war.
10)Wars caused over much more important factors such as violating a controlled zone, destroying a minning operation on a planet or asteroid. Destroying a colony ship, etc. In addition - this would also cause a Hitler type affect, when one is determind to attack another civ, but the attacking civ has been denied passage through that civs zone.
11) when a civ is conquered by another - all vital resources and techs are added to the victor, After which the victory would have the choice of completey annihilating the conquered civ, or enslaving the civ. to strengthen his own enconomy.
12) UPC much more indepth, and one should be able to reject the counsels decision or even leave the counsel, Although suffering the lose of trade routes, the individual civ should be able to establish trade routes with out the councels envolvement.
13)Tactical information - need for plotting and planning attacks or a means of retreating.

There is so much more I could say - but I guess this much was crazy enough. Nonetheless - this would give the game much more stretegical and tactical means. Anyway you put it - you guys left so much for the dreamer to dream - what a excellent job!!!
Reply #234 Top
What I would like to see in the expasion is

1) much larger maps
2) stystems combined into galacies, and if (and when) a ship enters a galaxy tuns of systems are then seen
3) zoom in and out on the main screen and not just the mini map
4) Attack Carriers - that can launch and attack planets, ships, fleets etc, thus being able to build carrier fleets, which would make them vital to find and destroy.
5) the ability to mine planets and ateroids for the vital resources need to build fleets and armadas
6) planet and ateroid information: to locat the resources needed
7) Sector control - civs controling sectors should be able to deny passage, and if entered without permission would start a war.
8)Fleet management
9) fleet commander and ship captains reports of enemy positions and other vital information
10) tech that civs the ability to conquer and control the galaxy, and thus be able to travel from galaxy to galaxy
11) Any civ that has conquered another should should gain all of the conquered civs resources and vital tech, and then have the option of completely annihilating or enslaving the conquired civ, thus increasing the own economy
12) battle stations that can doc entire fleets thus controlling and monintoring the vital sector
13) supply lines
14) war should be a last resort - even for evil empires, but if and when it comes, it should spread, thus involving other civs into the struggle.
15) UPC could be more intricate, but one should be able to leave the UPC, suffer the trade loss, but be able to recover from it - regardless of the counsel.
16) war should be waged over something much more serious than tribute, such as the destruction of a mining station, colony settlement, or a colony ship, etc. Something that will make another want to go to war!!!
Reply #235 Top
1. I want to see certain types of notifications, and additional info regarding the existing random events, as well as not-so random events. For example, I am playing on the largest size map, and see the notification that due to precursor discoveries, the inhabitants of Planet Lacroix were able to improve the quality of that planet to 35. Unfortunately, I can't figure out for the life of me where the heck that planet is, or who owns it... The only thing I could figure out easily was that it wasn't mine (because I can sort my own planets by name and didnt' see it).

Similarly, I KNOW I eliminated the last base owned by a major civ, yet they still show up on the diplomatic screen, and I get no notification that they are actually out of the game (I think I should at least find out that I'm no longer at war).

2. I'd like to be able to set research goals and have the interface guide me to that goal. I've seen printouts of the tech tree, and it has certain shortcomings -- A), it's too small for me to read on any printout I've been able to create, B) The tech tree is modifiable so any printout is damned to be outdated as soon as you install any future bonus packs, or user-created mods. It would be great if you could be able to, let's say, set a priority of getting Battleships ASAP, and the interface can tell you that of the techs available, only X and Y are prerequisites for prerequisites of prerequisites for that tech... Even better, you could, for example state that you want to improve your ships' speed, and the interface will tell you how to most easily get that improvement. I mean as long as the printout exists, why should people with great eyesight have all the advantages :HOT: -Haldur

~SDC~
Reply #236 Top
How about someplace on the Economics screen that tells you how much money you have? Not how much per turn, but a total of what has accumulated to date after income and expenses!
Reply #237 Top
I'd love an option to set individual production sliders for each star system or planet. It could be set to default to whatever the empire is set to as a whole, but would cause less wasted production. For example, in the late game when new colonies are built. The player may want heavy research and military but this means that new colonies are stuck trying to build up their basic improvements. The same can happen for colonies that are already well-built with improvements and just need to pump out constructors or some such.
Reply #238 Top
A peace treaty contract.For a spicefic amount of time for goods,tech,money ect.

If contract is broking goods,tech,money,ect. Must be returned.
Reply #239 Top
A multiplier for research rate (e.g. slow, normal, fast research if you want differently-paced games) and perhaps an "advanced start" option would be spiffy.
Reply #240 Top
Hiding some features to be researched.

As it is now, all research just increase my points, or let me build things that increase my points (like Defence +5).

It would be much more interesting to hide some of the features of the game, to be researched. Lets say you include mines, carriers, true warp, stargates, anti-missile guns, cloaking etc that people have suggested here, well, then instead of making this available directly, let me research them! Then you get rid of this spreadsheet feeling I get sometimes...

Dont show me the whole game at once!

(Again I could refer to Space Empires IV that has a bunch of such hidden technologies, and a bunch of other 4x games.)

PS. Noticed you will implement linked events in the expansion - great! Hope you make them really cool, so I can write those SF stories for GalCiv!!!

/P M


Reply #241 Top
I'd like to see more minor races,

and the ability to get them to join you like in BOTF. Perhaps instead of "alliance" you could offer "join" when it comes to minor races.



~SDC~
Reply #242 Top
Love the game!

1. Clearer colour contrast on influence mini-map.

2. Have more events with multiply implications; for example the "Celebration" colonial event has loss of production for good, increase of production for evil, and something else for neutral. Shouldn't good have an increase in morale as well (even if it is minor with it loss of production and vis-versa for evil)

3. When trading I would love it if you could right click on a technology (and maybe even a starbase) and get info on it.
Reply #244 Top
A spreadsheet-type view of planets/production as an option instead of scrolling down the list on the right side of the screen.
Reply #245 Top
One enhancement that would be of major use to me is to make the Planets panel shorter so I can get to the ships in orbit while the list is displayed. I often peruse Planets list to see who's building what and to check morale. But if I want to launch a Transport (something I very often do to regulate world morale), I have to exit the Planet list, find the system, launch, then go back to the Planet list. :(

Not what I would call ergonomically sound.


~SDC~
Reply #246 Top
Re #245 by DMF

If you double click on the planet in the planets list, it'll take you to that particular planet's display, and you should be able to launch the ships from there. And the planet list will stay there on the screen.

~SDC~
Reply #247 Top
The Drengin Ships in the color Red, not Green.

To easily distinguish them from the Torians, plus they
should be RED! :D

Doug
Reply #248 Top
Maybe 1-3 extra major alien races...and you pick up to 5 of the 6-8 races to play with when the game sets up.


Doug
Reply #249 Top
Trade Embargo back in the game....
and maybe a little history text file summary you can print out about the history of your civilization much
the same as the one seen at the end of Civilization 1.

Doug
Reply #250 Top
A Hall of Fame of your best scores to date..accessible from the main menu.

Doug