Suggestions
from
GalCiv2 Forums
My thoughts, longer than I thought it would be, sorry.
-Movement
Allow free movement in sectors you own(IE colonized planets, uncontested systems where you have a starbase), subtract MPs when your ships cross into another sector.
-Space terrain
Add nebulas and asteriod fields to hide ships in.
-Starbase types
1 type of starbase with the ability to mix and match addons(IE having advanced weapons and economy benefits at the same time) but keeping the module limit.
-Missiles/Drones
Disposable missiles and/or drones that can be based off of ships/bases/planets for long range attacks(bombardment).
-Minefields
Nuff said.
-Starbase Orbit
When ships move into a square with a starbase have it act like a planet, the ships are "in orbit" around the base.
-Oppurtunity fire
Enemy/nuetral ships come into range of defense ships(maybe also just in friendly space), you get the option to warn/attack them during their turn.
-Planet Defense
Satellite guns, armed orbitting ring, ground to space missiles/guns.
-Warp interdicters
Starbase addon or seperate build that doubles/triples enemy ship movement cost within the sector.
-Stargate
New starbase like building that allows ships and fleets to "gate" to any explored square/sector on the map
-Sector production
Allow colonized planets and mined asteroid fields within the same sector to pool industry points.
-Spending sliders
Get rid of them, why always be paying for industry production when you dont always use it? Tailor production costs to when you assign production. For instance you are building a scout, this scout has a 50 cost, the planet has 25MPS. So this scout project will you cost you 50 BCs, 25 for each turn. Same idea with research.
-Sizemods
A lvl 1 laser does the same damage output on a tiny ship as well as a huge ship, should remove sizemods from weapons.
-Speed in combat
Incorporate speed into defense/ability to escape ratings.
-Divy up production points, multiple builds
If a planet has a 100 industry and you are building 2 50point scouts then both scouts should be built at the same time.
-Production assignments
Be able to tell a planet/sector to produce 20 scouts, 10 frigates, etc... instead of having to repeat orders each turn
-Weapon/Defense tech progression
Instead of 4-5 levels make it 3 levels. First research gives a prototype laser(higher cost, space, lesser dmg), then a fully operational laser(normal stats), then an enhanced laser(more dmg, lesser cost and space). Rinse repeat with others.
-Trade offs
Buy credits with unused production/food.
-Initial colony & civ center upgrades
Everything else upgrades, why not these?
-Constructor upgrades
Allow tech upgrades where constructors can build multiple addons.
-Events
Should change them from good, nuetral, evil to pacifist, dept of defense, militant.
-Colonial expliotation
Allow an ability to force pan-sector colonies to send all their production via freighter/or some other transport to a colony/sector of your choice. IE forcing some colonized sectors to send all production to your homeworld for increased ship production(works along with having ships building at the same time).
-Civ options
Legalize and criminalize certain vice trades, drugs, prostitution, violent games/sports.
-Piracy
Payoff pirates to secretly your enemies.
-Movement
Allow free movement in sectors you own(IE colonized planets, uncontested systems where you have a starbase), subtract MPs when your ships cross into another sector.
-Space terrain
Add nebulas and asteriod fields to hide ships in.
-Starbase types
1 type of starbase with the ability to mix and match addons(IE having advanced weapons and economy benefits at the same time) but keeping the module limit.
-Missiles/Drones
Disposable missiles and/or drones that can be based off of ships/bases/planets for long range attacks(bombardment).
-Minefields
Nuff said.
-Starbase Orbit
When ships move into a square with a starbase have it act like a planet, the ships are "in orbit" around the base.
-Oppurtunity fire
Enemy/nuetral ships come into range of defense ships(maybe also just in friendly space), you get the option to warn/attack them during their turn.
-Planet Defense
Satellite guns, armed orbitting ring, ground to space missiles/guns.
-Warp interdicters
Starbase addon or seperate build that doubles/triples enemy ship movement cost within the sector.
-Stargate
New starbase like building that allows ships and fleets to "gate" to any explored square/sector on the map
-Sector production
Allow colonized planets and mined asteroid fields within the same sector to pool industry points.
-Spending sliders
Get rid of them, why always be paying for industry production when you dont always use it? Tailor production costs to when you assign production. For instance you are building a scout, this scout has a 50 cost, the planet has 25MPS. So this scout project will you cost you 50 BCs, 25 for each turn. Same idea with research.
-Sizemods
A lvl 1 laser does the same damage output on a tiny ship as well as a huge ship, should remove sizemods from weapons.
-Speed in combat
Incorporate speed into defense/ability to escape ratings.
-Divy up production points, multiple builds
If a planet has a 100 industry and you are building 2 50point scouts then both scouts should be built at the same time.
-Production assignments
Be able to tell a planet/sector to produce 20 scouts, 10 frigates, etc... instead of having to repeat orders each turn
-Weapon/Defense tech progression
Instead of 4-5 levels make it 3 levels. First research gives a prototype laser(higher cost, space, lesser dmg), then a fully operational laser(normal stats), then an enhanced laser(more dmg, lesser cost and space). Rinse repeat with others.
-Trade offs
Buy credits with unused production/food.
-Initial colony & civ center upgrades
Everything else upgrades, why not these?
-Constructor upgrades
Allow tech upgrades where constructors can build multiple addons.
-Events
Should change them from good, nuetral, evil to pacifist, dept of defense, militant.
-Colonial expliotation
Allow an ability to force pan-sector colonies to send all their production via freighter/or some other transport to a colony/sector of your choice. IE forcing some colonized sectors to send all production to your homeworld for increased ship production(works along with having ships building at the same time).
-Civ options
Legalize and criminalize certain vice trades, drugs, prostitution, violent games/sports.
-Piracy
Payoff pirates to secretly your enemies.
.
Did you notice that for example the pic for Laser III, which is supposedly smaller than Laser I, gives the impression that it is actually bigger?