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Tell us what you'd like in Galactic Civilizations II: Dark Avatar 1.6!

Tell us what you'd like in Galactic Civilizations II: Dark Avatar 1.6!

We're at your command

https://forums.galciv2.com/?forumid=357&aid=146627

We're extremely pleased to hear how much people seem to like the expansion pack (Dark Avatar) to Galactic Civilizations II. We're also glad that reviews have been so positive (average review score is about 4.75 stars out of 5).  But we're not finished yet! Tell us how we can make the game better for you.

For those of you who are new to buying Stardock software, the product you purchase is just the beginning of what you get. Stardock updates it software based on customer feedback.

In the case of Galactic Civilizations II: Dark Avatar we are lookoing for suggestions and feature requests that players would like to see in a free update.

Mind you, these can't be massive new features (i.e. "Multiplayer" or "Fleet combat") but rather little things that you think would make the game more enjoyable for you and others. Tweaks, new options, new features, improvements, etc.

Let us know what you'd like us to do. We are at your disposal!

241,139 views 437 replies
Reply #301 Top
I don't think that you actually commit genocide, remember the actual population that shows is not everyone on the planet but everyone who is paying taxes.So in theory you don't kill everyone,


So the non-taxpayers don't count towards the farm-dependent pop limit?! Even though they don't pay, they *do* take up space and eat

I especially would like better ground combat, racial differences, like in population, capturing, enslaving, etc, being able to be a piecemeal race by having many different citizens like the Tau in 40k, or the Federation, or a more singular and evil race that exterminates everything that's not it.


The Federation tech (the government forms actually) should actually be used to form federations with *other* races/empires, not between your own planets. It'd be a nice twist if for example in order to culture flip planets you'd have to have the Federation tech.
Reply #302 Top
Hello there,

I'd like to have the ability within the game to launch false flag attacks in order to influence other races against other races, and my own race against ones I want to wage war against so as not to have political opposition and loss of influence.

G W Magpie6

Reply #303 Top
I've asked for this before:

An option to turn starbases off or severely limit their number (say 2 per civilization).

Every game of Galciv that I've won outside of campaigns (and most inside of them) has been built around building a massive starbase based economy. I've built tens of thousands of constructors playing this game and my brain is exploding from clicking "battle station 3", "subspace projector" and "mining drones +4%". I really really hate starbases BUT you can't win without using them on harder levels (unless you use even more exhausting tactics such as micromanaging each planet). The game is physically tiring me through the need to manage starbase construction (even when using rally points). Building starbases for 80% of the game is both boring and depressing.

No, I can't ignore starbases - if I do, then the enemy AI doesn't and I have to hunt down and destroy their starbases - which means waiting until the mid-game when ships appear that can fight and win againast starbases.

Please please give an option to limit starbases. It will speed up my games by 400% and let me concentrate on planet and ship management - instead of moving constructors around.
Reply #304 Top
I've asked for this before:

An option to turn starbases off or severely limit their number (say 2 per civilization).

Every game of Galciv that I've won outside of campaigns (and most inside of them) has been built around building a massive starbase based economy. I've built tens of thousands of constructors playing this game and my brain is exploding from clicking "battle station 3", "subspace projector" and "mining drones +4%". I really really hate starbases BUT you can't win without using them on harder levels (unless you use even more exhausting tactics such as micromanaging each planet). The game is physically tiring me through the need to manage starbase construction (even when using rally points). Building starbases for 80% of the game is both boring and depressing.

No, I can't ignore starbases - if I do, then the enemy AI doesn't and I have to hunt down and destroy their starbases - which means waiting until the mid-game when ships appear that can fight and win againast starbases.

Please please give an option to limit starbases. It will speed up my games by 400% and let me concentrate on planet and ship management - instead of moving constructors around.


set a maximum number (or make them expensive, cause it should be), but improve their power! (hp/attack/defense)

Fewer but harder.

Reply #305 Top
They may still have to eat, but if they don't pay for it, they won't get goverment issue food .The greatest problem in the gameplay by the looks of things is starbase constructor micro, i think (and i also think everyone agrees) that something has to be done in order to make things simpler, i have already made a suggestion (see one of my previous posts) but does anyone has an other idea how to improve this?


PS:Man by the number of suggestions we WILL need a new Forum just for this.
Reply #306 Top

Hello there,

I'd like to have the ability within the game to launch false flag attacks in order to influence other races against other races, and my own race against ones I want to wage war against so as not to have political opposition and loss of influence.

G W Magpie6




Super manipulators is 1.
Bribe them in the dimplomacy screen is 2.Thats it
Reply #307 Top
I would like to see some graphic improvement.
1)New Minor Races portraits
2)new planet textures

I would also like to see better description of improvements,techs, and so on, some text about races background.
About game features, i would like to see tech blueprint trade instead of tech trading and Minor Races ablòe to colonize all their solar system planets
Reply #308 Top
First, it would be great if you could scroll with the mouse wheel on the GNN Breaking News weekly news thing.

Second...The way you get "Planet has rebelled and decided to join your empire" messages has always bothered me. The way they yank you out of what you're doing and force you onto another screen...especially if you get two or three in one turn, you can lose track of all the planets. And given that when a planet rebels, you usually want to modify its build queues, this is a problem! (I like playing games where I build influence, so I get a lot of these events.)

I don't know what the solution is. However, there is one thing that I think would REALLY help: Put planet rebellion notices in GNN Breaking News, and put the events in the event queues on the right side of the screen (along with ship completed and improvement completed). Color them, I don't know, purple or something, so they stand out from the blue ship events and green planet events. If you do these two things, it'll make it much easier to keep track and make sure I've at least taken a look at every planet that comes under my control. You can even keep the notifications that yank you onto the planet, as long as I have a way to get back to them and make sure I've taken care of them all.
Reply #309 Top
1. Way to repair starbases (perhaps a constructor module?)

2. AI alignment/relationship setting - This would be a matrix where you could set up each race's demeanor to the other races at the beginning of the game. This is similar to what was available in SEIV (I think!). Currently, you can set the AI relations to the player, but a galactic setting could make for another interesting twist.

3. Terror stars...yeah I know....

Reply #310 Top
They may still have to eat, but if they don't pay for it, they won't get goverment issue food


*Taxes* are not used to pay for food    So what you mean is that the younger pop (those who don't pay taxes) don't get to eat. How can a planet sustain a pop growth rate with that philosophy?!   
Reply #311 Top
Taxes* are not used to pay for food So what you mean is that the younger pop (those who don't pay taxes) don't get to eat. How can a planet sustain a pop growth rate with that philosophy?!


this isn't covered in the game but if there is a sales tax everyone is a tax payer

Reply #312 Top

My Ideas:

1. The ability to move your capital around whenever you please, after all what self respecting warlord would want to use a level 14 planet way out in the boondocks when he had a perfectly good level 26 planet right in the center of the map at his disposal.

2. More diplomacy, like kicking all other ships out of your space.

3. The ability to rename stars, after all you are you are the boss.

3. More invasion tactics, like maby cyborg soldiers, disembodied brains in boxes, inside massive haevily armed bodies so they cold just lay waste to your enemies troops.

4. Boarding Actions, allow ships with troop modules to attempt to sieze enemy vessals/
Reply #313 Top
as for number one

go to the details page in the bottom right corner and you can change your cap. to any planet you want to anytime you want to

ok maybe not the built caps but the home world
Reply #314 Top
But then it won't be your *home*world anymore, right?
This is just a personal opinion, but I can't understand why there are planets with PQ so much higher than the average HW. If you think about it, the HW is where the native species adapted to for millions of years. Take the example of earth. Granted that ~2/3 of the planet's surface is covered by water, but would the habitability of the planet be that much higher if it wasn't? Probably much to the contrary. The oceans are used for a bunch of vital stuff, including energy production and resource extraction. If we look at other "rock" planets in our solar system they're either frozen solid or extremely vulcanic or mountainous.

All this to say that HWs should IMO be the best PQ planets around, not a mediocre average - as far as the PQ scale goes. A Gaia-type planet once in a while? Sure, but very rarely.
Reply #315 Top
perhaps the higher pg planets are just bigger in size not mass
Reply #316 Top
Bigger in size and not in mass would require a lower density, and within our solar system planet density (for rocky planets) is quite constant. Lower density means gas giants. So does much much larger diameters generally. Even much larger surface areas doesn't automatically mean much larger usable space, as the unusable areas (like earth's poles for example) also become larger.

Anyways, checking the ingame representation of planets and their diameters...
Reply #317 Top
there is a moon ganymede i think that is larger than mercury but has a lower mass
Reply #318 Top
Lots of great suggestions. Hope you're able to make some of them come true.

One request I have is:

- Allow hard point indicator arrows to have a specified colour. I want my ships to be red. The arrows by deafult are red. If I make my ships red, I can no longer see hard points to allow for any customization.

This is mainly because I am a fan of the red ship.

As former moo3 player, I also have to say, this comes closest yet to the huge (and completely unrealized) scope of that game.

Thanks.
Reply #319 Top
Sorry, I can't read all 317 posts, so if I repeat anything, my bad...


From a Modders Stand Point, I'd like these features:

1. If a technology follows an "Impossible" tech and you are playing as a race who doesn't have that tech, any technology following that branch should be hidden from few - it would cut down on some clutter

2. Ability to add in multiple starbase models for each race - I've asked if this was possible and have yet to seen it done, or to get a response, so I'm thinking it isn't capable now. But having the ability to make it so each race has its own style of starbases would be an awesome feature, developers wouldn't even need to add in more styles, let us modders do that

3. Give a "hide" tech command. Seems almost pointless, but you can do a lot with it actually.

4. Ability to MOD in a way to move a starbase - normal game keep it how it is, but make it so you can mod in say Propulsion modules for starbases - This would satisfy a lot of fans out there, and still let you keep the original game balanced.

5. I'm just being hopeful on this one - but ability to mod in a starbase module that acts as the super event to destroy a planet - again not in to the real game, but make it a moddable possibility.

Okay, I'm going back to modding now, but I'll be back with some more
Reply #320 Top
take care of the death pirates from nowhere random event.
Reply #321 Top
I would love for the game not to crash so much.
Reply #322 Top
okay, here's a useful small mod. The tech tree is a bit too wide for me. It takes me forever to get to useful technologies (particularly terraforming techs) while trying to keep up with the Jones' next door military-wise. There are so many military techs (and techs in general) that even at 1-2 turns per tech, I can spend forever on military techs alone. So, what would be nice would be to mod the tech research screen so that you (and maybe even the AI players) can research multiple techs at the same time, and manually assign percentages to each tech (or press an "Equivalent precentages" button if they don't particularly care which is most important). For fractional remainders of points, and for purposes of research bonuses from anomalies, one of the techs has to be considered the "primary" tech. All the anomaly bonuses and remainder points would go to the primary tech. For example, researching 5 techs equally would be 20% apiece, a nice round number. Researching 3 techs equally is 33% * 3 = 99%, with the extra 1% going to the primary tech. Researching 6 techs, you can manually assign 15/15/15/15/15/25% (but assign the first 15% tech as the primary - it's the same as putting your best and brightest scientists on the first project). Tweaking the AI to use it would be a bit more difficult, but it'd be great for players who like balanced advancement - you don't have to put the brakes on long-term tech projects like terraforming just because you need the latest missile tech. I wouldn't advocate putting a limit on the number of simultaneously researched techs - if people want to handicap themselves by researching everything at once, then please, by all means do so. Gaining techs 2 or three at a time is much better than 6 or 7 at a time because you reap the benefits faster (and put them to use immediately). Hope this mod makes the cut...I went looking for mod documents, but what I found made this project seem like an engine mod rather than an application mod. Thanks, guys. Great game - keep it up

Reply #323 Top
one more thing for my tech research mod...once a tech finishes, the player is brought back to the tech select screen. The percentages will recalculate automatically based on the remaining number of techs currently being researched, each tech selected getting an even percentage by default. This prompts the player to reassign priorities (which the player will have to do if they want to keep the same percentages for projects in the background). I don't know if being able to "lock" percentages would help or hurt. If percentage locking occurs, and all the techs percentages were locked, any excess would have to go to the primary tech. Also, when the primary finishes, the player will have to select another primary tech so that the percentage overflow would have somewhere to go. Hope that clears things up a bit.
Reply #324 Top
Change the timing of diplomatic conversations so they dont happen in the middle of the auto information at the beginning of your turn.

More race uniqueness, unique weapons, ships, planatary improvements, technology. and of course all that has to be stealable.

fix the auto mining its useless and dumb as is.

stop my neighbours attempted band.

More icons , ship parts, races, superabilities.

Balance tweaks so evil is as feasible as neutrol or good. all super abilities should be equal.

Change spies cost so they are more plentiful,allow spies to help in ground invasions.

Missle/suicide attackers. units that deal damage to buildings or population or troops or other units at the cost of themselves.

Fix the fog of war bug, make even larger maps then gigantic, allow mny more races.

have the AI fight itself more the universe is way to peaceful right now.

assign alternate colours to races so the blue terrans and the blue custom race dont look identical accept for ship design. I mean let the player choose thier colour and then have every opposing race have a colour assigned to them based on where they joined the game. (race in slot one is blue slot two red slot three yellow etc etc)

have more force in negotiations, Do "this" or "this" (ex: give tech or else war, give planet or else tech for tech, give ship or else leave territory)

have technology improve your standing in the UP so that at higher knowledge and power you can enact different laws or repeal them.

leaving the UP shouldnt cancel trade instead it should cancel all treaties including trade. but new trade can be made >although more difficult since the UP should somehow encourage foreign trade.

Reply #325 Top
I see that 1.6 is going to have alot of good changes..
the most i like is:

the remove 300% tile replace with 100% and 30% pop growth.

Alot of bug fix's issues...
Repair/more hp for star bases (desperately needed for late games)
Rights of passage...
I would like more control over asteroids (IE blow a 0 class planet up and get asteroids)