A few suggestions.

Science station upgrade for spacestation, bonus to research for planets in sector. Possibly several levels of advancement.

Police patrol upgrade for spacestation, reduce the chances of planets/systems in sector of rebelling.

Cartography(sp) upgrade for spacestation, increases the spacestations sensor/view range.

More weapons research options and configurable ships (this was in the original galciv, right?)

Terraforming and/or hydroponic upgrades to spacestations to allow increased population of all friendly colonized planets in sector.

Possibly tie the upgrades available to the spacestations to tech research items.

On the DGM, allow people to enable/disable/change the proxy settings before it fires up the registration screen. I had to go into the registry to change it.

Galciv is really shaping up :)
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Reply #1 Top
Kvim,

I agree with the Star Base ideas.

Your 4th item has been promised to us for some time in the future during this beta. The people that will have to do it are busy with the planet list and ship list options right now.

There are some Star Base upgrades that are tied to techs. Look at the Star Base definition files (*.SBMODULE) in your Galciv\data directory. You can do this with notepad. For example, "Stationary Turrets" requires "Cold Fusion" for one. There are also some Star Base modules that have other Star Base modules as pre-reqs, for example, "Micro-Fighters" requires "StationaryTurrets" (although I don't think the module prereq code is working - perhaps the supporting code is not yet ready. I have been able to do this upgrade without "StationaryTurrets").
Reply #2 Top
The ability to create a jumpgate, ala Babylon 5, could be another evolutionary track for a Star Base. It could be a single purpose type of Star Base that when a ship moved onto the jumpgate a menu pops up that allows the ship to appear at another jumpgate.

They would be expensive and restricting traffic through the jumpgate would be problematical as I wouldn't imagine a construct of that size would be something one could just turn on and off at a whim.
Reply #3 Top
I saw someone else suggested the stargates so I didn't put it in.

I think that for the stargates you could build it and it would apear next to your starbase (you select which side/angle) and then when you build another you just put a ship into one and a dialog comes up asking which destination you want. Also, I would add the ability to link your network of gates to an allies via the diplomacy menu (althought I haven't tried to ally to an AI player yet and have no idea on how to do so.) Heh, you could even set it up to allow a stargate to be public access (on a per gate basis) and you get a fee everytime someone besides you uses it.
Reply #4 Top
The earlier suggestion was for the Star Base to provide access to a controlled wormhole. Same end result.

The problem with abilities on this level is that while they may be neat ideas to add to the game they may be sorta beside the point once you actually have the tech to create them.

Terraforming is pretty much in that situation at present. By the time you can actually do it you can probably do without it as the game is pretty close to being over.
Reply #5 Top
Hyperdrive is what replaced star gates. Now artificial wormholes would work plot wise but would be too much for the AI to deal with -- i.e. it would make the AI not nearly as good if time had to be taken to handle that.
Reply #6 Top
"Terraforming is pretty much in that situation at present. By the time you can actually do it you can probably do without it "

Magus,

That may be true for some, but I find it not the case. It all depends on ones playing style.

Cheers,

Reply #7 Top
Re: Terraforming

"That may be true for some, but I find it not the case. It all depends on ones playing style."

At least for me, in anything other than gigantic galaxy size, The games I've played so far are very close to being over by the time I have terraforming researched. Lately it's either through an allied win or by having my head handed to me by the AI. LOL
Cheers
Magus
Reply #8 Top
Oh, I know what I forgot. The ability to turn off surrendering. And also the ability to refuse someone surrendering to you. I hate it when I am steamrolling and just want to finish out my tech tree and the computer decides thats a time to surrender.
Reply #9 Top
Should your score count on the metaverse if you refuse a surrender?

Refusing a surrender so you can ground the enemy into the dirt is all well and good, but refusing a surrender so you can maximise all colonies and research the final tech could be used to get huge metaverse. This should be blocked. If races surrender you should win and the score should be fixed at that point. You can play on if you want but the score will not increase.

Paul.
Reply #10 Top
YMMV (Your Milage May Vary). LOL