What would you like to see in the next expansion?

After Twilight

Hello all.  We've been enjoying this wonderful game for a some years now.  And we're all kind of spoiled in that we got two fantastic expansions along the way.  But now, if you're anything like me, though you're still playing and loving it, your thinking that this or that could be improved, maybe as an expansion.  So I've created this post to provide a forum for suggestions.  Stardock is good about listening to their customers. 

My recommendation for this forum is that we remember that true realism isn't realistic.  So we should try and limit our suggestions to minor game play improvements and even bug fixes.  Remember, if they take these suggestions and create a new expansion, it will be the same engine, not a totally new one as they were planning for GalCiv3, so there wouldn't be any major change to the game.  Consider the changes that DA brought, and what changed with TA as examples of the kinds of changes that are practical.

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Reply #1 Top

I'd like to start this out with a few suggestions of my own.

Longer tech trees.  At some point in my games, I get everything researched.  Then I scrap all my research labs and then there's not much for me to do besides the tedious wiping the galaxy of my opponents.  So it would be nice if there advancements in weaponry for instance were much more numerous and might even have branches that take different courses with trade-offs in size/cost/effect.  As an example, one beam weapon path might lead up to doom ray, another might lead up to a small beam weapon that does 1 damage but is so small and cheap that you can add up to the power of the doom ray with only a little more cost but same size to effect ratio.  The Doom Ray would be a little cheaper, but the "mini Doom Ray" would be able to divide it's fire power to more simultaneous targets.

Another idea is to allow multiple ships built per turn per planet if that planet's military production capacity allows.  Same goes for spy production.  If the AI can do it, why not human players?

Reply #2 Top

My recommendation for this forum is that we remember that true realism isn't realistic.  So we should try and limit our suggestions to minor game play improvements and even bug fixes.

True realism may not be realistic, but there is logical vs. illogical.

It seems illogical to me to start off with a Flagship that I have no way to reproduce.  It's also not logical to start off with a colony ship before I've determined where to send it.  Plus, it seems strange that I've researched planetary colonization without having researched the ability to survey the space I'll be traveling through.

Starting with two miners and three scout ships makes more sense.

If one is a super trader, of course, it's only logical that one would start with a trade freighter.

Starting with a constructor instead of a colony ship is also another possibility.  One's range is limited and being able to establish the means to double that range is more important than starting a new colony...

Once a new colony is established, moving more people there becomes a priority.  I'd like to see a "Star Liner" module.  Granted, I can use a colony ship, but that's not it's purpose or how it was designed to be used.   Plus, building Star Liners should also improve "tourism".  (Something that could be expanded upon in GC3).

But the biggest thing I'd like to see is a prequil expansion rather than a sequel.

SK