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Suggestions for GalCiv II

Suggestions for GalCiv II

Seeing the survey asking for what gamers wanted most in GalCiv 2 I thought it might be interesting to start a post that might serve as a kind of suggestion box for changes or new features in GalCiv II.
The things that I myself would like to see most are:
1) A much more in depth management of the individual planets. Maybe being forced to deal with polution on an individual planet, much more of the ethical choices (although they should be less obvious than good, evil, and neutral (this is by no means a criticism on the current system, I like it very much)). Planet invasions could consist of some kind of mini stratagy game taking place on the planet (similar to the total war series, where the battle map is real time and you control the unit squads).
These features should also be able to be handled by the AI (for the more casual gamer).
2) A life-like economics system with actual supply and demand, demand pull and cost push inflation. Recessions. The amount of exports and imports depending on the value of your civ's currency. There should also be options to set fiscal and monetary policy (fiscal being changing taxes and gov't spending, and monetary policy is the actions of the Fed.) On importing and exporting, I think the player should be able to make actual goods that they can trade with the trade ships (but also consume). That way you get specializations in trade advantageous to both parties, making war more economically damaging than it already is.

Sorry for the long story, but I hope it will serve as an intro to a long list of replies.
3,582 views 114 replies
Reply #101 Top
I've got a few suggestions, actually. I'm just getting back to the game after a LONG hiatus from 4X games in general (this being the only one I play now).

Gameplay Suggestions:

1. Ship customization -- by this, I mean FULL customization. Hull design (graphically speaking, I mean -- not that it'd have an effect on performance), weapon/equipment loadouts, color schemes, etc. Maybe even coloring of your weapon effects and such (that might be a bit much). In terms of the graphical hull design, I'd recommend that the game switch to full 3D models for everything, and that the ships be modular in nature. IE: you could pick a particular overall style, then within that style, select how you wanted the individual parts to look. It's a little out of left field, but City of Heroes (MMORPG where you play as a superhero, if you haven't heard of it) has an incredible character designer that allows for serious customization, all because it's modular and has a WIDE palette for color choices (and each individual piece can have its own primary and secondary colors, as well as individual paint designs, etc.). So, in addition to the actualy "Choose your weapons/armor" stuff that has been a staple since MOO1, I'd say let players seriously customize the look of their ships.

2. Fleet battles -- I know, this one's a tricky one for players, and some are pro and con on this. I'd like to see it added, personally. I'd give players control options, though. You could micro-manage each ship's maneuvers, weapon usage, shield levels, etc., or you could take a more macro-approach where you group ships into squadrons, issue general orders and/or formation orders, and fight the battle that way. More on this in the mechanics section.

3. For those who want REAL micromanagement, a resource/supply logistical spin to the game. IE: some planets are designed well for farming, others for industry, others as a mix. This could be incorporated into a "colony style", complete with specific governor types.

So, for example, your home planet is a "do it all" kind of planet. You then settle a planet that has great agriculture, but lousy mineral resources. Congrats. Your empire has a breadbasket. This planet then acts to supply the next planet you colonize, a Siberian frozen rock of a planet with no agriculture whatsoever, with food. You have to establish supply lines between your planets and protect them. As your game progresses, you could develop technology to help this (IE: jumpgates/controlled wormholes), etc.

This could have SERIOUS implications on gameplay -- including having different planet types benefit different races in different ways. IE: the Yor Collective is entirely mechanical, so worlds with great agriculture are worthless to them. Instead, they crave worlds with high mineral counts AND that orbit certain energy-rich suns. Torians, on the other hand, might prefer aquatic worlds, etc., etc., etc. Basically individual races would have different basic resource needs.

This would have military implications as well. If you find the Dregin "breadbasket" planet, but lack the transports/ground troops to take it, you could blockade it with a fleet, thereby cutting their food supply. Or, if they have a particular mining center of a planet, blockade that planet to close off food from going in, and mineral resources for the rest of the empire from going out. Incidentally, just because a planet harvested a particular resource in one location wouldn't necessarily mean it'd be the manufacturing location.

Finally, trade/economy-wise, this could have a major impact. Let's say the Torians are at war with the Dregin. Their breadbasket planet has fallen, but you, their loyal ally, have decided to support them with a lend-lease system whereby you provide them with regular shipments of food (assuming you've accumulated the right resources, of course).

4. Espionage -- I haven't played with this much in the game, but in general, the espionage system has seemed somewhat overlooked (along with destabilization). I'd like to see it be more useful and able to be controlled more precisely. IE: for destabilization, give players the ability to engage in sabotage, industrial espionage, theft of military secrets, etc. Let players choose how to allocate resources to this effect, or pick which type of mission they'll run.

Mechanics Suggestions:

1. Make the game customizable. For ALL of the additions/options, let players opt-out. IE: if you add fleet combat, let players do it the old way -- where they group their ships and just let 'em slug it out. Or let them micro/macro-manage the battle. When Civ2 added health bars to units, they let you fight the old way still (IE: units either were destroyed or not -- no health bars). Same goes for ALL of the overall systems. If you implement a resource/world-type system like what I suggested above, let players opt-out of having to deal with the hassle of feeding the empire and managing supply lines. I don't just mean "assign an AI governor" either. I mean let the rules allow you to COMPLETELY opt-out. Even do this for spaceship customization. Let players either opt-out of the customizing game, allow the computer to auto-assign designs, or micro-manage the designs as they see fit. WHATEVER gets changed, let people have the option to play "classic" rules, just with some of the new bells and whistles (IE: techs, races, etc.).

2. Auto-turn options. IE: allow players to let the game run automated until event X happens. Allow players to que up building tasks. Yes, it's very MOO2, but so what? Civ3 used a system like this too, and they're made by totally different companies. I remember when I considered MOO1 Civ in space. It was still fun. If it works, don't be afraid to use it just because it's "too close" to some other game. The key questions should be "is it fun, does it work in this game with all the other stuff we have, and do we have the capacity/time/funds to include this feature?"

3. I realize that the game is NOT a combat oriented game (if folks want that, there's the old Battleground series, and Steel Panthers World at War for turn-based combat). However, to the extent that it is included, it'd be nice to see some options for tactical depth. As it stands, it's really more of a "whose ship is tougher" question. Much like the original Civilization. You may get a lucky roll, or you may lose out and be destroyed. But pretty much it's attack an enemy unit, watch a .25 second animation, and combat is over. Again, I STRONGLY urge that this be an OPTIONAL portion of the game, but I'd like to see more depth all around in terms of combat. The ship-to-ship combat could be done tactically, ship-to-planet/orbital combat could be done tactically, and then ground combat could have a slight tactical phase as well, perhaps consisting of deployment, one or two orders phases, and the end of the round. Ground combat could last until the enemy surrendered (which, with certain races, might yield different results -- IE: Altarians spare them, Dregin eat them, Yor Collective enslaves them, etc.), or was destroyed.

Actually, you could skip the actual combat tactics, and develop ground combat in an entirely new (at least to me) way. The same level of ship customization that you could permit (as I describe above) could be applied to ground combat and all combat units. Outfit certain units with certain types of armor, weapons, gear, etc. Assing specific roles to troop types. Then, sub-divide military production into Space and Ground military production. You could opt to channel all military production to your space line, or to your ground line, or split and build both. Then use your intel to determine the enemy's strength, what type of world they live on, what kind of fighting there'd be, and deploy accordingly.

So, for example, let's say your enemy is on a pastoral world with wide rolling plains. You'd want a combination of ground units with speed and ground units with good range and sensors, since vision would be largely unobstructed. You could send a transport with tanks, jetpack and hovercycle troops, and general assault troops (and some artillery for good measure). Or, the world you're attacking is an urban world with dense cities. So, you'll want to leave the less maneuverable tanks at home, and bring in your close-combat troops. Ground combat would play out as it does now (largely by the numbers), but you'd have more tactical input on the front end by designing and determining which units to employ in a given planetary assault.



Anyway, sorry for the Russian novel of a post there, but those were just some ideas I came up with. Whaddaya think, sirs (and madams, if you're out there)?
Reply #102 Top
Allow players to que up building tasks.
End of quote

Isn't this already in the game with governor and the option no to go to planet when governor finish a social imporvement and go to the next?

But pretty much it's attack an enemy unit, watch a .25 second animation, and combat is over. Again, I STRONGLY urge that this be an OPTIONAL portion of the game
End of quote

Isn't there already an option for desactivating all the nifty graphics in space combat?
Reply #103 Top
As far as the governor goes, I wouldn't know, since I never use governors in games like this. Ever. I'm talking about where I specfically say "Build the following ships in the following order, and at the same time, build the following social projects in the following order."

What I was getting at with the "I strongly urge that this be optional" comment was that the modified combat system (where you actually fight fleet battles and such) be optional. Not the graphics. Though, hey, they should be (and are) optional too. :)
Reply #104 Top
As far as the governor goes, I wouldn't know, since I never use governors in games like this. Ever. I'm talking about where I specfically say "Build the following ships in the following order, and at the same time, build the following social projects in the following order."
End of quote


The governors in Galciv allow to define build queue at empire level for social improvements. You should try it. You have 4 available governors, and each planet has Ford as the default governor.
Maybe you should try them :)
[Message Edited]
Reply #105 Top
Maybe. I'm a little gun-shy about governors in games like this.

Anyway, I'd say the biggest three issues I'd want to see are:

1.) Option for customizable ships/units

2.) Option for more tactical space combat

3.) Meaningful resource/planet-type system, with specific and unique ramifications for each race.
Reply #106 Top
I'm a little gun-shy about governors in games like this.
End of quote

Well, I guess it depends on what do the governors in the different 4X games. In Galciv, they are just a building queue. They have no initiative.
Reply #107 Top
If there is fleet combat then how about having admirals, commanders, and captains (also generals for ground combat) that command your forces when you are not actively commanding them and give bonuses to the forces they control. If you have low morale and loyalty then they could mutiny.

Also, since anstroids couldn't cover an entire square they could be in the fleet combat.

3. For those who want REAL micromanagement, a resource/supply logistical spin to the game. IE: some planets are designed well for farming, others for industry, others as a mix. This could be incorporated into a "colony style", complete with specific governor types. So, for example, your home planet is a "do it all" kind of planet. You then settle a planet that has great agriculture, but lousy mineral resources. Congrats. Your empire has a breadbasket. This planet then acts to supply the next planet you colonize, a Siberian frozen rock of a planet with no agriculture whatsoever, with food. You have to establish supply lines between your planets and protect them. As your game progresses, you could develop technology to help this (IE: jumpgates/controlled wormholes), etc. This could have SERIOUS implications on gameplay -- including having different planet types benefit different races in different ways. IE: the Yor Collective is entirely mechanical, so worlds with great agriculture are worthless to them. Instead, they crave worlds with high mineral counts AND that orbit certain energy-rich suns. Torians, on the other hand, might prefer aquatic worlds, etc., etc., etc. Basically individual races would have different basic resource needs. This would have military implications as well. If you find the Dregin "breadbasket" planet, but lack the transports/ground troops to take it, you could blockade it with a fleet, thereby cutting their food supply. Or, if they have a particular mining center of a planet, blockade that planet to close off food from going in, and mineral resources for the rest of the empire from going out. Incidentally, just because a planet harvested a particular resource in one location wouldn't necessarily mean it'd be the manufacturing location. Finally, trade/economy-wise, this could have a major impact. Let's say the Torians are at war with the Dregin. Their breadbasket planet has fallen, but you, their loyal ally, have decided to support them with a lend-lease system whereby you provide them with regular shipments of food (assuming you've accumulated the right resources, of course).
End of quote

I think this is a great idea, Solo4114!


[Message Edited]
Reply #109 Top
A few things I'd like to see:
1. An option to watch a game back, to see what the AI did to defeat you. (Might to take up large space on the HD). Also, people could exchange videos of their glorious victory. ;)
2. Higher pre-game customization. For instance, set that the Drengins will be pacifists. (That may not work with the AI, but if the idea of multiple AIs is used, the idea becomes more feasible)
These are not issues I'd mind if they were left out but I would like to see them.
Reply #110 Top
Well, I guess it depends on what do the governors in the different 4X games. In Galciv, they are just a building queue. They have no initiative.
End of quote


Then where is the military build que/govenor?
I know 4 militarry govonors would not be much use, but let us que up a few ships to build on a given planet.
Reply #111 Top
Re: the "See what the AI did/what I did to win" thing, don't the logs cover that? Or do you want a specific video playback? Or maybe, like, an ability to watch chart progression, and focus on a particular event to watch it replay?
Reply #112 Top
I more would want a general video playback, with adjustable speeds and charts, thus giving the ability to watch the game progress, while charts could be opened and closed showing various statastics, plus the ability to either watch it all or see what a certain player could see.
Reply #113 Top
Interesting feature, but I'm not sure if they'd develop it, given time/budget constraints. I think CivIII had a feature similar to this that let you watch generally how the game progressed, turn by turn, but only at the end of the game, and only that one time.
Reply #114 Top
I more would want a general video playback, with adjustable speeds and charts, thus giving the ability to watch the game progress, while charts could be opened and closed showing various statastics, plus the ability to either watch it all or see what a certain player could see.
End of quote


I like this idea, I played a game Called Global Conquest which had this feature. After a 2/3 or 4 player game we would watch the video to see how each persons strategy played out. We would critique the strategies, lots of fun.