"But that said, each new version will be significantly different. I.e. there will be a bunch of GalCiv 1.x's with a lot of new features but then GalCiv II would have a ton of new features not seen previously"
Good to hear. I hope in Galciv II you will improve space combat
a fast further wish list if you allow:
- a real well designed trading system. I miss extensive trading rules in almost every empire building game, except Imperialism I and II. (anyone played these games?) I would love to have a lot of trading vessels crusing around (AI controlled maybe) and a lot of different trading contacts and trading sources.
- invading races from outer space
- nomads in space with moving asteroid cities (ok this was a joke :))
- building up the galaxy with several layers. eg like piling up boxes. Every box is a sector. You can go 2D to one of the 8 surrounding sectors. Or you can change your level and go to the sector above or directly below. Maybe going up and down a sector is just with a special "dimensional drive" technology.
- making the galaxy even bigger for an nearly everlasting game, but at the same time introduce an algorithm which connects galaxy size with technology costs. (bigger galaxy - more techcost)
- ability to design ships. How? Maybe in this way:
the technology just defines the max. attack/ defense/ Hitpoints /move value a ship in your empire can have. You can give everytime the max. Value to your new ship design. But the nearer you are at the max. ability number of your empire, the more credits the single ship will cost.
Eg: your current ability limits because of technology, race bonus etc. of your empire are 10 Attack, 6 Defense, 5 Hitpoints and 3 Movepoints. Of course you can design a cruiser blueprint which has 10 attack, 6 defense, 5 Hitpoints and 3 MPs and thus use the max. abilities of your empire. But if you do this, the ship will be cost much more, than if you design the follwing ship: 9 Attack, 5 Defense, 4 Hitpoints and 2 Move. The additional cost curve should be NOT linear it should be exponential. Designing ships which are very under your empire ability should be vice versa VERY cheap. Again an exponential cost curve should be valid for low level ships. The clou with this is that it gives the player a certain kind of "minituarization" and the option to produce either very expensive high tech ships or cheap but low level second class cruisers. Just an idea.
bye
KlausD