Frogboy Frogboy

Suggestions

Suggestions

Have an idea or a change to the game you'd like to see? Let us know and we'll take a look at it.

Suggestions should be things that don't fundamentally change the scope of the game or require immense levels of development time.

We'll be monitoring this thread.
23,832 views 689 replies
Reply #101 Top
When I press "space" on a ship, this shouldn't use up all of its movement, it should only set a "don't bother me with this ship again this turn" flag on it. That way, if I change my mind later in the turn, I won't have ruined any chances of using that ship just because I wanted to skip it.


~SDC~
Reply #102 Top
I'd like to be able to zoom out on the main map so that I can see four sectors (or 16) at a time. Apart from that, well MORE. More ships, more tech, more of everything really cos it's great and I want MORE MWAAAHAAHAAHAA

~SDC~
Reply #103 Top
At start of turn, when I get cycled through everything that's built something, each planet screen I get should tell me what was built there that turn.


~SDC~
Reply #104 Top

1. Add some Beginner Money Helper option that gives pop up advice on how to better manage your finances and/or gives you special events that give you extra money if you are playing a simple level game.

2. Add more random fun events (maybe an option)


3. Allow some way to call the galactic council to
meet or meet emergency meeting and have you able to propose things.


that's it.

-Doug

Reply #105 Top
On the map in the Domestic Policy/Trade screen, it should display the sector coords of the sector your mouse is hovering over. It can be a tad difficult to see which sectors are being entered by trade routes.


~SDC~
Reply #106 Top
This has been mentioned in another thread,
but I would like some consequences to be associated with the selling of planets; your people will not like you much if you sell their kin away. It should filter
into the ethical dilemma as well; would you rather pay cash, or give up a star system. More so, if you decide
to give up a system, there should be some evacuate your people option, and compensate them (it would be more expensive, but the ethically right thing to do if you wanted to give up a star system)..
Reply #107 Top
In the planet screen social production list, there should be an indicator on those wonder-type projects that are already being built by another of your planets.


~SDC~
Reply #108 Top
I have a few suggestions. If some are implemented, just let me know.

1. Allow a zoom/mooz on the main map. It's nice at first to have everything so large so it's easy to tell what's what, but I find myself wanting to see more of the galaxy at a time, rather than having to scroll around so much.

2. Have an 'all planets' screen, with filters available by 'class', 'colonized' or not, 'in system with colonized planet', etc. I forget where the planets are I'd like to colonize, and I don't like searching around for them.

3. Have a colonized planet summary screen that includes income and payments, research, military and social production, etc, sortable by all these values. The current summary doesn't show all these things. Also, it's a pain to scroll through all the sorting options at the top. A drop down list would be much more convenient. If possible put the list in the main screen such that each planet takes up more horizontal but less vertical space, allowing more planets to be seen at a time per screen.

4. Being the micro-manager I am, I like to know such things as how planet class affects max population, pop growth, etc. Similarly effects of morale and growth rate. Same comments for spending on espionage and destabilization. About how much should I expect to spend to achieve what results? What other variable does it depend on? How is a planet's income determined, ie the base amount which I tax? I'm not asking for the exact equations, which probably depend on quantities I won't know as a player, just some idea.

5. The tech picker screen shows advances and projects possible with a particular advance. These lists should be hot-links to tell you what these things do.

6. Military project build queues.

7. A planet seems to remember that you partially built a social project, but switched before it was finished. Some %complete indication might be helpful in the build pick list so you can get back to it later.

8. The initial registration window of SDC has a place for a 'nickname'. I first put 'Bill', but it kept giving me an error with no reason. I tried a similar thing on the website, and got the more informative message that 'Bill' was already taken. I removed the nickname and all was fine. You should state that the name or nickname must be unique, and say that that is the problem if it occurs during registration of SDC.


I've just started one game (kept me up till 2:30 last night!), and I think I'll like it a lot, but I often feel like I have to work hard to get the information I need to make decisions. I'm confident that this will improve with time, and hope my suggestions work toward that goal. Thanks!

Bill


Reply #109 Top
Here's some prioritized suggestions

CRITICAL
The way "auto pilot" and "Find"/TAB key currently (don't) work is a huge barrier to enjoying the game. Sometimes ships on auto pilot move, sometimes they don't, there's no way to figure out why that I can tell. Hit "TAB" and you get a beep meaning all ships have moved--then look at the ships and you discover half the "autopilot" ships have not moved and you simply don't know when or if they will decide to do so that turn. The "MENU" seems to have an option affecting autopilotted ships but it is completely undocumented and has no clear effect on this problem. So every darn turn I just manually check/move each ship, a big disappointment in what otherwise appears to be a fantastic game. All I want is to be sure that my autopilot ships will indeed autopilot!

EXTREMELY DESIRABLE

A list showing all explored but uncolonized planets, rankable by planet quality

Some economic incentive to put a planet to "nothing" production

A way to change the map colors associated with each race (to help us colorblind folks distinguish them better)

WISH LIST

A way to view a full-screen galaxy map

A clearer representation on the mini-map of the area of unexplored fog--the starry background may be pretty but conveys that information very raggedly and indistinctly (poor contrast)

Larger resolutions (I've got a 21" screen, let me use it!)

WOULD BE NICE

Display the version number on the main screen--as far as I can tell there's no way to confirm what version you're using
Reply #110 Top
When a resource is first spotted, it is put on the map and remains there even when obscured by fog of war. If an AI builds a base on it, the resource disappears from the map and you can't see the base because it's in FOW. When you drive by it, revealing it, the base is visible just so long as you can scan it and then disappears again as it reenters FOW. It should either:

1) Display the resource symbol when the station is in FOW _or_

2) Display the resource symbol until you first spot the station, then display the station even after it enters FOW, but while in FOW, the station graphic and details won't get updated by the station growing/moving/being destroyed.


~SDC~
Reply #111 Top
1) A place where I can see all my empire-wide bonus, including where they came from (ie civ picks, resources, anomolies, etc).

2) Govenor-specific sliders to spend extra money on their projects, or maybe have the sliders override the main ones so that a govenor can specify less spending. Planetary sliders would just drive me crazy if I needed to futz with the tax rates or spending in order to correct a budget/morale problem.

3) A way to know if/how much we're wasting by having empty production slots, so we can decrease the sliders (asuming that X% of our money isn't wasted because X% of our planets have empty production slots).

4) More time in the day to play :)

I'm sure I'll have more suggestions, but this should be all for now.
Reply #112 Top
I do want to add to all these suggestions that I really appreciate the great work you guys have done on this game so far. I love having many options and choices that are hard to make, and I've laughed quite a few times so far at some of the text.

Your commitment to the one-year support and continued development of GalCiv was a deciding factor in my purchasing the game. Thanks!

~SDC~
Reply #113 Top
Another $0.02

Right-clicking on one of those "ship completed" messages in the bottom right should take you to the system, but *not* open up the planet's build interface. Perhaps even automatically un-orbit the ship concerned. This would speed up the 'manual de-orbiting' procedure immensely, while still preventing the undesirable side-effects of auto de-orbiting.

An option to display the names of *all* systems under their star, not just inhabited ones.

Increase the AI's evaluation of the worth of loaded transports. They seem to give them away far too cheaply right now.


~SDC~
Reply #114 Top
I think something interesting that could add a lot to the game are nebulas. They could be randomly generated on the map and have different properties. Examples

1)lower the defense rating of ships while they are in it
2)subtract hit points while a ship is moving through it
3)lower the scan range on ships in it
4)hide planets that could be 'detected' once better sensors are researched.
5)terror star has a chance to create one when used

I think they would add(more) statagy to the game... do you fly you're ships through a certain type of nebula even though they might get damaged... surprise attacks by hiding ships in a nebula... later in the game colonization race when the planets 'hidden' by a nebula are revealed, ect.
Reply #115 Top
I would very much like to see the morality check special events a little more balanced. Just because I'm a power-gamer, doesn't mean my race is "evil". I understand bieng good has it's own benefits on a meta-level, but as it stands now I must always take a hit to choose good, while the evil path almost always provides significant benefits. Role-playing in a universe where I'm the good guys against evil aliens doesn't seem like a plausible way to go, as I get big penalties, for no diplomatic benefits. At least SOME of the events should give a bonus for choosing the good path, or be balanced so the evil choice would immediately benefit an evil empire, while the good choice benefits a good empire, like a military bonus for evil, but a morale or pop growth bonus for good. This can probably be user-modded, but as I just got the game yesterday, I don't know where to get the info for doing it.
Reply #116 Top
When you set a Survey Ship to "Sector Sweep" it should automatically explore all non-wormhole anomolies.

CW
Reply #117 Top
I'm a complete noob, but thank GOD this game came along on the heels of the horror that is MOO3.

I have only just started playing, but I have two suggestions. The first is pretty trivial, but necessary I feel.

1) A .pdf download or something similar that shows the tech tree and all of it's links to one another. I've not been able to find one. The way it's displayed on the screen is certainly informative, but feels cramped.

2) The ability to custom design ships. This may be bey9ond the scope of the game and/or require too much development to make real, but I feel this is a staple of 4X space games. At the very least, you should have to upgrade current ships to the latest weapons.

3) The Capitilization idea, using unused resources would be wonderful. Taking it a step further, also allow an Infrastructure spending option, which would slowly build up a planet's max population.

Just my .02
Reply #119 Top
A little difficult, but I'd really like it: show the techs as a tech-tree, perhaps like it's done in Civ3. That way, dependencies would be much easier to resolve. The science advisor in that game was a blessing that I'm missing in GalCiv.

@idleprocess: why not wish for the whole way? Move the whole discussion forum to a news-server. (OK, would be hard for SDC because IE can't handle news)

~SDC~
Reply #120 Top
Wish I knew what requires a lot of work and what doesn't but here it goes... I'd like to be able to actually lower some attributes to increase my customization points, so that I could use those additional points to invest in attributes that I'd like to take full advantage of.

For example, I'd want to get the +1 movement, +2 extra movement per month, +3 trade route traits, but that's impossible with 10 points.

Sorry if this has been mentioned elsewhere, but playing GalCiv I don't have the time to wade through 5 pages of posts :D

And well if this is possible, and I just haven't been able to figure out how, please drop me a line. Thanks in advance.
Reply #121 Top
I'd like to chime in on the hyperlink information request.

Particularly in my first few games, I would have killed for a good IN-GAME version of JavaScout's Encyclopedia. It should be accessible from ANY instance of a tech, ship type, government name, SB module, etc. Additionally, a secondary hyperlink for technologies should go to a technology map, even if it's just the GIF and/or JPEG version that we can get at the JavaScout site, centered on the technology in question.
Reply #122 Top
I want a key that makes the auto-pilot moves finish, but doesn't end the turn. Sometimes I think that a ship moves the last segment on its programmed path and has remaining moves, but I can't use them because the turn has ended!
Reply #123 Top
Could you please make the UI for selection of the sorting in the PLanets and other lists with many sorting options PULLDOWNS instead of ARROWS? After four or so sorting options, it takes too long to scroll through to find the option you are looking for.
Reply #124 Top
Difficulty slider for minor races..

Change sliders that represent percentages to percentages instead of 'bc'. For example I was spending about 5bc on spying one turn, then I got several some tribute and that the spying sum jumped to 47bc..
Reply #125 Top
..or better yet make it show both percentage and bc, but make it so that you alter bc spent and not percentage of your income or whatever.