Things I would like to see in the next Galatic Civ game (or major update)
from
Stardock Forums
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.
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.
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.
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]
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.
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.
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.
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]