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Suggestions 1.03

Suggestions 1.03

New sticky thread. What are some things you'd like to see put into Galactic Civilizations? Thanks!
8,547 views 238 replies
Reply #226 Top
IMMIGRATION ROUTES! That would be nice... LOL

It can be similiar to trade freighters, but more like a spaceport. Have immigration between alliance races and minor races. You can like generate tax money, and there could be like a new modules for starbases too.. ;p
Reply #227 Top
IMMIGRATION ROUTES! That would be nice... LOL

It can be similiar to trade freighters, but more like a spaceport. Have immigration between alliance races and minor races. You can like generate tax money, and there could be like a new modules for starbases too.. ;p
Reply #228 Top
IMMIGRATION ROUTES! That would be nice... LOL

It can be similiar to trade freighters, but more like a spaceport. Have immigration between alliance races and minor races. You can like generate tax money, and there could be like a new modules for starbases too.. ;p
Reply #229 Top
But what do you think about IMMIGRATION ROUTES ? ;)

Elrikk

~SDC~
Reply #230 Top
Ummm... looks like someone got too happy with the submit button.

...He wouldn't be a Drengin, by any chance?

Damian

~SDC~
Reply #231 Top
Cultural takeover of a cilization should only happen at peace time between the two.

Not when thay are at war! Thay just lost friends and family to the enemy thay are not going to consider thair way of life untill the war is over.

P.S. I have loss many games while my cilization was millitarly beating the enemy when my civilization decided to join the lossing enemy.

For a millitary play style this can be faustrating.
to see my WAR PARTY turn angellick and for get there pain.

Still my favorite game. :)
Reply #232 Top
I'd like to be able to specify particular areas of espionage and destabilization. Typically, espionage nets some interesting, but sometimes useless info. The ability to focus efforts on obtaining technologies from other races may be invaluable.
Addtionally...One of my favorite features of past versions was negotiating individual trade routes with other races. You could REALLY exploit your greater advantage at diplomacy in this area. The only problem was sometimes you had so many routes that it became a nuisance. So...How about negotiating each route unless you assign a Trade Governor to oversee the negotiations? Sounds cool to me. :p
Reply #233 Top
IMMIGRATION ROUTES! That would be nice... LOL

It can be similiar to trade freighters, but more like a spaceport. Have immigration between alliance races and minor races. You can like generate tax money, and there could be like a new modules for starbases too.. ;p
Reply #234 Top
Someone may have mentioned this before - I didn't go through all ten pages to read others suggestions - but I would like to see a change to research where the left-over research from your last researched project is applied to your next project instead of being discarded. I think it's here more than anywhere that the micromanaging becomes more of a chore than fun. If the leftover research would be applied to the next item, we wouldn't be trying to move the research slider to the "sweet spot" to avoid over researching every time we change research projects.
Also, when I have a project on a particular world (say my others have nothing to build) I still have to move the global slider up to build on that one world. I'm not sure of the mechanics involved, but I feel that somehow, some way, I'm loosing alot of production. Am I loosing production on all the other worlds or is all of the production being focused on the one world actually building something? I feel it would be better to focus all production (be it military or social) on any planets actually building rather than spread it out equally. For example, if I have 11 planets but only 5 are actually producing, I think that if I have set a slider to 50%, then those 5 planets should get 100% of the aggregate global production generated (you could make an argument that any planets not producing only export 50-80% due to inefficiencies in production being exported - maybe create new technologies that affect exported production).
A thought to expand on the above would be to provide one or three governers at our disposal that handles the sliders (as an option). We could set broad goals (keep morale at >80% or higher, research as quickly as possible without bankrupting, etc...) and just let the governers control the sliders. The gov would be able to micromanage the sliders so that excess research wouldn't be lost (or better yet, even if there is some leftover, it would be applied to the next project). This would be of immense help on a maso level where this is what the computers are doing and instead of outstrategizing them you have to outmicromanage them. Again, maybe introduce new technologies that affect the efficiency of the governors.
I did read before about zooming the play area - that would also be a welcome change. I'd love to be able to see more play area.

I know this rambled a bit, but I believe all of the salient points are there. :)

Exarch

~SDC~
[Message Edited]
Reply #235 Top

Cultural power is to strong in the game.

You can not win a tech,war,or alliance victory without constantly upkeeping cultural or you may lose your solarsystems.

Cultural victory requiers no other constanct upkeep.

If cultural power was reduced about 50% it may not over shadow the other THREE PATHS.
Reply #236 Top
I am getting really frustrated trying to figure out population demands. There is no indicator that moral is dropping due to overpopulation! And I don't know how I can fix it (should I improve morale, or improve planet quality?) This is adding too much guesswork to an otherwise deep stratagy game. Any help here? It would be nice to have an indicator on the planet that would help here.
Reply #237 Top
1. I'd like to be able to click on a fleet without cancelling its orders, and have a visual indication of the fleet's current go-to orders.
1b. In a similar vein, when I select a ship from the ship list, if the shipo already has movement orders, it automatically carries them out without allowing me to actually change or reevaluate those orders. That's just terribly frustrating. I've lost planets because of this -- all I'd have to do is retarget the ship to destroy a transport I just spotted, but when I actually select a ship within range, it moves before I can actually retarget that ship.
2. I'd like to be able to click on an enemy fleet before I give my fleet its orders. I'm not sure why, but sometimes the interface doesn't allow me to do this. (It's always helpful to see what's in an enemy stack before deciding if you should attack it).
3. It would be great if you could add 'autoattack' to ships with any other orders, but be able to set a threshold distance for that autoattack. In other words, I don't want my ships running pell-mell across the half the galaxy trying to catch a lone freighter, when it would be best to keep the ships patrolling a specific area.
4. I'd like to prevent multiple ships with auto=survey from being able to target the same anomaly. Currently, if you build more than one survey ship, due to the pseudo-randomness of the auto=survey command, you end up with a huge train of survey ships, even when you have remaining anomalies scattered all across the galaxy. If people really like this (don't know why they would) you could make it an option.
5. I'll have to second the auto-explore for scouts (and sensor Drones, of course).
6. I'd like to be able to more easily spot unexplored and partially explored sectors on the sector(?) map
7. You should not be considered a member of the United Planets before you have universal translators (happened to me in one game). I'm not sure if this is a bug, or intentional, but it just seems kind of wierd that I can vote on an issue that by all rights I should not be able to read or understand.
8. How about the ability to propose issues for the Unitied Planets? This is kind of like Alpha Centauri, where different techs gave you the ability to propose certain things for vote, but you were limited as to how often you could propose a particular issue, or any issue for that matter.
=Haldur

~SDC~
Reply #238 Top
I don't know if this was mentioned above...I didn't read everything in all honesty.

I'd absolutely love the ability to rename ships!

~SDC~