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Ideas for Galciv 2

Ideas for Galciv 2

Galciv needs an improved combat system.

Space Level
Introduce three levels of ship, which are more effective working together than apart in space engagements.

Fighter level
Small manuverable ships that cannot outgun larger ships in a broadside engagement and thus rely on speed on manuvorability to harry their larger opponents and reduce their effectiveness against the enemies batteships and cruisers. They are also quick to take advantage of any damage inflicted on larger vessals and thus gain bonuses against damaged larger foes.

Cruiser level
These middle-size ships, while they cannot beat battleships in a one to one fight can working in groups of two or three bring them down. But mostly they screen the flanks of the battleships against fighters, bieng armed with powerful enough guns to eliminate them easily and bieng agile enough to catch them. However fighters are a lot cheaper and can often overwhelm a poorly supported cruiser sheer.

Battleships
Armed with guns that can reduce lesser ships to scrap with a single shot and capable of taking considerable punishment due to heavy armour battleships are the most feared ships in any fleet. On the down side they have poor mobility and thus vulnrable to faster and more manuevrable foes unless supported by an escort of their own.

All three kinds of ships should keep upgrading throughout the game with technolodgy. (ie a battleship becomes a dreadnought as technology progress)

Planetery Level
When a transport or group of transports invades a system it takes up orbit in the target system. In order for the invasion to succeed those transports need to be protected from enemy ships as they carry out the invasion. If they are destroyed then the invasion ends. An invasion can last for months. The defender has a surrender bar that is determined by the courage, morale and loyalty of the defending planet. The attacker also has a surrender bar, this is determined by the average morale of a civand their own courage value. If the defenders break then any surviving population become citizens of the attackers empire. (but mantain seperate racial status and abilities).
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Reply #26 Top
On Evil Steves's posts

1.Like that idea, how about actually allowing U.P proposals to be submited by civs.
2.More about it on the Galciv politics post below.
3.I wouldn't like to see alignment techs traded freely again and as for the latter well you can't have to much of a good thing.
4.I like the first half but as for the second, I can't see why a opposing civs trading would hurt alignment, A good government and people may think that through trade the evil civ could be brought over to their point of veiw. Evil civs would just think their fleecing the goody goodies. And buisness is buisness.
5.Totally unfair, liberalism which is essentially nuetral civ idealogy can easily spread.
Reply #27 Top
I'd like to see a much more advanced political proccess for Galciv 3.

Disloyalty
While a low morale initially means the general grumbling of a dissatisfied populace that looses elections and little else, disloyalty is far more serious. Disloyalty represents hatred of the civ under which they live.

If a planet is in unrest disloyalty builds and builds unless something is done about the unrest quickly. Also when alien planets are conquered the loyalty of the conquered civ at the time translates into disloyalty. Alien civs also generate disloyalty alot faster than the native race of a civ when in unrest. Disloyalty cuts morale which can lead to more disloyalty and so on. If disloyalty reaches crises point the population will rise up in revolution against it's former rulers and hang them from the nearest tree.

Revolutions
A rebelling planet forms a civilization of it's own or joins another civilization. Genrally an alien planet joins it's native civilization or if that civilization no longer exists then it is ressurected with them. If it is a major civ then regains all it's U.P privilages. A new emporer is generated at random though and the party in charge is also randomised (although the alignment of the civ is the same as it was before).
If the race on the planet is native then something else occurs.

The civ forms a seperatist civilization of it's own around a central doctrine. The I leugue is allways active but other movements will activate randomly throughot the game. Religious movements, socialist movements, wierd sci-fi movements and so on. These can all become civilizations if a disloyal planet defects. If a movement is already a civilization then it's even easier for a planet to defect to it expecially if movement planets are nearby.

Politicians and government
I'd like to see a system where you control many leaders over the course of your civilization. While you may start of with Alan Bradley of the federalists, he won't stay in charge forever. He can retire, be shot, get ill and snuff it, be kicked out office by his party an so on. Plus if the feds loose power to so the War Party then the Terran Alliance might soon find itself cheering Gen. Black into office. And you the player become General Black as soon as he is elected into office allowing you to control his glorious war against the verminious alien (or not).

You control the destiny of your civilization, leaders will rise and fall, live and diebut you will continue to guide it on it's path.

Leader Abilities
Each leader has his own abilities, added to the abilities of the party when he is in charge. These abilities are randomised, you can't tell the exact abilities of a leader when you choose him to lead your party. But all candidates for party leadership are good at something. When there is power though they gain experiance and new abilities depending on their actions.

People pleasing
A party and leader must be seen to be delivering to it's supporters in order to be successful. Here's what makes you unpopular.

Federalists: Disloyal planets
Populists: Unrest
Pacifists: Declaring war on other civilizations.
War Party: Making peace on equal or worse terms with an alien civ
Technologists: Having a significantly lower research to population ratio than other civs
Industrialists: Having a significantly lower production to population ratio than other civs
Mercantalists: Loss of trade income.
Universalists: All of the above on a very small scale.
Reply #29 Top
I'd like to see the end of sectors and the introduction of new shifting borders like in Rise of Nations. That would make for a much better looking culture win, because you could see your influence "moving in" on the enemies and swallowing them up.

Circles or lines could show how far ships can go.
Reply #30 Top
I'd like to see the end of sectors and the introduction of new shifting borders like in Rise of Nations. That would make for a much better looking culture win, because you could see your influence "moving in" on the enemies and swallowing them up.
End of quote


i agree. or something like that. this could impact on logistics as well. eg an area under your influence is easier to travel through that one that isn't or an area under your influence gives you an added bonus to defence etc etc

Reply #31 Top
It could even lead to trade corridors, or the buying of selling of "territory". For example freighters moving through territory that's neither neutral, their own nor that of the one they are trading with might have to pay a small tax to cross, or buy the territory they need to move through.
Reply #32 Top
On nearly all ships main weapons face forwards with roughly a 90-180 arc. The weapons on the rear are normally very light and just enough to give you some cover while you maneuver. This has been standard practice on ships/bombers since WWII
End of quote


True, but in a space battle absolute speed is of very little importance, unless you are fighting at relativistic speed, so only the relative speed is important. This coupled with the lack of terrain obstacles to hide behind, makes manuverability even more important than in air, land, and sea battles. This means that if a large ship is to hold itself in combat with a number of smaller and more nible foes, he will have to have a lot of point defence and light guns pointing in all directions. Think of pressent day battle ships or aircraft carriers, they both mount a good number of AAA. In addition to this, they have a screen of smaller crafts, both sea and air, to take out most of the lighter enemies.

What I feel lack most in the way combat works now is that smaller ships become obsolete, for anything other than raiding traders, colony ships, and unprotected trans ports, once larger ships become available.
Reply #33 Top
I think that cultural assimilation should be done away with. I frankly hate it.
Reply #34 Top
I think that cultural assimilation should be done away with. I frankly hate it.
End of quote

Do you mean the culture flipping, or the fact that there are no disidents left on conqured planets?

On the first I think cultura flipping is a bit to dominant. I rarely have time to do a propper invasion, as sytems flip before my transports get there, :notsure: unless I do a simultanious invasion. :HOT:
Reply #35 Top
I think that cultural assimilation should be done away with. I frankly hate it.
End of quote



I agree to a degree, it seems stupid that a planet with 100% morale should flip, but flip they do. I don't think a planet, regardless of cultural pressure, should ever flip if its morale is above (say) 75%.

Is there some way to stop the AI from destroying planetary improvements, I have difficulty understanding why this happens, many times I've 'aquired' a system with 2 planets, one fully developed and one with no improvements at all, but both with similar populations. This seems to be racial suicide as the planet which has divested itself of all buildings will see its morale drop to nothing, almost guaranteeing that the system will flip.
One simple way to inhibit (but not stop) this is to do what almost every other Civ style game does and that is to only allow one improvement to be demolished per planet per turn.
Reply #36 Top
This seems to be racial suicide as the planet which has divested itself of all buildings will see its morale drop to nothing, almost guaranteeing that the system will flip.
End of quote


Well, if you know that a planet would flip, wouldn't you use a scorched Earth tactic to make the AI pay for flipping your planet: they will have your planet, but with no improvement which means a very bad moral, so the planet will be improductive.

The AI is just using this tactic BUT only on the first planet in the system, which is a bit silly
Reply #37 Top
One simple way to inhibit (but not stop) this is to do what almost every other Civ style game does and that is to only allow one improvement to be demolished per planet per turn.
End of quote


But ist will work for you too when you get a planet with lots of unwanted improvements
Reply #38 Top
But ist(this) will work for you too when you get a planet with lots of unwanted improvements
End of quote


So?

It apparently takes a few months for the removal to have an effect, so removing them one at a time will make little difference. I suppose you make a demolish queue to do it for you.
Reply #39 Top
Well, if you know that a planet would flip, wouldn't you use a scorched Earth tactic to make the AI pay for flipping your planet: they will have your planet, but with no improvement which means a very bad moral, so the planet will be improductive.
End of quote


Er, no.

I either build every improvement to increase morale and cultural influence and resistance going. If that fails (which generally it does not) a military incursion to remove any influence problem generally will do the trick.

I would never use a scorched Earth (or any other planet) policy because I regard every planet, regardless of it's current population or their opinion, as mine, as in time they all will certainly be (cue manical laugh).
Reply #40 Top
It apparently takes a few months for the removal to have an effect, so removing them one at a time will make little difference. I suppose you make a demolish queue to do it for you.
End of quote


In some games, I get planet with all improvements with +5 BC for maintenance. Being able to scrap them as soon as I get the planet is very nice for my budget :)
Reply #41 Top
I don't think the battleship would have much choice. The battleship can only face one direction at once so if it was blazing away at the enemy battleship and turned the fighters would scatter leaving the enemy battleship to pound it to scrap unnoposed. Battleships simply aren't mobile enough to effectivly fight both kinds of ship at once. If their were no battleships to threaten them they could blaze at the fighters with impunity. In the scenario Strek mentioned the battleship would just tell the cruisers and fighters escorting it to deal with the enemy fighters.
End of quote


What fool would design a battleship with weapons facing only one direction so that it had to turn every time it wanted to fire at something new. Also what fool would design a battleship without point defense weaponry?
Reply #42 Top
The dissidents should go away eventually, assuming that morale is kept high, though they come back extremely quickly on an alien planet should it fall into unrest.

I just don't think you should be able to use "culture" to convert alien planets to your civilization. Cultural assimilation of an alien planet would be effectivly impossible given the differences. It just wouldn't happen. Maybe it should be easier to destabalise dominated planets though.

Instead sector influence should be the backbone of an expanded U.P rather than a means to "convert planets".
Reply #43 Top
I've thought of some rebel factions for Galciv 2. I've added their allignment and personality.

The I leugue
The I leugue is a coalition of rebel worlds that believe that each and every planet should be left to govern itself without interferance. Ironicly the I leugue does just that, just more inderectly than the major civilizations.
Alignment-nuetral
Peaceful

The fundermentalists
The fundies were once part of an evil civ but broke away and formed a radical new ideology rejecting everything about their former masters. This doctrine focuses on the "fundermentals" of harmony and fairness, which they believe will create a perfect society. They also see their duty to spread this society to all those who live under rule of evil using force. Thus they will frequently fight wars against the evil civilizations though they get on very well with good and nuetral civs.
Alignment-Pure good
Hostile to evil, friendly to good and nuetral.

Technologists
Technology is the religion of the technos and they pour scorn on religion and any kind of morality. Knowledge is the only thing that is sacred to the technologists and they have been known to conduct the most hideous and cruel experiments in the persuit of knowledge.
Alignment-Evil
Personality- Peaceful, persue technology at an alarming rate.
Reply #44 Top
More groups didn't have time to put them in yesterday

Dread Disciples
That such an orginisation exists is alarming. All black claw were once citizens of good civilizations and their motto is "There is no good and evil, why fight what makes you strong". Cruelty and strength is their religion and they are thus the opposite of the fundermentalists. Their society is split into two kinds, the slaves and the disciples. Those that did not embrace their dogma when the orginization was growing in power are slaves, treated with utmost contemt and cruelty by the disciples. Those that did are the evil disciples, holders of all the power in this black regime.
Alignment- Pure evil
Personality- Warlike Expansionist

Socialists
The socialists believe in social and economic equality among all people.
Alignment- Good
Personality- Builder

Armed Pacifists
The armed pacifists believe in bringing peace to the galaxy, by militery might. The armed pacifists attack warlike civilizations while getting on well with those civilizations that are peaceful. They fight wars to enforce peace.

Alignment- Nuetral
Personality- Attack agressors that start wars.

The faithful
The faithful are a coilition of religious groups that are more interested in persuing their own religious lives than in the affairs of others. They make few friends friends and few enemies prefering to be left alone
Alignment- Good
Personality- Isolationist, Defensive

Feel free to put in some more
Reply #45 Top
I would like to see some new AI that do not trade techs for techs or cash. This AI should be agressive and research smart. It should not have the incredible bonuses that MASO AI has but it should be as smart or even smarter.

Perhaps it should try to form early alliancse with other AI of similar alignments

That would be challenging.
Reply #46 Top
You should also be able to threaten an AI when it has ships or starbases in human controlled sectors.

Currently the AI is able to do this.
Reply #47 Top
The minor AIs should have the ability to build starbases in their own sectors to protect against culture bombing at the very least.
Reply #48 Top
All AIs when set to crippling or higher should recognize culture bombing as a threat even from one sector away and should be able to make an informed decision to eliminate that threat.


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Reply #49 Top
I really like the idea of having different leaders with different traits. It could be kinda like EU2 with the leaders having traits and abilities. Not so much the player changing party as the game progresses though.
Reply #50 Top
On Newfy scotian's ideas
Since I'd like to see cultural annexation done away with and replaced with an expanded U.P. So if you can't get that planet, you just make the other civ pay through the nose to keep it in the U.P, or demand to access it's research facilities, all my bludgeoning the U.P with you're influence.

Threatening AIs that are in your sector, good idea.
Minors should be able to build starbases in their own sectors. This is more for militery and economic reasons than for culture, since they are not bound by anything the U.P says.

I don't think the AI should be made any meaner than it is at present.