My Galactic Civ III

    I have been playaing Galactic Civilizations II for awhile now and I thought I would post what I would like to see in a future release. (Warning long post.)

 

   The things I would Improve apon in this future release:

-Espionage (Probably have seen that one before.)

-Counter-Espionage

-Tech Tree

-Council System

-Colonization System

-Planets

 

   Things I would add:

-Probes

-Outposts

-Bases

-Communication Lines

 

   -Planets

Planets would have new build squares with different names, and there would be a way to determine max population based on amount of squares. The new squares would be arctic, and coastal. The way to determine max population is this:

2,000,000,000X#squares except coastal,arctic,oceanX (one fourthX#arctic squares) X (one halfX#coastal squares)=pop cap

There would also be a resouces system that would allow one planets food production/industrial prodution to be sent to anothe.

 

   -Colonization System

To me it is completely un-realistic, even in the future, that you could possibly get a stable government and sufficient utilities set up to sustain a large population center, along with the capacity to produce major structures, in a week. Unless you are the Yor, or possibly the Altarians (super-organizers). That is why there would be stages of development, like as follows: Colony, Frontier, Indutrialized, Civilized (ready). I will, however, not forget that this is in the future sooo, each of these stages takes one week to complete, except for Civilized which takes two.

 

   -Tech Tree

In life, no-one discovers anything at the same time, or in the same order. Some technologies are not even proven! Ergo, I would implement a dynamic Tech Tree. The basic concept is that your race will start off with several "Theories", and "Ideas" that you can look into. The difference is as follows: Theories have some scientific data backing them up meaning more chance of being proven plus three attempts to prove, where as Ideas have little scientific backing, but tend to be alot more rewarding if proven and have five tries to prove. Sometimes, however, you can research something that worked in the past and, It isnt proven! Or you can research it and it doenst bring up a theory that was there before! Sometime it will skip a Tier or two putting you way ahead! This would make you have to trade with others to get to certain technologies, or give you a bargaining chip for anything you may want or need.

 

   -Counter-Espionage

Well my idea of how Espionage should work makes it extremely powerful and so the world needs balance. Counter-Espionage would be represented in three forms. Civ-Wide funding slider (F.B.I type organization), planet wide operations, and Moles. For me, the Krynn Bureau of Anti-Espionage, would be an organization that works around the clock trying to moniter shady activity and spot anything unusual. They are the equivilent of an early warning system and they also produce moles. Planet-Wide ops would be exspensive, and would, depending on the op, shut down the entire planet. The ops are as follows: Establish Planetary FBI equivilent, tap communication lines, crack down, Planetary lock-down. Each of these is generally more effective than leaving it to the KBAE. Then lastly, there is moles. Moles are agents of your anti-espionage organization that can get into the enemy spy-network and see how far it reaches into your planet, see whos it is, and destroy large chunks of it.

 

   -Council System

To me the current council system is currently very limiting so this is how I would improve it. On council meeting day, there would be stages, four exactly. Stage 1: There is a list of ten randomly selected issues, you will select the three that concern you most, and set details (time of effect etc.). Stage 2: You may second other issues that you approve of, any issue that was selected twice is seconded already. Stage 3: If you approve of another issue but dont like the specifics you can compromise. You are also forced to compromise on any of the same issues that were seconded but have different details. Stage Four: Vote! You may also leave that council and start a new one as long as someone will join your new council! You may also get an invitation to go to a new council. Minor races would be allowed to join the council as long as that issue was voted on by the council. People can also be kicked out of the council.

 

   -Probes

Probes are scouts that are sent to a location and that give you continuous updates of the situation + you can use them to spy on enemy communication pipelines. Probes are invisible, but can be discovered by counter espionage, and are free to fire on wheather they are an allies or not.

 

   -Outposts (20 bc)

To me it was kind of defective to have your main flagship explore anomoalies, so I would give that ability to scouts, and in place of that previous ability flagships could set up outposts. Outposts would gather information on the planet they are on making the steps of colonization proceed faster in addition it would also be your way of "staking your claim" on planets. Any member of the United planets can not settle on a planet with another members outpost on it unless at war. Outposts do have limits, a flagship can only sustain five outposts at a time, but dont fret they eventually become self-sustaining. They can also be put on any world that is not class 0. How you may ask? Supporting several billion people in the open air is different from supporting a score of scientists in a bubble.

 

   -Bases (200 bc)

Bases are an advanced costly form of outpost. They are an outpost with advanced capabilities, the fore-most being they can be placed on class 0 worlds. Along with that little wonder, they are also immidiately self sufficient, and are invisible to enemies. They can be given upgrades like as follows: Advanced sensor arrays, they pick up on enemy communications and can tell the location of some local ships + they can see further around the planet (3 upgrade levels). Mining operations, The 1000 personell on the base arent just scientists. They can mine deep into the planet and help industry in asteroid free sectors (3 upgrade levels). Supply base, they can extend your supply range further than starbases(3 upgrade levels)!

 

   -Communication Lines

Communications lines exist between all of a single races planets and their home planet (race colored), and between the home planet and all ships (white with race colored stripe in the middle). There is also diplomatic lines which are found as white lines between the home planets of races. You can place probes on these lines to intercept any data between the two. These are only seen when you have selected a probe to place on one. If you spy on planet to planet lines you will find out build orders & such. On the main planetary line you will discover the locations of ships and where they are headed. On diplomatic lines, you will be able to view negotiations between the two nations your spying on.

 

   -Espionage (YEAH!)

My favorite subject! Espionage is represented in three ways, The slider (CIA type thing), probes, and spy networks. Each of these serves a different purpose, but forwards the same basic agenda. The CIA equivilent gathers basic information about the races in general. Probes detect enemy movements and orders. Spy networks are set up by agents on specific planets to gather specific information about them and interfere with planetary actions. Most of these are self-explanitory except for the last, which I will now go into detail on. Spy networks effectiveness are represented by the infiltration level on enemy planets. Here are the bonuses of the infiltration levels. 10% Most basic information about the planet is known, building projects, current buildings. 20% You know how much the planet makes, and other fiscal info. 50% You have paid off some important people and have a good stable network of informants allowing you to know what is being produced in shipyards. 75% You have agents in their counter espionage dept. that allows you to work more freely with less  worry. 80% You can cancel ship production orders here and there, shut down a couple pools for fecal contamination. 95%+ Your network is practically intangible by the enemy and you basically control the planet! Stealing technology is much more straight forward now. You select a tech of anyones, tell how much you wanna put into it, but be careful, do a little too much and the enemy may notice your infiltration and dispose of you.

 

 

9,217 views 6 replies
Reply #1 Top

Nice work RGB, I really like the tech tree idea and communication lines! I'll be watching this one... ^_^

Reply #2 Top

Freaking awesome concepts man. There are a couple of things that are a little iffy in my opionion but for the most part I like everything you have here.

 

The thing I really dislike about GalCiv is the lack of any serious depth. Everything is feuled by arbitray dice roles, which really bugs me. I really want to see a highly advanced political aspect added to the game, (so that you could spend several hours just dealing politically with other races). I would also love to see an improved version of combat both on planets and in space, utilizing such interesting points as 'firing arcs', and formation options.

 

But aside from those ideas I think you covered just about everything else! Awesome! Now we just need the Devs to read and implement this stuff! :p

Reply #3 Top

-Planets

Well, yea, something needs to change there.  Planets are probably my biggest source of contention in the game.  There's way too much clicking and repetition involved in planet building.  It's not a problem when you're playing with a small number of habitables, but the game is way more interesting when the numbers are high.  Personally, I'd like to see the whole planet interface scrapped for something that has a more set it and forget it approach.   

   -Colonization System

As far as things happening too fast, well, I personally do not want to play a game that takes 1000 turns to complete.  200 turns makes for a game plenty long enough for me.  In fact, if anything, I'd like to see things happen faster, regardless of the fact it defies reality.
 

   -Tech Tree

In my opinion, the tech trees are one of the most well developed points of the game.  It would be nice to see tech trees evolve with choice, but I think development is needed more in other areas.  I wouldn't complain if this area remained relatively unchanged.

   -Espionage
   -Counter-Espionage

Oh geez, let me count my woes here.  This is one area of the game they just never could get right.  I currently wish I could disable the whole thing.  For GC3, please come up with something that isn't just a spy building contest.
 

   -Council System

Yes definitely, can never have too much diplomacy.  I really dislike how they emasculated the whole system after Dread Lords.  We need to be able to talk to other races every turn (or more than once every 8-12 turns) and have more sophisticated interaction with them when we do.
 

   -Probes
   -Outposts (20 bc)
   -Bases (200 bc)
   -Communication Lines

Be them good or bad, it never hurts to suggest new features.  However, you have to consider whether a feature would really contribute to the flow of the game or just add useless complication.  The game is pretty darn complicated already.  I think the devs are good at sorting that thing out, but not perfect.  I believe starbases upgrades are an area where there is useless complication.  In any case, I've pretty much enjoyed all the new features that have appeared in DA and TA.  I expect I won't be disappointed for GC3.

 

Reply #4 Top

Yes, More compicated (not joking). I like a game that is compicated but some times I just want to play a short, simple game. Mybe when you are on the setting up a new game you can choose a simple game or a compicted game. Also I would like more ships(bigger fleats).

Reply #5 Top

hey this game is about space so where are greys and flying saucers anyway? lol

as someone mentioned in this forum additional aquatic world race would be nice too

you build colonyship and click right mouse button on planet and bang it's yours you start building modern stuff in it immidiately at the very same turn, isn't it ridiculous? i prefer only toxic/radioactive/aquatic.. etc etc after proper techs researched and specifically learn to habit your own star system planets through out the game and not some billion light years away planets...

just my 2 cents

 

Reply #6 Top

Great ideas, the espionage definatly needs some work.  Also it might ve worth saying that I will have ships blow up everything in orbit but it has to sit there and keeep blowing stuff up, they should consider allowing you to put ships in a enemy planets orbit once you destroy a ship.  Also with communication lines they could add the ability to cut them off and therefor lose control of part of your empire.  PLus they should add assasinations that would allow you to hurt a civ or get them to declare war on some one else, and possibaly ab espinage victory were you when by bribing all the leaders.  Finally in the current version nothing happens when your homeworld gets invaded , they should make you pay ransom for your leader or have some temporary penalty.