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.
22,588 views 689 replies
Reply #401 Top
Warning that someone else is buidling a unique wonder or trade good, like in Civ 3. "The Altarians are starting a great project, Frictionless Clothing!" and when they are close to completing it.
Reply #402 Top
Clearer Fog of War

I could just be confused, but when I scan the large tactical map - the main one in the center, it is difficult to tell if it is in scanner range or not. Thus, if there are empty buffer sectors, and I have a scount nearby to watch for incoming ships, I can't tell clearly how far their range extends.

In Civ 3, once you explore an area the permanent FOW is removed, so you can see the terrain, but if you can't currently see whats in the terrain, the terrain looks "dark." Obviously dark space is difficult to see, but maybe you could color it differently like the small strategic map. If you do already forgive my color blindness! :)

BTW, awesome game!
Reply #403 Top
To reiterate some previous suggestions, and add my two cents:

1) Give each Governor their own sliders, and a checkbox to use the "federal" sliders, checked by default. The governor sliders can be set at any time and should be remembered, but only come into play on the turn that the box is unchecked (or on the following turn).

Once the "use federal sliders" box is unchecked, the planets that use that governor have their income divided one way, and the remaining planets' income get divided by the "federal" sliders.

This would allow someone to, if they choose, fine-tune their spending based on planetary considerations (proximity to enemies, local needs, etc.).

2) Provide pre-game options to adjust the frequency of random events, galactic resources, & space anomalies.

3) Let a player set rally points on a planet by planet basis for their starships.

4) Have the alien counter-offer on trades. It would let you zero in on the compromise more quickly than offer->deny->offer->deny->...->offer->accept, and would be more fun/realistic than an auto-trade button that calculates how much cash they'd need to accept the trade.

For instance, if they're interested in particular technologies, or need ships, or want you to attack someone, they might ask for that. On the other hand, they might be more guarded about what they want (so that you don't use this as a means of discerning their intentions, as an alternative to espionage) unless they are really desperate, instead just asking for cash or influence.
Reply #404 Top
another suggestion -- tone down the space monsters!

I was playing a game where the Torians had the Space Zoo and the monsters escaped. Then, they made a beeline straight for my empire! Maybe it was just a coincidence.

After they destroyed all of my starbases, they started following one of my two corvettes (this was very early in the game). Once I had lured them about two sectors away, I rebuilt my starbases. Then the monsters turned around and destroyed my starbases again!

Obviously, I quit the game in disgust. What exactly was the point of only my ships and starbases getting destroyed by an event I had no way to stop?

So, naturally, in the next game an event showed up that said "Race XXX has developed YYY and will take over the universe if they are not stopped". I found them out of range, on the opposite side of the map.

This time I wised up and simply quit the game right away to avoid the aggravation. I asked a co-worker about this and he said it happened to him and he couldn't do anything about it (and lost the game).
Reply #405 Top
This may have been mentioned already, or I might not know how to do it, but I don't see any way to ask or demand that a race dissolve an alliance with another race. I would like to see a 'break alliance' suggestion in the diplomacy screen. There are many times that I would like to 'bribe' a race, so that I can take-out another race without them going to war with me as well. Thanks.
Reply #406 Top
1. Confirmation of abandon colony

2. Slightly better interface for diplomacy screen. Whenever I want to enter numbers for a trade, instead of typing something in (like I want 500) I need to ERASE the $100 for 0 months and then type in 50 per 20 or 500 or whatever. It sounds tiny, but it is cumulatively annoying :)

3. Please refresh economic decisions immediately as opposed to turn and take out 1 time affects. My income was listed as 1000 for 1 turn b/c I made a trade for $1,000. It is confusing, esp. on planetary screen, when I am trying to figure out my current revenue vs. expenses. I have to wait until next turn for the numbers to settle down again. Thanks!
Reply #407 Top
May have already been posted (too lazy to check 17 pages):

Metaverse should list number of game months.
Reply #408 Top
Add some high-end defensive units, i.e. a higher-tech version of the BattleAxe that actually has a chance at defeating an Overlord or Excaliber.

- Ash

~SDC~
Reply #409 Top
As a newcomer to the game I must first and foremost say, "Thank you". GalCiv has been a welcome relief from the flood of RTS and FPS games that seem to be flooding the market now.

However, as I'm learning the game I have been struck in a couple of places by things that might make the learning curve a bit less steep.

(Yes, I know these have been addressed before. Count them as my votes for what a newbie wants to help learn the game.)

+ Some way to link/easily reference techs while you are in the Trade screen. That way I can tell what I'm giving up and what I'll be getting. (Sure, once you know all the techs by heart, no problem, but before then...)

+ Some way to link/easily eference structure information when building governor queues. That way you know to build the 35 cost Entertainment Network before the 400 cost Virtual Reality Network without having to go to the planet screen and double check your faulty memory.

+ Multiplayer capability. Specifically hot-seat and PBEM. While I do feel that the game is excellent as it stands, being able to spar vs. my friends would be a lot of fun.
Reply #411 Top
Not sure if this has been suggested yet (couldn't bear to read all 400+ above...): ability to type in a number of colonists to load to a colony ship instead of just the slider and arrows. When a planet has very high pop, the default lowest slider selection is often billions, and that's too many for an initial colony.
Reply #412 Top
I echo Scott Cousens wish...To be able to zoom out a few levels on the main map.

It would be very nice!

Reply #413 Top
when i hit the submit button at the end of my game, it wont submit. im connected to the internet, and have my alias, but it just wont accept my scores. ive lost a 1565 score and a 655 score because they wouldnt go to the metaverse. angry!!! >:(

~SDC~
Reply #414 Top
Thanks for a fun game. Some suggestion that would make it better.

Slider per governor/planet
1. First I secound the Seperate sliders per planet.

Combat
2. Other is Battle is a bit to quick. Maybe have a slider that
you can use to set the combat speed.

3. A very cool thing would be to use a similar style as the Warlord game.
Same combat as now but small battle screen with ship icons that
duke it out. You see which ships are fighting and see who wins, then
ship next in line fight. Nothing fancy just something to keep battle
a bit exciting and you can sit and hope for one extra hit. Also some statistic
on current fighting ships. Also this screen should be optional.

Thanks again for a good game.

/Mathias

:p :p :p >:( (:( ;)

~SDC~
Reply #415 Top
When races demise, you always receive notification.

At least, I do.

~SDC~
Reply #416 Top
- Nerf the +2 speed pick. It is very overpowering, especially on smaller maps.

- Remove the Cultural palace. I posted elsewhere about this, but the AI simply isn't clever enuff to deal with cultural attacks period, and the cultural palace enables to to get influence in the hundreds of thousands or millions with very minimal cost.

- The combat AI really needs to do more clever stuff than "charge at the closest enemy", but that is probably a more complex problem than what you are looking for at the moment. :-(
Reply #417 Top
"Slightly better interface for diplomacy screen. Whenever I want to enter numbers for a trade, instead of typing something in (like I want 500) I need to ERASE the $100 for 0 months and then type in 50 per 20 or 500 or whatever. It sounds tiny, but it is cumulatively annoying"

Try hitting the INSERT key on your keyboard. :)
Reply #418 Top
I'm seriouslly colourblind and one of my pet peeves is not being able to select a colour for my units. could a choice of Empire Colour at the start of each game be introduced?

...or failing that I'd be happy if the default was changed to Yellow :)

on the trade screen I'd like to be able to tell an AI Empire what I want from them and have them respond with what they want in return.
Reply #419 Top
I don't know if this has been suggested yet, but since you can research wormholes, perhaps the ability to construct some sort of artifical wormhole. It obviously wouldn't be available until you had attained the wormhole tech and even then it wouldn't be a stable wormhole until you had researched that tech. The advantage of it would be that you could move fleets from one point to another in 1 turn once two such functioning wormholes were constructed. It would kind of be like the Stargates in the Stargate movie and series.

Without something like this, the wormhole tech kind of seems like a complete waste to me. :notsure:
Reply #420 Top
I like the cultural palace. I'd rather see the AI better able to take advantage of it than have it removed.

~SDC~
Reply #421 Top
# Option to slow down research
# Option to slow down pop growth

Starbases: High maintenance costs for starbases!!! + max. number for starbases in sector

Stealthship: The submarine of space... High attack / low defense Nearly impossibele to see / you have to stand directly beside

Find planet option / list of known planets belonging to different empires

Love this game btw. :CONGRAT:
Reply #423 Top
O.k. again starbases:

scale up effect for all new starbases:
If a starbase is constructed / moves into a sector it shouldn´t have an effect for at least one year and afterwards scale up its potential effect during for example one year / 1 month 1/12 of its full effect, secound month 2/12 of its full effect etc.
( The intergalctic travel agencies need some time to book all this new flights to my new party palace .)

It is to easy to do a "culture bomb" right now as its stands ;)
Reply #424 Top
I'd very much appreciate a little help feature for research.
Have you ever played "Imperialism 2"? There you are able to choose a technology in a special menu, and in the research menu all techs leading to the chosen one are highlighted.
Thus if you want to research towards a specific future tech, you don't need to work through off-game tech tree pictures. Just choose the highlighted techs and eventually get what you want. Nifty.
Reply #425 Top
It was mentioned before but I think it could be expanded:

Wormhole Tech -> Make it possible to build Stargates (like the ones in the intro) that can be built on planets (and maybe starbases) so that I can travel in one turn from one gate to another.

That would make for some great tactics on giant maps when you can have a "respond" force standing by that can reach the borders of your empire quickly.

You could also tone it down a bit with the following variation:
The gates can connect two points (that two are fixed), so you need two gates to form a, well, shortcut route between these two star systems.

Downside would be, if the enemy captures one end he can send ships through to the other side...

Just thinking... LOL