Nice demo charon2112 [reply #23] more or less what I was thinking except for the revolving effect.
Schaefespeare
Personally I would really like the game to be in 3-Dimensions [4 if you count time] so that you have a framework of 6-sided Cubes with Objects [stars/planets/dust/whatever] inside each cube, although you would need empty Cubes to travel between with starships or accomodate your starport/starbase. Would this ramp up the memory useage almost astronomically ? I'm sure this happened in one of the Beta versions of GC1 or GC2 although it disappeared after just one trial.
Why not try Octagons ? They are more visually appealing and to my way of thinking offer much improved "tile" movement although I've not tried to form an octagonal grid to see if it actually is build-able.
Wer900 it may be fairly easy to do, but it just doesn't sound Fun. I accept that it is somewhat illogical to have production capacity from a planet full of banking and service [Entertainment/Diplomatic/etc.] facilities and virtually no manufacturing capacity except for the justification that all improvements provide employment and so economic activity is thus provided implicitly. Thus GC2 rationalized Economic activity as based on population (a real world causal phenomen
Salivating Sensations ! A week in objective time is a long purgatory of subjective waiting. [e digicons]:'([/e] [e digicons]:time:[/e] [e digicons]4*[/e]
Sorry WER900 but I don't think your ideas here add anything to game-play, I still think the way to improve game-play and the Economics of the game is through an enhanced Trading system as we've discussed in other threads. If you want an economics simulation game I suggest you try the "Patrician" series of games to see how well it does it. I don't want to seem bullying but I think everyone should realise that we are all after a game that plays even better than "Twil
Gaunathor [reply#30] : it wasn't until the "Twilight" expansion that the starport-range mechanic was scrapped, it was definitely there in "Dread Lords". It was also in "Dread Lords" that Starbases were weak. In "Twilight" once you'd completed the tech-tree branches for Weapons and for Defense, then you had some quite powerful weaponry to defend your starbase although the Constructor cost was high. Sorry, can't resist trying to have the last word on this, althou
I don't disagree with having an updated version of resources in space and these being more prominent in game-play, perhaps what I was struggling to identify as an idea was making at least some planets be more valuable because of a Tile/Hex bonus, and now I think about it further, I think these planetary bonus resources should be something Tradeable if the Space-resources are going to enhance things like a speed boost from using them in a more powerful fusion/warp/hyperwarp drive as was st
In Gal-Civs so far Planet Class has only been about the number of useable Tiles [/hexes] available on any planet, plus in "twilight", other info on whether the world was habitable or which Terraforming Tech was needed to make it become habitable. If GC3 takes Planet-attributes further, by having mineable ores/minerals/jewels or a valuable commodity on hexes not just Tile production bonuses, then all well and good, especially if this will give you some sort of bonus in the later game.&
Okay, there's enough of you that like *Influence* as it is in GC2, so I accept that it won't disappear in GC3 but I will always turn it off when I play however much it's improved. That is unless it becomes Trade based as espoused in the other thread [and this one?]. Think I'll have to start another thread for my ideas and those collected from other contributors & threads that I agree with before this thread gets too off-topic from the original post, sorry abo
An idea I posted in another thread Which also belongs in this thread : . . . starbases were frequently used just to expand the travel distance for discovery and trade benefits. Personally I'd like to see the whole Influence mechanic scrapped and the Trading system overhauled and enhanced, at least enough so that the above objective could be achieved with a *Trading Starbase* [built from constructors of course). Then you could , say, trade with plan
Having read all the above, I still think this area of the game, "Influence", and its corresponding Influence Victory, is inevitably badly implemented in the Game and should be completely scrapped wholesale. The whole political versus cultural borders dispute is then resolved in favour of political borders being based on a specific number of Hexes around the planet you colonize. yes I'm canvassing for support of this idea and trying to Influence the way the game develops with
From Gaunathor's reply#23 ref. Quoting Schaefespeare, reply 22 yet you're gonna want to add all the defensive Military modules to protect this investment, so it becomes a very costly investment for a very limited payback. Why would you do that? From mid-game on, starbase defences in GalCiv 2 were a complete waste of resources. You&#
Reply #11 [Lucky Jack : "I can see some scraps of good ideas in here but when you talk about scrapping the influence mechanic you mustn't forget that you are talking about scrapping the entire Influence Victory mechanic." Well, so be it. If it's not a good game mechanic why shouldn't it be scrapped ? Especially when, even though disabling it at game start-up, this doesn't stop the AI from deploying the strategy and tactics of
In comment on Reply#18 Guanathor, yes I concede that I may have it wrong about Influence starbases not being aggressive, but, in terms of GC2's Twilight, building an Economic Starbase out in the middle of nowhere just to get a partial use [being able to increase trade revenue when a tradeship is within its area of effect] is a wasted opportunity because you're not going to need any of the Economic enhancement modules for increasing production/wealth/science output for a non-existent n
So nice to be right for once Wer900. Please expand on your ideas of *citizen culture/loyalty/race* so that I can understand them better and explain how *influence* being planetary based, will travel along trade routes or what effect you are seeking to achieve. My idea of *Trading Starbases* needs enhancing by being able to upgrade them with Constructors and Technology that enables them to expand their reach to trade with additional solar systems and expand the ran
Cursor Keys option sounds best at the moment, I'm sure I'm not the only one appreciates the advice/feedback.
An idea I posted in another thread Which really belongs in this thread : . . . starbases were frequently used just to expand the travel distance for discovery and trade benefits. Personally I'd like to see the whole Influence mechanic scrapped and the Trading system overhauled and enhanced, at least enough so that the above objective could be achieved with a *Trading Starbase* [built from constructors of course). Then you could , say, trade with pl
Personally I always found that an "Influence Victory" was too easy and ended the game before I was ready to stop playing, I always disabled it at game start-up. I had to resort to building cultural starbases in games to halt and reverse the cultural growth of other races. The thing this thread seems to miss, is that starbases were frequently used just to expand the travel distance for discovery and trade benefits. Okay, if the United Planets Forum passed the resolution you
I couldn't disagree more with everything in this thread other than If we have to put up with Random Events (which you could always turn off in GC2) they should be more varied and generally more beneficial and Fun. I like to win and I don't enjoy Masochistic games and I should be catered for even if I'm in the smallest of minorities please.
There is No edge scrolling, which I miss. Manouevreing about is by left-clicking and Holding down on an "empty" space hex and then dragging away from where you want to go. This current mechanic is too much of an RSI risk to me.
For the benefit of Erischild amongst others, I have changed my view somewhat on the Eye-candy factor. To wit, quoting my own "My Feedback" thread : I was very unimpressed with the planetary combat viewer when you invaded in "Twilight". If anything needs better visuals and graphics where you're a part of the action, this is it. I want to be a trooper landing on the planet, making tactical decisions that your troops can carry out, e.g. capturing the Spaceport as we
So having played the game some more, on a "large" map, researched all the War Techs, quite a few Research Techs, Farming Techs, etc. but not all the Defensive Techs [why are the latter in the Diplomacy section ?], I've found that you can conquer the opposition with fully loaded standard Transports without any difficulty and just a check box type acknowledgement that the planet is now yours instead of any battle mechanics and straight into the planet infrastructure screen and choices. 
I really like Reply [MichaelCoenen] #45's ideas and would love to see something along those lines implemented because late-game always becomes somewhat boring just churning out stuff, this is true of all games. The only thing I would Query is the idea of making Black Holes to live in; as I understand the science, they're just exponentially strong Gravity Wells where everything just turns to energy that can't escape, I've always thought of them as h
I was trying to link to allie-cat's reply#23 so that for those that wish to compare the Alpha Centauri remake "Beyond Earth" they could use the following link to check out the article on the competition and what it includes in what sounds like serious Beta stages : <a href="http://www.pcgamer.com/2014/04/12/civilization-beyond-earth-interview-everything-you-need-to-know-about-the-new-factions-aliens-technology-and-more/?ns_campaign=article-feed&ns_