Noncontrovertial gameplay interface improvements
from
Stardock Forums
Here are some gameplay interface improvements for Galciv. Except for 5 and 6, everything I'm going to post here is something you can already do manually, most people would do, is easy to implement, and nobody would argue against having. It just saves tedium.
1. If a stack of ships is with the terror star, and this stack does not include troops, the terror star should destroy the planet rather than the stack of ships attacking. Currently you do this by leaving the ships behind 1 sector, then using the terror star, then putting the ships back on to protect it. If you want to count for the unlikely event that someone would want to attack with ships, show a popup (terror star / ships).
2. On the diplomacy screen, allow right clicking on trade goods to see their description the same way you can technologies.
3. On the diplomacy screen, show the $ amount that that technology could be bought for. You can already do this simply by moving the bar and adjusting the # of turns. I do this to get an idea of the relative value of a tech so I don't waste time. For example, on the highest AI value the AI won't sell Dreadnought for even $50,000 so I won't waste time putting in the list of technologies I want to trade for. Similarly, show the $ amount that that race values each of my technologies.
4. Show a yes / no pop-up for redundant builds. When you start a new build, show the popup for:
Building a one per race / galaxy / sector already.
(You know that) another race is building a one per galaxy already.
5. On the economy screen, under research, allow some way show how many turns remain to research your current tech. Otherwise, you just drag the slider 5%, check the # of turns, drag 5%, check the # of turns, etc. This may be the only suggestion here hard to implement because there is no easily pretty way to show that. Perhaps a tooltip?
6. Have the combat algorithm take into account missiles. Right now it only adds defense and attack. However, a missile with 1 HP and 1 defense is not the "best defender" even if it has an attack over 250, because it never gets to use that attack value.
1. If a stack of ships is with the terror star, and this stack does not include troops, the terror star should destroy the planet rather than the stack of ships attacking. Currently you do this by leaving the ships behind 1 sector, then using the terror star, then putting the ships back on to protect it. If you want to count for the unlikely event that someone would want to attack with ships, show a popup (terror star / ships).
2. On the diplomacy screen, allow right clicking on trade goods to see their description the same way you can technologies.
3. On the diplomacy screen, show the $ amount that that technology could be bought for. You can already do this simply by moving the bar and adjusting the # of turns. I do this to get an idea of the relative value of a tech so I don't waste time. For example, on the highest AI value the AI won't sell Dreadnought for even $50,000 so I won't waste time putting in the list of technologies I want to trade for. Similarly, show the $ amount that that race values each of my technologies.
4. Show a yes / no pop-up for redundant builds. When you start a new build, show the popup for:
Building a one per race / galaxy / sector already.
(You know that) another race is building a one per galaxy already.
5. On the economy screen, under research, allow some way show how many turns remain to research your current tech. Otherwise, you just drag the slider 5%, check the # of turns, drag 5%, check the # of turns, etc. This may be the only suggestion here hard to implement because there is no easily pretty way to show that. Perhaps a tooltip?
6. Have the combat algorithm take into account missiles. Right now it only adds defense and attack. However, a missile with 1 HP and 1 defense is not the "best defender" even if it has an attack over 250, because it never gets to use that attack value.