Just a couple of ideas on research. They've probably been mentioned before, but I think they are good ones. I think - Instead of researching one particular ‘technology’ with all of your universal research points, have a system for allocating a certain number of labs to each individual scientific field - Have breakthroughs in each field occur randomly, but generally faster with more labs assi
AdelaideBread
It would be nice if some of those benefits were implemented as game features, but I'm not entirely sure where you're going with individual missions for ships. Isn't the scale much to large for that? Not to mention the question of who these missions would be against, unless you mean to treat ships as sort of NPCs you set against your enemies via. missions as a complete replacement of the way you fight wars at the moment.
Some more political ideas. Dynamic Alien Species and Ethnic Relations I always found it a bit strange that when you conquer a planet inhabited by aliens, they are completely wiped out without so much as a 'what the' from the intergalactic community even if you are aligned with 'good', and that surrendered worlds accept their position as second class citizens in empires ruled entirely by members of another race. I think this is because there isn’t anything in the game tha
Obviously you would be able to detect certain things from orbit, but seeing as though you can see quite far with some ships; in the game world you're not really getting that close. Certainly you could colonise a good looking planet without gathering any information you cant see form looking at it from space, it might just be fun is there was a risk in doing so. On the other hand, there might be advantages in getting all the information you can. It would just add another dimension by giving the p
Ships behaving differently on the main map doesn't really make sense to me. All they do in that context is move. If they have tactical advantages because of being fitted with different systems and weapons, it should apply to combat, that adds realism and a lot of depth, which I think is what the OP was aiming for.
Exactly. For each resource, there could be a set number of other empires it could supply, and you would give access to that resource via. the diplomacy window by making deals in exchange for whatever you wanted, or simply for profit. It would be neat if trade routes with empires with which you were trading resources generated more or less income depending on what you were selling or buying to simulate the actual buying and selling of the resource on a regular basis. You might even need a trade r
Jolly good show. Couldn't agree more. We don't need fancy tactical combat, but more complexity than the rock-paper-scissors approach would make a world of difference to an already sexy game.
I think that no survey ships should be allowed as an option until they are creatable by the races. By doing so, you eliminate the pop rushing of colony building and early anomaly finding. I think the most basic surveying technology, like the module that would be fitted on your intitial free survey ship should be available from the start, but not very effective. Later advances could improve the scanning/surveying/researching technology. As you said it wo
woot thanks
Survey ships should play a more important role than they do now. Since I’ve always wished for bigger and bigger galaxies anyway, I think exploration should be more important, and more fun than putting a survey ship on auto-explore and simply waiting for the galaxy to be revealed. Here are some ideas for enhancing exploration: - Flying past a planet could not count as exploring it, and, if this were the case, it should be folly to send a colony ship to a planet with only the preliminary
Here are just a few ideas I had for improving warfare and ships in Galciv. - Maximum ship size shouldn’t be solely dependant on the technology of the day. Certainly massive ship sizes and special ship classes should require certain technologies, but in general, it should be the things you can mount on a ship that are most determined by your technology, not the fact that you can build a ship. After all, you can build a colony ship from the start. That’s quite a feat to pull off for a soc
Ship yards should definately be in. I actually agree with all your dot points, kudos
Yeah, thats a hard one. I was basically in fantasy land by that stage. Still, the others make more sense. I hope.
The UN doesn't have a military. Troops from member nations get involved in UN missions, but they're not UN troops, they're subject to enough conditions and red tape to make them completely useless.
You can own anything so long as the 'system' or society recognises your claim. The system of borders could certainly be improved. I dont really like the way influence acts as your 'border', because its not really, and borders are pretty important when conflicts between political entities are concerned! Maybe there should be a set distance for how far from any your planets you can consider to be your space and this 'claim' and your influence could meet in the middle and become the recogn
I like your idea I think its better than the abstract resources we have now. I dont think there is any reason why one couldn't find special resources anywhere, whether on a colonised planet, a class 0 planet or in an asteroid. Perhaps each special resource is only seeded in a certain environment. I think this system could completely replace the current one. Its a good'un.
One of the areas I always thought could do with some serious jazzing up was the system of choosing your government type. It seems a shame to just have a number of options in which you simply weigh up freedom and economic strength like the current systems do when there is such a massive amount of inspiration out there for different political systems in a sci-fi setting. Sure, it might be a prohibitive amount of work to put so much complexity into this part of the game, and the idea is probably be