My recent future ideas...

I posted this on the massive DLC thread on steam but I was wondering what people thought of my ideas- well, the second one to be precise. I think most people would instantly agree with any plan that involves a new major race so the second one is the one which is a bit more complex

 

Okay- so I was just playing the mercenary expansion and I had a thought. I really like the new elements the mercs add to the game and I feel like the two "new" races are a lot of fun. But I had two thoughts.

First is quick and painless. Since the Korx are making all this money- can we PLEASE see them return as a major race in either a DLC or later expansion? They look super cool in this expansion and I would kill for a Korx DLC. I mean, the korx are evil- but they are evil traders. That is really rather interesting and fills a niche that the other evil races don't. I know technically the irridian corp are the new traders- but they are more pragmatic. They will make a good deal but they won't be going out of their way to rip you off. Meanwhile the Korx seem like the sort of people to profiteer from both sides of the war- to purposely help whichever side of a conflict is losing just to keep it going for longer so they can make bank. I just feel the gameplay implications of such a race would be.. interesting. They don't care about lives, they care about profit.


Anyway- my second thought I wrote up during a game and will copy-paste as is. It has to do with making minor races more interesting and involved with the game world.

"Minor races "grow" 
It makes very little sense to me that minor races for some reason are just "not as ambitious" as your own races and thus stay on one world. Moreover, it makes little sense that they all start at your level of technology. My suggestion is a change to this system which would make them a much more interesting and dynamic part of gameplay. My suggestion is that each minor race starts "pre-warp" so to speak- in that they don't have high levels of technology. A set number of minor races would start at spawn- each with their own world and turn timer for how long it will be until they are able to be contacted. Minor races would also have a small chance to spawn on any uninhabited high class world (12+) with a very long turn timer (due to them starting out at the stone age). Before the UP forms- these planets could be left alone or conquered at will. The longer a minor race was alive on a planet the more population it would have (and thus the harder to take over)... but eventually a minor race would reach space and be contactable. When this happens their stating diplomacy level with you will be based on if you left them alone, attacked (and failed) to conquer them or somehow indirectly positively uplifted/effected their development. The UP would have new laws which could be passed to protect this development. Players could vote for "No change"- which would let them conquer minor races at will, "Cultural Protection" which would make attacking or funding minors illegal, "Universal uplift"; attacking a minor is illegal and any major races with contact with this minor would be forced to pay a percentage of their economy to helping the minor race reach full status faster, or "Local uplift" minors are still defended from attacks, but the only race which needs to pay a percentage of their economy are those whose area of influence overlaps their world.

When a minor "matures" it will make diplomatic ties based on who did what. If no one paid any money to uplift the minor- then the minor will be neutral to everyone. If people did, then the minor will like people based on how much they paid to uplift. If someone attacks them (and fails to conquer them) then naturally that minor will hate them. If one race has done a LOT to uplift the minor (such as through the local uplift option) then the minor may offer to join that empire. "

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Reply #1 Top

We had long debates in previous versions of galciv about minor races.

Also been on the side of a tickbox which allows limited colonization for minors, not at the rate of majors, but so they'd gain a couple more planets. This tickbox would be especially useful in larger galaxy sizes, and perhaps scale with the map size 5 with the largest, 3 with the average etc. I do like your idea however, as I like funding minors :D

Korx and Drath back as Majors are a no brainer for me. I do like that they did some fan service in the mercs DLC to see them returning, perhaps if they don't come back we'll see them making other appearances in events etc, where the mercs establish a guild or a minor race, that sort of thing.

 

 

 

 

Reply #2 Top

I didn't mention drath since I am fairly certain that if they do return it will be with the espionage expansion down the line.... Which should be awesome if that is the case. 

 

My growth of minors wasn't just them taking multiple planets- it was more "why are they even all space-faring in the first place?" but yes that too makes sense. 


May I also say that I really hope one day they release a brand new major? That snathi were a nice touch for sure (and I hope they change more minors into majors) but part of me also hopes we see some brand new majors introduced. 

Reply #3 Top

I have some bad news on the Korx as a major civilization.

Quoting Frogboy, reply 6

You  guys are looking at one of the few Korx left in the galaxy.  They will never be a major race again.
End of Frogboy's quote

Reply #4 Top

Quoting Rhonin_the_wizard, reply 3

I have some bad news on the Korx as a major civilization.


Quoting Frogboy,

You  guys are looking at one of the few Korx left in the galaxy.  They will never be a major race again.


End of Rhonin_the_wizard's quote

 

Damn- that is really disappointing. I mean, technically they could bundle them with a GalCiv 1/2 campaign dlc if they wanted (along with the korath) but somehow I doubt that either. One thing I noticed about galciv 3 is that there really doesn't seem like too many "evil" races. Oh well.. Maybe someone will take the graphic from the mercs expansion and turn it into a high quality major race mod when modding support comes to steam workshop. 

Reply #5 Top

Quoting SirCabbage, reply 4

One thing I noticed about galciv 3 is that there really doesn't seem like too many "evil" races.
End of SirCabbage's quote

Currently there are 11 (with DLC/expansion) provided factions to Galactic Civilizations III.  The Drengin, Snathi, Yor are "evil" factions.  That is just shy of 1/3 seems very balanced to me?  You have several "good" factions and several "neutral" factions.  These are also known as Malevolent, Benevolent, Pragmatic.

Reply #6 Top

Also, you can find all sorts of factions of all ideologies on the workshop.  Load up the percentages as you like them.

Reply #7 Top

On the flip side, anyone doing a Korx Major mod is never going to have their work redone.

-edit

This does Galciv 3's personality types a disservice, as we have so much variety in between these now but:

Snathi, Yor, Drengin - Evil
Thalan, Iridium, krynn - Neutral
Iconian, Human, Altarian - Good

Races seem perfectly balanced.

The expansion will now likely mean we need an extra one in there to keep it 100% square modwise, hopefully we'll get another DLC down the line to keep us balanced :D but I don't know their ideologies as I don't yet have it.


I was also a fan of the korath, as I like the idea of sub factions, a branch of humanity which is much less 'nice' for example would be a faction i'd support wholeheartedly.

Reply #8 Top

Quoting markmid, reply 7

Snathi, Yor, Drengin - Evil
Thalan, Iridium, krynn - Neutral
Iconian, Human, Altarian - Good
End of markmid's quote

The humans are Neutral (Pragmatic), not Good (Benevolent). Also, according to the game files, the Krynn are Evil (Merciless) now.

Reply #9 Top

Love to see Space battles similar to Orion pirates (Real time tactics, Space flight simulator).