Curious Omissions and some suggestions
from
GalCiv2 Forums
Well I've been playing for a few days now and am really enjoying the game. I have found now that there are a number of things that I really miss, mostly from MOOII. I know this is a different game and with a different focus but if theres going to be an expansion pack or some major updates here is a list of things I would really like to see.
1) Tactical combat. I know you've heard this one already. Not terribly important as I found myself skipping it after awhile in MOOII but I remember some great moments where a unique design and tactic made all the difference, which brings me to number 2
2) Unique ship loadouts. Where are the unique weapons? There are only three types of weapons and researching better ones is basically a long line of MkI MkII and so on, kind of boring. No fighters, assualt ships, teleporters, cloaks, reflection fields. With such a huge emphasis on ship design I'm really let down by the loadout choices.
3) Freighters and food. So in the future you can't ship food from one planet to another. You can make specialized planets for research and manufacturing etc. but not for farming.
4) Blockading planets. The classic pressure move, blockade a nations ports, they can't bring in food or new supplies. Breaking a siege on one of my planets before they starved was great fun in MOOII. Strangely absent here.
5) Espionage. Granted its pretty cool here and useful but I'd like to be able to switch the focus of my spies to things like terrorism or helping planets join your empire and lower approval.
6) leaders and ship captains. Adds some personality.
7)Ship movement lines. Just helpful to know which direction a ship is going during your turn.
8)Unique planet resources. Like the gems and gold but more
9)Council bills. I'd like to suggest my own bills in the council
10) Population transport. Cant your people move from overcrowded worlds or worlds under constant attack to nicer more peaceful ones?
Thats all I can think of now, I realize most of these things are right out of MOOII but they were all good parts of the game and most of them at least would work really well in GCII. I hope some of that helps.
1) Tactical combat. I know you've heard this one already. Not terribly important as I found myself skipping it after awhile in MOOII but I remember some great moments where a unique design and tactic made all the difference, which brings me to number 2
2) Unique ship loadouts. Where are the unique weapons? There are only three types of weapons and researching better ones is basically a long line of MkI MkII and so on, kind of boring. No fighters, assualt ships, teleporters, cloaks, reflection fields. With such a huge emphasis on ship design I'm really let down by the loadout choices.
3) Freighters and food. So in the future you can't ship food from one planet to another. You can make specialized planets for research and manufacturing etc. but not for farming.
4) Blockading planets. The classic pressure move, blockade a nations ports, they can't bring in food or new supplies. Breaking a siege on one of my planets before they starved was great fun in MOOII. Strangely absent here.
5) Espionage. Granted its pretty cool here and useful but I'd like to be able to switch the focus of my spies to things like terrorism or helping planets join your empire and lower approval.
6) leaders and ship captains. Adds some personality.
7)Ship movement lines. Just helpful to know which direction a ship is going during your turn.
8)Unique planet resources. Like the gems and gold but more
9)Council bills. I'd like to suggest my own bills in the council
10) Population transport. Cant your people move from overcrowded worlds or worlds under constant attack to nicer more peaceful ones?
Thats all I can think of now, I realize most of these things are right out of MOOII but they were all good parts of the game and most of them at least would work really well in GCII. I hope some of that helps.