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The GalCiv3 Comprehensive Idea List: Revised.

The GalCiv3 Comprehensive Idea List: Revised.

"The list is life." ;-)

THIS IS VERSION 4.3: currently under reconstruction.* (or I may have forgotten...)

There have been numerous good ideas for this game that have been read. Sadly because we are human, some may have been forgotten or discarded. I am sure Stardock has a great creative process to remember good ones, but this list is a courtesy as there are currently 14 pages with about fifty posts on each one.

Alpha game ideas are welcome, not bug reports or what's absent (duh :P ). Features already in game or planned to be will be removed from the list as they are added and announced to the alpha/beta.

Here is a easy to read list of all the ideas I have found.


UNITS, COMBAT, AND RELATED FACTORS:

1. A enhanced ship leveling system.

2. Ship promotions: a system that gives more than HP as a reward.

3. A way to easily upgrade multiple ships at once.

4. Star base docking and joint tile defense with fleets.

5. Total planetary bombardment and super weapons. (or the ability to modd it.)

6. Some kind of late game super weapon.

7. Heros/admirals/commanders/crews.

8. Logistics influencing ship range.

9. Logistics impacts planetary defense and invasion.

10. Capturing ships/star bases.

11. Require colonization ability of a planet type before allowing that type to be invaded.

12. Q-ships; appearing as other vessels to the AI.

13. Putting firing arcs on weapons so weapons can't fire in all directions.

14. Ability to coordinate joint attacks/defense with allies in the same battles.

15. Unmarked ships for raiding planets for resources and planets.

 

 

MODULES, SHIPYARD, AND THE EPIC SHIP DESIGNER:

1. Science vessels. A module that adds a set amount of research.

2. Starbase population modules.

3. Different laser beam colors.

4. Over clocking components. To increase the size of a component for increased effects. The same for under clocking applies.

5. Old galciv2 design imports.

6. Starbase designer.

7. Fire control modules; fire on multiple ships at once per round.

8. Customizable hull stats; points allocated into basic categories to make up a custom variant of ship hulls.

9. Sensor Arrays with variable angles of visibility.

10. Sensor pods to create a sensor net along your boarder.

12. Continuous build button for a shipyard.

 

 

CIVICS, CIVS, AND IDEOLOGY:

1. Civics and ideology that influence the probably of rebellion.

2. More ways to make and prevent planetary rebellion.

3. More playable civilizations.

4. Multiple leaders per civilization.

 

 

IMPROVEMENTS:

1. "Dyson Ring" orbital Power Stations.

2. Improvement modules that increase output and efficiency, like; larger living quarters in factories=more output.

3. On/off switch for improvements to reduce maintenance in hard economic times.

4. Clear all button for improvements in the build queue.

5. Selective update of improvements; specify what category of improvement is upgraded first.

 

 

COLONIZATION, FEATURES, AND GALAXY SETUP:

1. Custom planets for custom races; a way to customize your home system at the game setup.

2. Partly random race selections in game setup.

3. Blind tech advancement.

4. Pocket universes; a area that is accessible from one tile. (Also a large. Area initially out of reach of colonization was wanted to. Like a mirror universe.)

5. Chosen completed tech branches.

6. Optional tech branch speeds;

7. Different race life forms; be like the Yor as robots, or organic, or something in between.

8. Partly Randomized tech tree cost.

9. Partly Randomized improvement cost.

10. Custom civ traits that can define your play style. Example: +% in laser damage, or +% armor.

11. Rainbow worlds: full of resources but weird stuff tends to happen if you colonize them.

12. A minimum threshold of habitability/colonization for the AI.

13. A way to have homeless players in games, including the player.

14. Selectable landing zones for colonies.

 

 

DIPLOMACY AND TRADE:

1. Special dialogue between allies, and specific tasks.

2. More relation factors.

3. More treaties to give.

4. Defensive pacts.

5. Add Morgan Freemen's voice as a valuable diplomatic resource for the game. :)

6. Closed/open borders agreements.

7. Ships can get range a increases in allied territory. (for a fee possibly)

8. Civ credit ratings.

9. Request allies to research techs. And joint tech research.

10. Trade routes can yield production, research, or minor morale boosts.

11. Ultimatums and time dead lines for demands.

12. Planet liberation. (return the planet to the original owner, and you get all surviving troops and transport.)

13. The ability to loan/rent starports, or other things.

14. The use of collateral for trades.

15. Third party deals; have someone make a deal for you or with someone.

16. The ability to surrender to a faction becoming a vassal state; Doing so may result in losing your super ability or other bonuses.

18. Option to give credits per turn in diplomacy.

19. Population trading.

20. Federations; A very strong alliance that merges two civs into one.

 

 

INFLUENCE:

1. Improve the way influence is calculated; economy, and morale can be factors.

2. Grant visibility within friendly borders.

3. Influence can help go to grow population.

4. Options when someone violates your closed borders agreement; destroying the single ship instead of a automatic conflict.

5. Planet influence tile limits; so a super planet can't go over a sector or a entire small map.

6. civs cannot colonize planets in your influence.

 

 

R.E.P AND POPULATION:

1. Asteroids that give research or economics if chosen.

2. Two populations; one civilian and one military.

 

 

TECHNOLOGY:

1. Researching multiple techs at once. (you may have to research this ability. Lol  )

2.  Research points can be dispersed and spent if you have multiple techs at the same time.

3. Unending technology research. tech branches become more potent the second time being researched.

4. Enable race research bonuses in specific tech areas. Example: Drengin get double the research points when researching Warfare tech.

5. Let Research Treaties allow techs either civs couldn't do alone.

6. Object based requirements for techs. (ships, starbases, and treaties)

7. Ability to capture and reverse engineer ships to learn technologies.

 

 

VICTORY:

1. Allow Vassal states in conquest victories. (So everyone doesn't have to die.)

2. Capital victory. (conquer all enemy home worlds.)

3. Espionage victory. (Advanced intelligence on all civs, and spies on X% worlds for X turns.)

4. Economic victory. (be the richest and or most influential civ.)

5. Domination victory. (like the influence victory but with population)

6. Super technology victory. research all techs to win, (possibly twice or more) and build the winning super project.

7. No victory conditions selected. (for when you just want to play forever.)

 

 

AI, UI, PROGRAMMING, AND MODDING:

1. AI can declare war on first encounter with you in real games.

2. Applying to ALL game aspects, may there ALWAYS be a defense or a way to lessen negative effects via strategy.

3. In game editors. (like in civ)

4. Smarter automated scouting and way points.

5. Computer generated opponents.

6. Ship auto pilot UI is reverted to one color like galciv2.

8. Support for scripting languages that could allow players to add new game play mechanics.

9. Fully adjustable AI; Have one slider decide how much help you or the AI gets with production, research, and economy. And the old AI intelligence/algorithm slider to make a game with a more customizable difficultly.

10. Animated leader reactions/movement when given proposed deals.

11. Non-humanoid aliens.

12. Customizable ship launch directions.

 

 

 

EVENTS:

1. Civil wars. A group of planets rebelling at the same time for independence.

2. Auto trigger events button that isn't a cheat code. like the disaster button in SimCity.

3. Race specific random events. Like Drengin declaring war if your Torian or machines Rebelling if your the Iconian.

4. An event were special abilities can stop working when they are needed. i.e Altarians not getting help in wars.

5. Random event missions for ships and your empire. (explore X sector or improve relations with X empire or be first to complete X tech for a reward.

6. Planetary events don't always have to be ideological.

7. A in game Slider for impact level of events. (to turn off game wrecking events leaving in flavor, minor, and/or challenging events.)

8. A difficulty tag on events for easy modding or in game selection of controversial events. (1=easy 2=medium 3=hard and could be turned off with the proposed slider.)

 

 

 

ESPIONAGE:

1. Make spies easier to train; a flat rate to create.

2. Spy costs scale with the amount active; when a spy is lost the cost scales with the amount active, so the price isn't exponential if you loose spies. (if 1. is ignored.)

3. Spy interrogation; find out what civ sent the spy.

4. If you place a spy in a research lab, instead of nullifying the lab you can steal research points from the lab each turn. Or steal a tech easier.

5. Missions against planets that can increase the probability of revolt and loss of assets.

6. Spies are not detected the first turn of infiltration, unless your espionage score is high enough.

7. Ability to intercept communications of deals and interactions between other civs via espionage.

 

 

 

 

 

If you have a idea write it in a similar format and in as short as possible in a post and I'll add it. Keep it simple though, long paragraphs and riddled words belong as a legitimate post to express it properly. So don't waste your time writing hear when you can descriptively express your idea in a separate post. ;)

Thanks and remember, this is to make ideas easy to read, track, and most importantly remember until the game is released and maybe beyond that, V.s every forum and post made being independent. So post a abbreviated version of whatever forum you've made here if you can, to help make a better more intuitive community!

SF ;)

 

 

DARCA ;)

95,714 views 48 replies
Reply #26 Top

Quoting DARCA1213, reply 25

You realize I'm only going to use the first sentence you wrote. ;)

Combat 11.

 

Yes, but you are lazy, so bleh   :P

 

Even if they like All the idea's... how long would we be stuck in Alpha so they could implement them all?

Reply #27 Top

Just wanted to express my thanks for making this.

Reply #28 Top

Quoting charon2112, reply 2

Does Stardock have a list of what's planned to be in the game, but isn't yet?  That way I won't list things that are on the way.

The Evolution of Galactic Civilizations thread contains a table with the features for GC3.

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Reply #30 Top

Many, many of the ideas here should be implemented. I would actually like the ship autopilot routes to be changed back to the galciv2 versions. They were so much easier to look at. The blue was familiar and having all the colors just distracts from the other visuals in the game. I want the game to feel polished and look good, not have great looking ships with very poor looking UI on the map.

Reply #31 Top

Keep having this one stray through once and a while: Selectable LZ for the initial colony.

 

Also, would like to see an auto option for constructors to hunt down SB's (and SY's if they are going to be like SB's after all) that need repairs or upgrades (in that order). 

Reply #32 Top

Quoting sulley1, reply 30

Many, many of the ideas here should be implemented. I would actually like the ship autopilot routes to be changed back to the galciv2 versions. They were so much easier to look at. The blue was familiar and having all the colors just distracts from the other visuals in the game. I want the game to feel polished and look good, not have great looking ships with very poor looking UI on the map.

 

I'll second that. Also, while I like the addition of "turn markers" to show how far a ship will go per turn, please kill the effect that moves the marker as the ship moves. It is confusing at first, then just annoying. I'd rather go back to the GC2 Time To Target than keep a moving mile marker.

Reply #33 Top

UI 13.

COLONIZATION 14.

sorry for the delay, I was absent for a while.

;)

Reply #34 Top

Quoting Gaunathor, reply 20


Quoting androshalforc,
Did it? I think starbases were single shot but i never really payed attention to the individual ships


Yes, starbases were single-shot, but ships had as many shots as they had weapons. As long as they didn't require all shots to destroy one ship, they could attack multiple enemies (up to the total amount of weapons they had).

 

Ships were NOT one shot per weapon or even one shot per weapon type in GC2.  There was some formula (I never did figure out out), but I have seen plenty of high-end ships (stuff full of a dozen individual laser cannons) that only got 1 or 2 shots per round when alone.

GC2 most certainly didn't have ships able to target more than 2 ships other ships per round.

You're confusing single ship capabilities with fleet actions. All ships in a fleet action had the ability to target different ships, but the TOTAL number of enemy ships attacked by a fleet in each round was never more than the number of ship in the fleet. (that is, no better than a 1-shot-per-ship rate).

 

Reply #35 Top

Quoting trims2u, reply 34
Ships were NOT one shot per weapon or even one shot per weapon type in GC2.

True for DL, but this capability was added in DA. Here is a post by Kryo, detailing how combat works in DA and TotA.

Reply #36 Top

SHIP DESIGNER 8.

(whoever hates it don't stone me!)

 

;)

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Reply #37 Top

Quoting DARCA1213, reply 36

SHIP DESIGNER 8.

(whoever hates it don't stone me!)

 

;)

You were able to summarize that... amazing :)

Reply #39 Top

11 means that the AI won't colonize a planet below a certain class.

Reply #40 Top

Events:

  • slider for impact level of events (to turn off game wrecking events but leave in flavor, minor, and/or challenging events)

Ship Combat:

  • choose from a menu of ship tactics

In GC3, since it seems that it is unlikely to get tactical combat, I think it is crucial to have a large variety of combat tactic "orders" to give so that all ship combat doesn't come down to offence number - defense number math.  Puting firing arcs on weapons might also lead to some interesting ship designs/tactics/fun.  (i.e. mega gun spinal mount with front firing only, regular gun on turret 360 degree firing, larger guns that only fire sideways to broadside/kite in circle, huge gun that only fires rear arc and kite as they chase you, etc.)

Reply #41 Top

Quoting RSharaE, reply 39
11 means that the AI won't colonize a planet below a certain class.

I'm sorry, is this a idea?


 

Oky doky, Events and ship combat.

The events idea is a great improvement over a previous version. 7. events. 13 combat. ( Devs have spoken about pre-combat options and I can only picture that as a combat menu, the firing arcs is original though. ;) )

I gota say I was surprised to see this post in my subscriptions again, I had damn near dropped it after finding links to all the ideas was a PITA and beta1 was barely out, thought it was best to postpone...whatever the hell I was doing. Never the less I guess I got no choice but to "tend the garden" now. :3

 

DARCA ;)

Reply #42 Top

Heres one for the event list:

A corrupt corporation has been selling engines that they know will fail at some point? All the ships built on that world/shipyard that have that engine type will have random engine failures ranging from engine cutouts that set the ship adrift in space so you have to send out a rescue ship? to catastrophic engine explosions which blow the ship up? The corporation concerned has been seized and shutdown and its boardmembers prosecuted and imprisoned/executed?.

The solution for this is either use a different engine type eg impulse mark 2 instead of mk 3 on that world or move ships from other nearby worlds to replace the ones that were destroyed/set adrift? I would say dont do this event on capital worlds as this could ruin your day/game?

Reply #43 Top

Dude that's a great idea, but I cant start putting detailed events on the list as it would fill up fast. fast. its more of a concept than a idea. lol

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Reply #44 Top

Sensor Arrays with variable view angles - 10 deg 100 tiles, 180 deg 10 tiles (depending on tech level)

 

Sensor pods to create a sensor net along your boarder, with special ship to drop/pick-up for movement - space between them determines resolution - to alert you to border crossings - not very cheap

 

Permanent worm holes and/or subspace corridors with multiple exit/entry points

 

Diplomatic ships for special missions - ie marriage, sensitive negotiations etc.

 

Ability to intercept communications between other civs - possibly with afore mentioned sensor array - gives need for diplomatic ships

 

Ability to coordinate attacks/defense with allies

 

Star bases and/or special ships for repair of damaged ships or to upgrade ships - instead of just stopping in space and being magically upgraded

 

Bio missiles (ship type) that can be fired (semi-limited range) on a planet that will decimate population but is not harmful to your civ for x turns - planet can now be taken with colony ship with all buildings intact - gives need for sensor net (-- influence all races)

 

Unmarked ships for raiding planets for resources (texh,gold,research pts., population, etc) - if captured could be inspected for origin - ability to self destruct - tech to learn to disable self destruct (-- diplomacy with that race, possible all out war)

 

Ability to capture and reverse engineer ships to learn tech (weapons, shields, engines, cloak, etc.)

 

"The Bomb" - totally eradicates surface of a planet making it inhabitable for 100 turns (-- approval, -- influence all races)

 

Ability turn join with another fleet in a battle (if within x tiles), ally or not, to help with battle (++ diplomacy/influance with that race)

Reply #45 Top

I smell a MOO fan! lol

Anyway I have added most of them, minus the ideas that devs have announced already and ones that happened to be similar if not the same as what you've suggested. ;) )

 some really nice ideas though.

 

DARCA ;)

Reply #46 Top

Quoting DARCA1213, reply 41


Quoting RSharaE,
11 means that the AI won't colonize a planet below a certain class.



I'm sorry, is this a idea?

 

You don't find it annoying when the AI sneaks behind your lines to colonize that class 1 planet?  Although they might have fixed it in the current beta.  I didn't check all the planet classes.

Reply #47 Top

(Crap I forgot to respond! :)

Yea, I thought it sounded familiar, 12 in COLONIZATION. I adapted the suggestion to accommodate your premise.

Sorry again. But I did edit it in days ago, just didn't respond. :)

Reply #48 Top

under the shipyard 

1) a continous build button 

(me) just build them till i tell you to stop

(shipyard) i dont understand ; how many is that?

2) a cancel all button ( this may be useful in the colony screen aswell )