Things I would like to see in the next Galatic Civ game (or major update)

1. I would like to a huge improvement in espionage. Right now its to simplisting and isnt a major force in the game. In large empires even destabalization doesnt seem to have much of an effect despite spending 1000s of bc per turn.

What I would like is more detailed espionage stuff to do such as: Most of these have two modes, specific and general, where as the general modes are much easier.

A) Sabatoge planetary improvments. Either a particular planet or anywhere en the empire. These improvmnets get unmade.

B) Sabatoge ships: Either they blow up or are constructed with major flaws (half HP, firepower, etc.).

C) Hijack ships or cause them to 'defect' to your side.

D) Steal technology: Either any techs the civ has or you can go after a specific tech.

E) Steal credits: Suck thier bank accounts dry.

F) Cause bad relations with other civs or a specifc civ. Your agents frame your target civ and make it look bad in the eyes of another.

G) Start wars between civs: However your agents do it, they provke one civ into attacking another.

H) Political Assasinations: Specific or General, vastly decreases a civs influence (when targetting a partuclar planet, you can nullify its influnce all-together if you spend enough money).

I) Specific version of causing rebellions: You can target one world and dedicate all your resources on that one instead of spreading it out on the empire.

J) And with all this nastyness, you need to be able to spend money on counter intellegence which with both protect you and inform you about what your enemies are trying to do to you. You can also focus spending (via sliders) to counter specific threats, like industrial sabatoge or rebel funding to offer much more protection in specific areas opposed to overall protection.

2) Add some new trade/economic abilies:

A) For unneeded millitary production, you make small arms which are sold to various markets. Basically it turns production points into credits.

B) For unneeded social production you have two choices: Consumer goods and luxery items. Luxery items boost moral (only while being produced) and consumer goods are just sold to various makrets allowing you to turn social production into credits.

c) As an alternit choice if a planet is set to nothing, then money isnt spent on them (and the fewer planets producing get a bigger cut).

d) Supply convoys where you can have a planet 'ship' its production points to another world. Kind of like how automobile engines are made in one place, but shipped to a car plant somewhere else. Both social and military production should be able to be modularlized like this.

e) Add your trade bonus to your diplmomacy bonus when dealing with any kind of trade in the diplomacy menu with any other civilization. IE: When you offer to buy 3 techs or sell some starships, your trade bonus should give you a discount when you buy, and more profit when you sell to other civs. I might be wrong, but currently it seems to only take in account your diplomacy bonus. This wont help, of course dealing with diplomatic issues such as war, alliances, bribery, etc..

f) selling production capacity (for a certain time) to other civs. Those 'spaceship parts' can just as easily be shipped to a forieng power for the right price.

3) Races, Solar systems and stuff:

1) While I realise all the other races know where the yellow stars are because the back story said so, I am not sure I follow the logic since no one had warp drive until the humans. I do not understand how they explored space if they were bottled in by warp gates, even if they had 10 million years. But anway... Why do all the races need yellow stars? It would seem to me the Yor race might not care about surface tempature or if there was much if any vegitation or water. Surly they should see nice planets everywhere. Why not allow differant races to have differant desires on planet types? Maybe the Torian's are not warm blooded and want moist hot planets, so deserts and tundra are not that good for them, although humans and altarians do not mind them at all. Perhaps they Torians even breath methane so the worlds they want are totally incompatable with human worlds.

So what I am getting at, is have some races with differant planetary needs, and have some planets with various stats that may be sutable for some races but not for others. Then allow us to share star systems assuming were friends.

b) Offer two stats about planets, habitability and richness. So you might have a super plush, but mineral poor world, or a incredibly rich rock in a vacume. Minerlas govern production value (and with the economic changes where they can ship theses things off world, this would work nicely) and eviroment governs money revenue. Of course a series of techs need to be made to deal with the super rich, totally hostile eviroment worlds. I imagine some kind of speical mining installatios would be needed.

c) Some star systems have rare properties such as an asteroid belt which increases the effective wealth of all planets in the system, or perhaps multiple stars increasing the ecology of local planets, or perhaps space monsters life in a star system and come out and herass everyone till the nest is killed.

d) Spacial hazzards such as blak holes perhaps making a sector off limits until a certain tech is reached. Huge nebula which slow down all ships to speed 1 going through it. Magnetic storms which damage any ship going through them, etc..

New Techs:

1. Stargates: Yea we got rid of them, but now that were rich and powerfull maybe it would be nice to have a ship travel to the other side of the galaxy instantly. Also any trade ships using them get a huge boost in trade revenue.

2. Upgraded alliances: Your ships can repair and refuel in your allys territory just like his would.

3. Superfreighters: Like a normal freighter, but 4x as big and 4x as fast.

4. Star bulding and Planet building: Recyle those unused worlds and remake those worthless stars into something we would really like to use.

5. Ring worlds, Disc worlds, Dyson Spheres. Insane amounts of resources to make, but are worth 5, 20, and 50 perfect worlds once they are made.

6. Mine fields, both stellar and interstellar of varying degrees of protection.

7. Space monsters: Maybe you capture one and breed them to unleash on your foes.

8. Piracy: You can make anonymous and semi-autonomos ships that wage an economic war against your foes. The good thing is they are viewd as independent so you can't be blamed for thier actions. These pirates never attack you or your allys, only nutrals and your enemies. They may even make a pirate bases if enough of them get together.

9. Pirate base: This is an automoous world/starbase that produces pirates and acts like an indepedent civilization. It will also eventaully make other pirate bases (provided the pirates gain enough plunder). You have no control over it, however, out of respect and personaly loyalty, any pirates it spawns will not attack you or your allys. As in history, these pirate bases will be very hard to find (maybe they hide in undesirable star systems) and very well defended. If your on good terms with the pirate base you may trade with them as you could with any other civilization.

-- DeepT



[Message Edited]
721 views 17 replies
Reply #1 Top
Nice ideas, DeepT. Just one point:

Stargates: Yea we got rid of them, but now that were rich and powerfull maybe it would be nice to have a ship travel to the other side of the galaxy instantly.
End of quote


Stargates don't allow ships to travel instantaneously. It still takes time to get from one to the other. Hyperdrive is faster and more useful.
Reply #2 Top
According to the website Stargates are 10 times slower than hyperdrive, what powers your ships.

~SDC~
Reply #3 Top
Ok, the NEW AND IMPROVED stargates. Ones that use teleporter technology you invent.
Reply #4 Top
I must admit, that is one of the most thought through ideas that I have seen yet (not to insult others who have put out ideas, I simply see that he has thought things through to a great extent).

These are really good ideas. I know that Stardock takes these opinions seriously. And some of those ideas sound really neat, especially the espionage and spare military ideas.
[Message Edited]
Reply #5 Top
you must of spent a lot of time on thinking this up and i agree with you. that would make the game a lot more fun.

~SDC~
Reply #6 Top
I am not sure I follow the logic since no one had warp drive until the humans. I do not understand how they explored space if they were bottled in by warp gates, even if they had 10 million years.
End of quote


And as for this it's because the races have been advanced long enough that they have been sending probes out that over thousands of years have gotten close enough to every star in the galaxy to evaluate them.

~SDC~
Reply #7 Top
Or perhaps like us they have telescopes and just looked. It would not be unreasonable for humans to know where the yellow stars are since you can just look up at night with a telescope and see them. Even now were looking at PLANETS in solar systems, so getting the star right should not be a big deal.

Anyway, it was just done for gameplay reasons, it just rubs me wrong because I consider it cheating. What really annoys me is as soon as i discover them fleets of AI colony ships snap them all up before I can even make a single colony ship.

-------------------------------------------------

However, I would like stardock to adopt some of these changes, I tried to keep the list in the bounds of reality (as in feasable with the current game engine). BTW I am an x-game developer looking for a job, Ill work cheap if your hiring :)
Reply #8 Top
Have you looked at the description of the Controlled 4D wormholes:
"The wormholes through the extra space-time dimension have been stabilized. This means the distant end of the wormhole can be controlled in terms of our normal space-time coordinates. Though not stable in the time sense, these wormholes can be created and used between any two points as needed. This will improve trade."
And we have bonus in Diplomacy, trade , and hit point.

I wonder if this technology couldn't allow near instantanneous stargate.

And yes, I know that there are some balance problem with instantaneous Stargate. MOO1 have those ans it allows you to concentrate your fleet at one system and use it to defend any of you planet anywhere in the galaxy, if you have a stargate to it.

One feature that I miss from MOO2 was the ability to turn asteroid belt and giant gas into habitable planets. It was nice to be able to increase room for you empire without going to war :)
Reply #10 Top
Yea the tactical advantages would be great for instantanious teleports. I wonder if they should simply be a mod added to a starbase rahter then thier own indepdent things. I guess it doesnt really matter, but the ability to move huge fleets around instantly for attacking or defending would be awsome.

Also, on that note, planets could be linked in a similar method allowing troops to move to planets being attacked as well (without the need of troop transports). It might making taking of a single world to hard though.
Reply #11 Top
Essentially, I'd like to see more features which represent some real repercussion for the empire. Decisions that I must make at certain times, which I may choose differently on depending on objective or game state.

I'd like to see some of the following:

- Technology Tree that doesn't just have goodies on it. Maybe you need to take some hits to get some bonuses. For example, industrialisation of planet is likely to reduce PQ.
Sometimes in 4x games, I feel that the only challenge with the Tech Tree is to get to the top as quickly as possible, and this shouldn't be the case.
Also, perhaps there should be some key decisions which shape the future of the empire. For example (from Reality Dysfunction) the use of Bitek (bio technology) or traditional technology formed a split in the human race. (I also quite liked the MOO3 idea of not knowing about all techs thereby necessitating trade/espionage)

-Expansion of some of the facets of planet management. I like the political party voting mechanism, though maybe there could be enhancements in to make this more interactive. Perhaps a stock market could be rolled into the idea about luxury goods and so on above.

-Expansion of the mega-corporations - like Mitrosoft. I'd like Mitrosoft to colonise and build a planet for me. They get some tax revenue in return and I get some bonus depending on the corporation - in this case perhaps research. Maybe the mega corps could have some tech tree gains. Maybe not having them has some gains and losses.

-The use of religion/philosophy - maybe the 'human condition' score. How does discovering aliens, injecting nanoprobes into your head and so on change the human condition. Does this make people happy or sad?

-Contrary to quite a lot of discussion regarding fleet combat and so on, I'd rather see fewer ships, but ships treated with more detail and more power so that you don't want to lose them. They could also have more utility. What about if ships have different mission purposes (like the production sliders for planets) and so on, and maybe they are tied to various developments. e.g. cannot develop wormhole technologies without having a science vessel near a dense white star, or cannot do terraforming without an industrial capital ship in orbit. this could lead to interesting strategical issues in development of technology and hindering alien empires. in short, the use of ships and stations could be a lot more strategically sophisticated. you'd also want to push tech tree specifics for ships.

-Ships could be a good idea for the introduction of heroes/leaders too

- I love espionage and would like this to include specific missions and targets depending on empire penetration and tech advances.

I quite liked a lot of the above too.
Reply #12 Top
I think that the Yor are restricted to habitable worlds beacause of the following reasons...
Yor are full of chemicals that need to be kept around room temperature of they go KABOOM!!!!
Yor need to gain energy from somewhere and they consume organic lifeforms to fuel their generators
Yor need oxygen to combust that fuel in a similer manner to organics
Reply #13 Top
Actually id like the idea of some techs that have bad side effects, although Id rather see techs that have morality effects and more techs that are available only to good or evil.

For instance some very low level techs available to anyone will shift your alignmnet to good or evil because your just tinkering with this big moral techs. You might go planting forests and flowers everywhere increasing your PQ by 10%, shifting you towards good, but decreasing military and civilian production (because lots of land is now turned in to parks and reserves). Likewise, you would be dancing with the darkside, and invent a soul furnace with boosts production by 10%, has no matainace, but lowers pop growth by 2% and shifts your alignment a little towards evil. Now getting these techs would NOT cause any alignment shift, but implementing them (like actually making a soul furnace) does. So for each soul furnace you make, you become a little more evil.


Now once we have established your morality, I also would like to see a lot more alignment based techs available early on. It seems only the big end-game techs are alignment based. These alignment based techs should be available throughout the game just like normal techs.

Good techs should always be pacafisitic: Defensive, Economical, Social, PQ improvement, etc...

Evil techs should be: Militarastic: Special evil ship weapons, better troops (cyborg, undead, demonic hell soldiers), Millitary improvments (production, quality, lower matiance costs, etc...).

It might also be nice to pick your alignment in the beginning of the game (as an option) where you are stuck with it so you can't change to get multiple benifits. For example if we did have techs that had good/evil shifts assoicated with them, I could become good and get some good techs, then build a bunch of soul furnaces to become evil and get those techs. So that might be one way of preventing that, or another way is simply once you become good or evil you can not ever pick evil techs or build evil things like soul furnaces. However this latter method can still allow you waffle around using random events.
Reply #14 Top
I will break my responses down according to each item in the post:

1) Couldn't agrre with this more-made my own comment on this matter with most of these points a week or so ago...this is an area of Galciv that utterly lacks the depth,imagination and playability found in its other aspects, and is nothing more than a waste of money IMHO.
2)Some of these points are interesting (arms dealing, supplying components to an ally) but others seem too complicated to be workable in the game.
3)Regarding the AI knowing where the yellow stars are-agree with your point on the storyline, point to it myself as 1st instance of cheating on part of AI, believe that either everyone knows where yellow stars are or everyone has to research relevant techs to learn their location. Regarding aliens agree with example of Yor, would also argue that as a machine based lifeform they could exist on worse "climates" than humans, feel that developers could get out of this box by claiming that Yor would need similar type worlds-because of a requirement for an oxygenated atmosphere for their machines, strong source of sunlight for power and atmosphere that doesn't restrict light, what have you.

Also think that different "suitable" world requirements would add another factor in game playability/strategy. Example:your empire has few hospitible worlds for your race, but many for another- how about colonizing them to deny the other race a home? Or making a deal with the other race for cred, goods or worlds? How much fun would it be if you BOTH could colonize planets in the same system? Like having a friend (or enemy) in your own backyard? Or how about your colonization of 3 "rocks" the Drengin consider paradise, and they threaten to go to war with you if you don't hand them over?

New tech's: I believe if a little effort is used RACE SPECIFIC techs could be added to Galciv that wouldn't upset game balance and would open up even more avenues for playability. First, techs in question aren't in danger of being "created" by someone else, but they could open up possibility for SERIOUS wheeling and dealing by races who can't otherwise have them, other factors as well could come into play, for example having the possibility of stealing these techs with strong investments in espionage.
Reply #15 Top
Your point 2(c) is a particularly good one.

Once one of your more-developed planets builds everything in the "Social" queue it either wastes half its GNP producing "Nothing" or forces all the underdeveloped worlds to stop developing.

What if there were actually something useful that could be put into the Social build queue? Even old Civ I would let you build an SDI then sell it back again. As far as I can tell there are no soc. projects scrappable for cash.

What if, even better, producing "Nothing" in one queue automatically shifted its industrial capacity to the other?
Reply #16 Top
Yeah, I agree with iCapn, galciv really needs something for planets to do if one of the production queues isn't, can't, or does't want to build anymore.

There should either be something like capitalism from civ.

Having excess production just swith queues would kinda defeat the purpose of the empire wide production sliders though.
Reply #17 Top
Not really, it would just give the production sliders much-needed balance. "All other things being equal, split production 50/50," makes a lot more sense than, "50% of your budget shall produce Nothing."

It feels like the dreaded MoO 3 all over again, except instead of poor implementation and lame AI screwing up your DevPlans the screwing up of your plans is built right down into the design.

There is no logical reason why an urban industrial giant should have to sacrifice 50% of its GNP in the production of "Nothing" just to give frontier worlds permission to develop. Empty queue. Duuh. Don't spend money on it.

At the very least Constructors should appear in both queues. They are a kind of social improvement, after all. If I could build Constructors on planets that finished out their Social build queues that would be enough. At least then I'd be spared the stupidity of spending vast fortunes on "Nothing".