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Your ideas for the next update!

Your ideas for the next update!

Features, tweaks, changes, you name it!

For those of you who are new to buying Stardock software, the product you purchase is just the beginning of what you get.

Stardock updates it software based on customer feedback.

In the case of Galactic Civilizations II: Dark Avatar we are lookoing for suggestions and feature requests that players would like to see in a free update.

Mind you, these can't be massive new features (i.e. "Multiplayer" or "Fleet combat") but rather little things that you think would make the game more enjoyable for you and others.

Let us know what you'd like us to do. We are at your disposal!

126,014 views 400 replies
Reply #376 Top
Good ideas. This would tie well with the idea recently posted about only having an available pool of soldiers per pop. The leftover conquered people could fall into this category. Rather than actually track race demographics, they could simply be lumped into a catch-all category labeled subjects or something.

I like this idea to if the subjects could expand as well and perhaps cause social infrastructure problems if they werent dealt with in some way (slavery, citizenship). And the pool would be maintained or added too as successive conquerors conquered. That could lead to interesting situations if the subjects were very diverse and hated each other on the same planet.

Non-policy and exploitation would actually be like Protectorate. Their pop would be assumed to be taxed locally, and only optionally on the imperial scale perhaps as a check box (tax at imperial scale if yes).





Instaed of the "everyone is wiped out in planetary invasions", thre are seperate policies for conquest for each race

Annhiliation- Simple enough. Evil Only.

Slavery- conquered population porvides bonus production. there is a chance of revolt. Evil only.

exploitation- Conquered population provides bonus tax income. There is a chance of revolt. Neutral and evil.

non-policy- No effect. for neutrals who don't want to bother with revolt risk.

Equal rights- conquered population gradually merges into conqueror's. Bonus influence. Good only.

The revolt risk could be mitigated through the presence of new "police ships" or eliminated with a new "opression palace" improvement.


Reply #377 Top
https://forums.galciv2.com/?forumid=247&aid=157274 -corporations
Reply #378 Top
A hanger module for starships (Not A Carrier)

This would not allow you to move smaller ships into larger ones for transport to battles!

The hanger will be a new module that can be added to large, huge and possibly medium size vessels. A player cannot dock ships in these for transport but instead they would act as a purely offensive weapon system that would deploy small drones or fighters or heavy fighters as you progress through the research tree branch. A new branch in the research tree would need to be added “hangers”. As you research hangers they would become larger and supply more fighters during battle (more powerful).

Pros and Cons of hangers

Pros for adding hangers to your ships:
They add a lot of firepower to larger ships
This would also add a new type of strategy to space battles. Sometimes better to attack than to defend if you have a ship with hangers in you military convoy.
Nice visual effects in battles could be added
Would add fighter to the Space Battlefield in later battles where you use only larger more powerful ships.

Cons for adding hangers to your ships:
They can only be deployed if you are the attacking force, not if you were attacked.
This adds a risk to paying so much for more fire power you may not get to use it in your battle.
Since using a hanger will take up a lot of room on your ship they will probably need to be part of some sort of military convoy due to a weakened defensive ability.
They will take up a lot of room.


The fighters and or drones that would be deployed would be a standard looking fighter that was computer generated (Stardock designed), but would use the colors of your civilization.

I think we need more modules anyway.
This is just a thought.
Reply #379 Top
More Diplomatic options for peace treaties.

I was watching the history channel the other day and they were talking about the terms of the Versailles Treaty, treaty that ended WWI such as; Reparations, Armament Limitations, and War Guilt.

I thought it would be cool if I could tell the Drengin that they lost so, they can only build ships medium size and smaller unless they want to leave the United Planets thing, forgot the name. It seems like there are no good reasons to leave the United Planets thing and I you were trying to build your forces back up after a terrible loss and was unable to do so you could leave the United Planets thing until you were powerful enough to get a new treaty, You just built the Bismarck and everyone is scared. This could also result in another galactic power leaving the United Planets thing making your votes count more.

Or you could say that they could only put so many weapons on their ships.

It would also be nice if we could demand that they pay an amount of money to another nation that they offended during the war or if you could declare a particularly desperate race as off limits to the defeated.

I think we need more Diplomatic options anyway.
This is just a thought.
Reply #380 Top
Just remembered another one thats been in and out of my mind for a while - keep forgetting to post it.

Fleets - when upgrading the ships within a Fleet it is the Click Fest to end all Click Fests. I can minimise it from screaming frustration to mere passionate head banging as i play heavily armoured/full weapon array ships , not the mega numbers of small ships. The latter can be a large number with Logistics at 54 or 63.

Whilst accepting many Fleets are of a mixed ship type, which makes it almost impossible to do a bulk upgrade (even that could be done, although I acknowledge coding maybe somewhat complex for the effect achieved). The upgrading of a Fleet of ships of the same type to the latest Universal answer to the Dread Lords, involves a very large number of mouse clicks as you go in and out of the Fleet Management screen upgrading one at a time.

Why not put in a "upgrade Fleet " button on the Fleet Screen, the code behind that should not be horrendous, and all the User has to do is point and click one ship to the new type, its then replicated across the whole Fleet. While we are there, how about a mechanism to select multiple fleets of the same type for upgrade in the same way - now there would be heaven indeed, on a Gigantic All Abundant Middle-Late game such mechanisms in place would take seconds to use, and save literally hundreds - arguably thousands - of mouse clicks, and literally 20mins+ on game play.

Regards
Zy
Reply #381 Top
More race pics for custom and minor races.
Some of the mods exist already for this, but StarDock quality pictures would be great.
Reply #382 Top
I'd like the diplomancy system improved a bit, especially with respect to warefare and peace. My enemy may be technically stronger military and economically, but if I'm in a better position to assault and take his planets, and am seriously threatening to take over key planets, I'd like to see the AI more receptive to diplomatic action. I've also seen large empires get wared by 5 civilizations, and refuse to peace me even if all their major battlefleets are on the other side of a huge galaxy, sectors away from my weaker, but well-organized and concentrated assault forces. After taking a few solar systems, demolishing anything resembling defense near my sectors, and being well poised to threaten more planets, you'd think the big empire would be receptive to peace. I was obviously winning a war on a front that the AI wasn't ready to respond to, and I would expect the larger empire would perhaps try to pay me off in one way or another to stop me from chewing him in the behind. Instead, he only offered the occasional peace treaty, and outright refused if I try to initate the peace talks, even though I felt that because I was clearly winning the war, I should have been able to extort money, tech, etc. from him.

I know it'll probably never happen in galciv 2, and that detecting these kinds of things are difficult: but I don't think that if a civ decides it's winning or losing a war should be based on the power and economic graphs. I think it should also be based on the relative resources lost (essentially the ratio of the AI's power/economy I destroy to the amount of my power/economy the AI destroys), and on how "threatened" the AI feels by my ships being in it's territory. Even if you're technically twice my power and twice my economy, the AI is clearly not winning the war when it's lost 10 or 11 planets, twice the number of ships relative to me, and my forces are inside of their cultual bounds, organized and clearly able to threaten more land. Not to mention the fact that the AI has no presence whatsoever in any of my controlled territories.
Reply #384 Top
Would like a much larger galaxy, for those month long epic gamers like myself.

Reply #385 Top
I'd really like the ability to see a ship's movement range on the main map. When I click on a ship (or fleet), I'd like to know exactly how far it will go in 1 turn. It's hard to measure by the eye, because it's different lengths depending on how much I'm zoomed in or out. Along the same lines, it would be nice to have an option to see starship range-of-effect on the minimap.

Reply #386 Top
I would like to be able to see a planet's wereabaouts when i am either in the civilization manager screen (where all of your planets are listed) or when Im viewing a planet. just like a blip on the minimap. with 50 plantes or so i get lost on which ones are where, especially the ones that keep flipping. so when im trying to decide who dbuilds what, it would be nice to be able to see, on the same screen the general location of the planet.

I mifght get a message that a planet just joined me, but not knowing where it was i cant decide if i should have it build a warship or a constructor. I usually have to exit the screen, find the planet and then go back to it. But its the same with my own planets. when the GNN telkls me that something is finished being built i 'd like to see where i am in the galaxy.

ALSO, i have never seen anyone complain about this but i can't stand wheni'm starting a turn and im clicking on the GNN screen to give orders to my planets and a flip planet message comes up and im sent to THAT planet, BUT when i try to pick an improvement im really on the previos planet. Does this happen to anyone else? Its like im looking at the planet that just flipped but the game thinks im on the planet i was trying to get to before the message came.
Reply #387 Top
I'm not sure if this has been mentioned before, but I was wondering if it would be possible to create an option that makes your territory a no fly zone for other civilizations. Basically model it after the way Civ IV does it, no other ships can enter your territory unless you have an "open border" treaty. If they enter your space without a treaty its considered an act of war. Nothing drives me crazy like a civ. pulling up to one of your planets and parking a starbase there. I think this will add a whole new element of strategy to the game. Giving you the sense of territorial claim anyway.

Maybe have it as an option like "enforced borders" so if people dont want to play with that rule they dont have to. Again sorry if this has been mentioned before. LoL maybe its already an option and I just dont know about it! O_o
Reply #388 Top
I would like to see an expansion of the tech trade options. I currently play with the trading off just because it seems unrealistic to me that the races trade with each other far to freely, even when they have neutral (or worse) relations. This may just be a perception error on my part, but that it what it looks like to me.
I would like to be able to tweak the tech trade to be able to say no tech trades unless races are in an alliance, or maybe turn individual tech trees off, for instance set it so no weapon techs can be traded. As it is, with trading set to off, the other races rarely seem to research Alliances, which means, even if you research it, you can't create an alliance.
I would also like a way to upgrade the starbases to increase their effectiveness in the late game. Once the races have gotten into the top third of thier research trees the starbases are severly outclassed. You have huge warships with hitpoints 4 to 5 times that of a star base that pack 10 or more times the weaponry. Maybe have the hit points of your bases double for each increase in scale building you research (medium, large, huge) so you would get 40 to start then 80, then 160, then 320. Maybe this is too much, but as it is, they are WAY to easy to kill in the late game.

Reply #389 Top
As it is, with trading set to off, the other races rarely seem to research Alliances, which means, even if you research it, you can't create an alliance.


You can give away the alliance tech to the race you wish to ally with. This also makes that race upgrade your diplomatic status with them.
Reply #390 Top
As it is, with trading set to off, the other races rarely seem to research Alliances, which means, even if you research it, you can't create an alliance.


You can give away the alliance tech to the race you wish to ally with. This also makes that race upgrade your diplomatic status with them.



Not if you have tech trading turned off, or at least my game won't let me do that.
Reply #391 Top
Hmm... don't know if it was already said and I don't care, either.

You should be able to use spies on asteroid bases and on starbases. On an asteroid base, you could try to destroy the most recent upgrade, or just sabotage production. Depending on what starbase, you could hinder the bonuses being provided (Deactivate weapon systems to eliminate weapons boost, raid freighters to cut economic and trade, sabotage mines to stop resource mining, undermine culture to lower influence being spread).
Reply #392 Top
If it's possible, make some of the un-moddable XML stuff, well, moddable. A specific example I have in mind would be the Orbital Fleet Manager--I personally think it's kinda silly to have to spend a valuable tile on each of your planets in order to allow orbiting ships to fight as a fleet, but I can't mod say, the Civilization Capital and Initial Colony to allow it. There's also the fact that you can't create different Starports.

Of course, if that's actually changed, and I just don't know about it, then feel free to ignore my rambling.
Reply #393 Top
Forgive me if this has already been mentioned as it didn't come up on a search and 400 replies are a touch much to read.

I'd love to see a research queue implemented. Something where I can specify a series of research techs and don't have to come back to the queue until after they are completed.

It should of course allow me to change my mind if I so chose, and could be as simple as me clicking on the future tech I want and letting the machine create a research road-map to that tech.

Reply #394 Top
Here's my second idea.

Add a bunch of 'generic' super abilities for creating your own race. For instance, when I make a Minor Race be a playable opponent, I always come up with a new Super ability, for instance:

Super Telepath: Gain research bonus and start with Counter Espionage.
Super Migrant: You aren't out of the game until all of your ships are dead.
Super Swarm: Planets are more likely to convert during war, ground troop bonus.
Super Inventor: If you are behind tech-wise, your research gains bonuses.
Super Rebel: Your planets are less likely to convert and you have higher morale.
Super Prophet: Your planets only need to have twice the influence to convert others.
And so on...
Reply #395 Top
Have we had an update on when to expect the next update?
Reply #396 Top
If that makes sense to you   
Reply #397 Top
Ok this may be a bit far out but its an original idea, (i think).

what about a new twist on trading, AUCTIONS. Say i want a little cash, or techs or whatever. i put up one of my ships, planets , starbases, other techs for auction and it goes to the highest bidder. The bids can be ANYTHING you normally see on the trade screen, including declarations of war i guess. I'm thinking it would work more with unique items, like ships and starbases and planets. Doing it with techs ould just be like trading them, and you could have the same auction over and over, and wouldnt work right.

Sound good? interesting?

I guess it would depend on if the AI can be programed to initiate one. So its not just the human player doing it.

Actually on that note i would like to see the AI initiate tech trading at all. it seems the screen only pops up for 3 things. The want to exdtort money, give you money, or beg for money. I think it would be great for the AI to tell ME what it wants, and make an offer.


this may be more in tune with the next expansion rather than an update. I'd love to see more and deeper interaction with the AI.
Reply #398 Top
I'm not sure if this has been mentioned before, but I was wondering if it would be possible to create an option that makes your territory a no fly zone for other civilizations. Basically model it after the way Civ IV does it, no other ships can enter your territory unless you have an "open border" treaty. If they enter your space without a treaty its considered an act of war. Nothing drives me crazy like a civ. pulling up to one of your planets and parking a starbase there. I think this will add a whole new element of strategy to the game. Giving you the sense of territorial claim anyway.

Maybe have it as an option like "enforced borders" so if people dont want to play with that rule they dont have to. Again sorry if this has been mentioned before. LoL maybe its already an option and I just dont know about it! O_o


You misunderstand (like many, but it is in the manual). There are no borders or 'territory' in this game, beyond orbit of the planets (notwithstanding the inconsistentcy of the UP vote that forces opponents out of your area of influence at the start of wars). It is part of the back story, sort of; i.e. Space is Big.

Those colored lines on the map are your area of cultural and political Influence, where your Influence is above 0 and greater than any other major empire's. They do not denote any sort of ownership or property rights. In effect, it could be viewed as an act of war to try to BAR ships from this open space; it is very anti-social of the Yor to use those suppression fields, threats of mines, etc, to try to slow transit of their AOI as it is. (Hmmm...Yor...anti-social...does not compute.)

drrider
Reply #399 Top
How about combining the Asteroid Mining and the Galactic Resource mechanics in some way? Right now they are very logically inconsistent. Could be part of the promised constructor management upgrade.

drrider
Reply #400 Top

Ok this may be a bit far out but its an original idea, (i think).

what about a new twist on trading, AUCTIONS. Say i want a little cash, or techs or whatever. i put up one of my ships, planets , starbases, other techs for auction and it goes to the highest bidder. The bids can be ANYTHING you normally see on the trade screen, including declarations of war i guess. I'm thinking it would work more with unique items, like ships and starbases and planets. Doing it with techs ould just be like trading them, and you could have the same auction over and over, and wouldnt work right.

Hmm... Auctioning is an interesting concept... but why would you need them? If other races only bid items from the trade screen (everything you mentioned shows up on the trade screen), what's the point? The only value I can see is that they might give you more knowing that another player is too.

But that really is of no value, because each player knows that you might give it to them later. Maybe you should tie in Auctioning with the Korx's super ability (Trader?), and only they can initiate one (or anyone with Super Trader). Or, if you don't want auctions, you could have the Korx ability player know what other deals are going on (For instance, the Arceans rejected an offer by the Drengin to sell their Impulse Drive for 476 BC and Shields, or they accepted. That way, that player can plan their offer accordingly.

Actually on that note i would like to see the AI initiate tech trading at all. it seems the screen only pops up for 3 things. The want to exdtort money, give you money, or beg for money. I think it would be great for the AI to tell ME what it wants, and make an offer.

Really? Sometimes I ask the AI for something, they refuse, and then a few turns later, they ask me to trade it for something else...