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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.
23,398 views 689 replies
Reply #526 Top
How about some anomalies that cannot be researched by a "mere" Survey Ship? That way there is some reason to research (or build) a Star Hawk, other than to see to some hapless AI as an otherwise-useless money-maker.

A cap on Survey Ship potential Attack and Defense boosts from anomalies [and no cap on the Star Hawk.. see above]... USS Hero usually turns into USS SuperHero, and is better than any ship I can build.

Definately the "Find Planet" option!

I don't have a suggestion on this one, but something is wrong when the Altarians *and* the Yor want to be my best-est buddies at the same time (both had "Close" relationships and were offering Alliances with me)....
Reply #527 Top
I like the idea of having the slide bars added to the govenors. You could still have the slide bars for the entire civ but could add a 'check/uncheck' box next to the gov's slide bars which would enable or disable it's effects.
Reply #528 Top
If you have selected a ship that is on auto-pilot, it's destination should be marked in the star map sort of like the trade routes are marked. There have been countless times I needed to re-route a fleet or just check on one's destination and wondered where the hell are they going?
If I'm just blind to a way this is already marked forgive me. :notsure:
Reply #529 Top
I don't think that one skirmish or battle should declare a war. For instance, if a rival race is flying a scout through your sectors mapping them out and you don't want them there, and by no means are they invited to your space, you should be able to shoot them down. Vice versa as well, when I'm mapping out a rivals space, I can get an idea on the location of their capital, starbases, key locations and so forth which makes it much easier to plan attacks. I think this would add both a level of difficulty and realism that is not currently present.
If you stumble across a race that is wary of your presence and blasts your scouts away, it would put you more on the edge of your seat not knowing what to expect from that unexplored region of the galaxy. You would then have to begin diplomatic encounters to build better relations or whatever alternative.
Espionage could be used to help map out certain races key locations in these instances. Pump more BC into espionage and find out where their trade capital is etc etc..
Different races shouldn't take lightly to the destruction of their vessels but niether should it always be so extreme. ;)
Reply #530 Top
Please forgive me if this has already been raised.

An "evil action" modifier ought to be tagged to using the terror star. I've been using mine to blow up one Drengin system every couple of turns... and the systems all have at least 30 billion people in them... and I've taken out at least ten systems...

That's a whole lot of murdered civilians, and so I probably shouldn't be able to keep my glassy interface. And maybe the good aligned races ought to be upset with me.
Reply #531 Top
Plz make it so you arent allowed multiple starbases in one sector.
Also make it possible to minimize the planet window, like when you are going through queue of events that happened I like to see where the planet is to determine what to build, like if it needs more constructers in the area ect. So it be nice if you could make the window become a small tab so you dont lose your place in event queue and you can get back into the planet quick to choose your option.

Also theres a problem with the event queue. I always have to cycle through it twice, once by pressing the next button in the planet window, second time by double clicking all the events in the small window in bottom right corner. If you hit next the events assosicated with the planet you were just at should be removed from the window in bottom right corner. Likewise if you double click another event in the box in bottom right, it should be removed from the list of planets to visit with pressing next.

Maybe allow the ability to enter the number of troops/colonists to leave the system in addition to be able to use the sliding bar.

Also a new minimap option to display traderoutes, this should also tunr displaying a trade route in main map aswell so you can plan your starbases around it. Make the line the color of civilization that owns the route and ability to find out the two systems its between by clicking on it.

Thats it for now, I have more but cant remember it atm.

~SDC~
Reply #532 Top
Got one more, when someone gives a ship to another civ, have the ship change color only and keep the design of the civ that gave it to them. Then you can tell who supports who and you can teach AI to see this and get angry with the civ giving support to their enemy!

~SDC~
Reply #533 Top
there should be different styles of fighting for starships, maybe withe differnt penalities and bonus, with manuevers only experienced ships can do
Reply #534 Top
How bout selecting multiple ship groups liek one directly infront of the enemy ship/stack and another one next to him aswell and selecting flank combat manuever. That way spliting your stack and attacking from two directions at the same time may be more effective then just stack vs stack :/ It would rquire tactical planing and such and some ships might be better suited for the front attack and others for the flank so you would get to choose which stack is which and making stacks of different ship types would be tactically sound.

~SDC~
Reply #535 Top
Also posted to "Suggestions to fix Starbase problems" - Citizen Daetrinn

For SB not built on resources:

1) Starbases built in sectors without stars can only build defense, military, trade, and refueling modules. (No raw material for production, too far for influence or morale benefits.) Starbases outside inhabited sectors should have a maintenance cost. (Re-supply, crew rotation and morale, parts and equipment maintenance.)

2) Starbases built in sectors under complete alien control (you have no planets there) can only build defense, military, and cultural modules. The only reason to build there is to influence the alien culture.

3) Starbases built in colonized sectors (you inhabit and possibly control the sector) can only build defense, military, economic (not trade), morale, and production modules. (No need or benefit from influence.)

These first three are based on the premise that an inhabited system is its own trade center. Therefore, trade modules on starbases in inhabited sectors are both redundant and ineffective.

4) Limit starbases in inhabited sectors to 1 per star plus 1 per planet (type of planet doesn't matter). First come, first served. For example, a sector two systems you control 1 system with 3 planets, the Drengin control the other system, which has 2 planets. The maximum non-resource starbases in that sector would be 2 (stars) + 5 (planets) = 7. If the Drengin build 4 starbases, you can only build 3.

5) Add Repair Modules. Have damage reduce starbase functionality across the board – less defense, fewer HP, less offensive abilities, and no trade, morale, influence, economic benefits until the starbase is repaired. This would have to take upgrades in to account so that benefits were only lost from genuine damage and not as a result of discovering Tri-strontium Steel, for example.

6) This was brought up during beta testing, but I'll reintroduce it here. Add Terraforming starbases. Terraforming starbases are built next to a star system and require special, more expensive modules. These starbases require one module for every class improvement you want to make to a given planet, to a maximum of 15.
For example, your home system has 4 planets at classes 22, 11, 5, and 2. You want to terraform the class 11 planet so you build a starbase and add 4 terraforming modules to it. The first module costs 100, the second costs 200, the third costs 300, the fourth costs 400. When it's complete you pay a fee and move the starbase "on to" the class 11 planet (like moving a colony ship on to a planet). The starbase is used up and 4 turns later, you have a class 15 planet instead of a class 11 planet. Theoretically, you could do this with all the planets in a system.

End transmission.

~SDC~
Reply #536 Top
wat i really meant from my post is that ships should have preset tactics like, for example: speedy darting around that adds a lot to defense but makes it harder for it to the other ship. Also if a fleet attacks they should have flanking bonuses and the like
Reply #537 Top
Starbases Cheese-stopping :
1/ only allow a SB to be built with a minimum distance to the closest one (like cities in Civ !), say 6 squares.
This will prevent any massive cumulative boost effect (speed, att/def, influence) and SB-wall defense

2/ only allow a SB to be either built or improved by 1 module per turn
This will prevent insta-Terror Star or Culture bomb building

Both of these looks easy to implement and IMHO will kill 90% of SB cheese tactics while letting them pretty powerful

And a 3/ could be : give SB a maintenance cost of 1 bc + 1 bc per module...

4/ again, I'd want Planetary sliders ;) , this will add a new dimension to planet management AND take care of the "wasted resource" problem : no build of a kind will put planet slider at 0% for this resource, proportionnately adding to the two others.




Reply #538 Top
SOme way to end the ship clutter in the end game after or during a war. The auto attack feature is nice, but after you beat someone down, i end up with lots of ships just sitting around in the middle of nowhere that I now have to move. Maybe have something where they auto attack during conflict, but return to the nearest base or perhaps a designated area when no targets are available.

Also, like many have suggested (myself included)...and auto explore feature for scouts.

The ability to play alternate races would be neat...or if nothing else the ability to pick the 'ship graphic' set for your civ...just for a change of pace.

Limited ability on designing your own ships in game. Nothing as complicated as the MOO games, but perhaps a shipyard screen where you could create a design and name it, and then you would be able to distribute points to the various attributes based on tech's you've researched...for example: Lets say phasers and shields and warp drives allows you to spend up to 3 points on the ships base attack rating, 4 points on df rating, 6 points for ship speed. Other techs can affect the max hit points, like different alloys and such...and you can pick the graphic of your ship. The more points you spend on a ship "ie making a super ship' would increase the time it takes to make one. That way, you could make basic or simple warships early if needed, or make super scouts....you get the idea.

~SDC~
Reply #539 Top
Got a traderoute amendmant. How about you are limited in the number of traderoutes by the number of trade goods you possess plus your tech (like the +1 traderoute techs). And when you start a traderoute you get a prompt what kind of a good you want the traderoute to carry. You can only assign one trade good to a route and the tech ones give you traderoutes without sending a tradegood so you can choose that option if you still have lets call em blank traderoutes left. But if you mak a traderoute with a civ and choose a trade good, they now get the benefit of that trade good. Like if you chose a route with gravity accelerators, their ships would now move faster too. And you can eliminate the trade goods in the barter screen to avoid people giving the good for favors before they make a route :/

~SDC~
Reply #540 Top
There is the need to have more than 1 SB per sector.

For instance, I have a trade-enhancing starbase in a sector not on a resource. Something happens, and a resource suddenly becomes open. I need to be able to claim that resource via new starbase, without scrapping the existing one.
Reply #541 Top
That is to say, I think allowing only 1 SB/sector is not the solution to the various issues mentioned.
Reply #542 Top
I appologize in advance if this has been posted...

What about giving starbases a 'sphere of influence' so to speak. Rather than limiting an SB based on the sector it is in, give it it's own bounderies. The range could be the same, but just centered onthe starbase instead.

I can't help but think this was considered initialy and am wondering, if so, why was it removed?

idle

~SDC~
Reply #543 Top
The option for a final attempt to mediate peace between two empires (IE. An Ally and somone you just don't want to be at war with) before war breaks out

~SDC~
Reply #544 Top
Suggestion:
In the description of Earth, Change Arcean Empire to the current name of the Arceans. I changed them to The Arcean Republic so I noticed this. Its no biggie but I think its somthing.

~SDC~
Reply #545 Top
1) Fix the wasted production problem detailed in another sticky thread

2) Fix the tech tree

Both of these items are worse than any game of this type that I have ever played (including old stuff like Civ 1).
Reply #546 Top
Hey Bob, Always been the diplomat?

Elrikk ;)



~SDC~
Reply #547 Top
Game Interface Requests:

Planetary built screen:
Keyboard Arrow Keys should select next/previous planet/system
Right-Click on a project should bring up purchase window

Project contractor purchase screen:
Keyboard Arrow Keys should select between contractors
Return/Enter should Accept

Launch for Colonizers & Transports:
Keyboard Arrow Keys () should change capacity sent by 100 (or 10) unit increments

Stardock Central Discussions:
A "sort by" for status of threads (similar to subject, from, last upd, replies). So that we can quickly return to threads we've posted in that have new posts.
Search - I'd guess that this is under consideration, but isn't an easy fix.

As I mostly use a touchpad on my laptop, it's often the little things that are most difficult (like hitting those buttons / sliders exactly)

Oblig: I have not yet read all 547 (at current) posts, if my post is unclear please feel free to email me directly. Thank you for your great work and openness to user ideas.


~SDC~
Reply #548 Top
-Remove or tweak the "invulnerable freighter" vote event. See http://www.galciv.com/forum.asp?BID=GF&id=43406 for a detailed explanation. The ai is too easy to beat if this event happens.
-Provide a means to choose the sorting of planets (name/class/socail prod etc.) by drop down menu or something like that. I hate circling through the options and clicking the small arrows. A pulldown menu or whatever where we see al the choices available and click one instead of browsing each of them would be nice.
Reply #549 Top
Before GalCiv went gold, there was a random events thread. I suppose that suggestions in that category are also meant to be submitted here. My suggestion:

Let's have a galactic consumer embargo against stuff of evil empires which entered a war. What about minus 10 to trade skill and 20% loss in actual trade?
Reply #550 Top
The creation of space junk following the destruction of several ships in a single parsec would be kinda neat. It would allow 'scavanging' of battlefields for spare parts. If this is possible, it would be even cooler if there was a new spaceship debris graphic to represent this.
I like this idea because it leaves a haunting reminder of intense battles that remain until someone is able to clean it up. It shouldn't be common though, only after 'major' battles involving 6+ ships or so.