Galactic/Mega Events

Here is a list of events that I miss from Galactic Civilizations II...

  1. The mega event that made all planets with in a select area a class x planet :) especially nice mid to late game.
  2. The mega event that doubled planet quality on a select planet.
  3. The mega event which destroyed select planet from comet.
  4. Individual planet colonization events that increase planet quality by xx%
  5. New minor race discovered.

Here is a few suggestions on galactic events that would be nice for Galactic Civilizations III.

  1. Star explodes into nebula (destroying all planets and objects in system)
  2. Star collapses into black hole (destroying all planets and objects in system)
  3. Nebula condenses into new system (destroying everything in nebula, however potentially creating new planets)
  4. Pirates hijacked all ships in the galaxy dropping cargo anywhere and everywhere...  (re-spawns anomalies throughout the galaxy as they were laid out at the start of the game) (down side some random ships/star bases may be destroyed or take damage)
  5. Comet NC-786 flew through the outer sections of galaxy causing dramatic climate change on many planets.  (Causes several planets to be dead [negative] change to extreme world [positive or negative] or dead world to now support life.)  Would not effect every planet in galaxy but maybe several in a line crossing the galaxy.

Anyone else have suggestions or things that they miss from Galactic Civilizations II?

91,511 views 14 replies
Reply #1 Top

I would like to see some kind of virus effect that starts at a certain planet and travels outward randomly affecting planets outward it can also travel along trade routes 

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Reply #2 Top

Yes, I want all the mega events present in GalCiv2, and much more... :)

I also suggest to add a button, somewhere in the interface of the game, so the player can trigger a random mega event to "shake up the game", just like it is possible to trigger a disaster in Sim City (the first one)(I only played the first); it would be great.

Perhaps with the possibility of a setting, per example, trigger a random mega event in the next 50 turns. ;-)

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Reply #3 Top

I miss the PeaceKeepers/Crimson Dagger....   they stole everyone's planets and tech and basically made the game interesting depending on what they stole from whom.

 

The Galactic Plague was also an interesting challenge depending on when it fell.

Reply #4 Top

Bah, I hated the Daggers and the Plague. Its for that reason alone I turned them off. Here I am ruler of a Galactic empire and bam, I lose what 1/2 of all my planets even including Earth? WTF?

 

If the loss was coded to be 'outer rim' ones from the home planet I would be ok. 

 

There was a plague but you never knew how it worked you just had to research the cure. I would be ok as long as the planet showed up on a notification or on the map with a big glowy blue (contagious) on it. I like it traveling along trade routes but those are so few in the game sometimes that i doubt the spread would affect much. On Excessive you can have dozens of planets and only 3 or 5 trade routes by turn 180. 

 

Ah yes the Vegans. They indeed should make an appearance mid to late game and come 'armed to the teeth' so initially they cannot be crushed but 'take a while'. 

Reply #5 Top

I usually liked the dagger event because it was a very easy conquest victory once I wiped them out.....

Reply #6 Top

Yes please. But what about a Peacekeeper like event? I didn't play GalCiv II, so I don't know if it would be good or bad.

We need events that change the gameplay or that at least have some noticeable impact on it. It would help immersion and role playing, which I feel that is currently missing in GalCiv III. I have been thinking of other events that could create new factions, such as a separatist event that creates a new faction out of planets with low approval.

Reply #7 Top

Quoting Starus, reply 6

such as a separatist event that creates a new faction out of planets with low approval.

This was the jagged knife event in Galactic Civilizations II

Reply #8 Top

For me the best thing about the GCII mega-events was that they could be turned off. 

When I have been busting my ass for a couple of hundred turns to build an empire, I don't want some BS wrecking it. That is too much like real life for me. :)

(Go ahead and call me a pussy)

Reply #9 Top

Quoting Franco, reply 8

For me the best thing about the GCII mega-events was that they could be turned off. 

When I have been busting my ass for a couple of hundred turns to build an empire, I don't want some BS wrecking it. That is too much like real life for me.

(Go ahead and call me a pussy)

Nope, that's why there was always an on/off toggle, I would love this added to the game or even a list where you could toggle which ones you want in or out.

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Reply #10 Top

Several new mega events should be added, in addition to the old ones from GCII:

  • A new religious movement has arisen in the galaxy, valuing austerity and simple living and generally shunning the modern and galactic way of life. The most committed members of this movement have embarked on journeys to hitherto unknown sanctuary worlds (~5% of the galactic population starts a major civ and creates transports leaving from core worlds of existing divs, moving to new worlds with strong boosts to Influence, Tourism (pilgrimage destinations), and Planetary Defense (reclusive), but with sharply lower military and social production. This civ would have powerful Diplomatic, Influence, and Tourism technologies to be traded with, or its rich sanctuary worlds could be conquered.)
  • The galaxy has recently been subject to a bout of coup plotting. Corrupt generals in a number of starfleets have commandeered vessels with the intention of occupying homeworlds and forcing a change in government. (Each major civ will have a corresponding minor civ, named "[civ name] Coup", armed with transports and various vessels aiming for their homeworlds. If a successful invasion of the homeworld takes place the government system will be reverted back to Imperial and secondary revolts will take place with a probability of 1-(influence percentage on planet * approval rating on planet), with the probability then halved for Benevolent civilizations and doubled for Malevolent ones. Revolting planets will start their own major civs, which can influence-annex each other. Additionally, the player will lose control over the home world for 10 turns, with this amount doubled for malevolence and halved for benevolents.)
  • The galactic economy, trade system and tourism sector are booming, while colonization of previously uninhabited regions is continuing apace. Unfortunately, with this phenomenal growth comes a massive rise in piracy. (Pirate shipyards form on the periphery of all empires empire, guarded by pirate vessels.)
  • Bolstered by undesirable governmental policies, the people of the galaxy decide to take matters into their own hands and stage revolts. Work stoppages, riots, and outright rebellion begin to grip known space. (Planet productivity after all bonuses will be multiplied by the planetary approval level for 10 turns. Probability of revolt same as above.)

EDIT: Some minor fixes that gives these ideas more coherence, does not change the function of the mega events.

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Reply #11 Top

I really miss the major events, I found they added a lot of immersion and uniqueness to each game!

I think it would be interesting if one of the players (computer or human) could have the option of 'sponsoring' one of these mega events. For instance; you get a notification asking if you would like to stir major unrest for the other players (it could cost money or wtv). X turns later the coups start happening but you are left undamaged giving you a major military advantage, although your meddling would become known and you would receive a diplomatic/relationship penalty with pretty much everyone.

Likewise, you could be responsible for starting the plague, or start the new religious movement and be on the receiving end of the pilgrims and their new planet (which would have penalties and whatnot to production as mentioned).

Reply #12 Top

Quoting Wer900, reply 10

with this phenomenal growth comes a massive rise in privacy.

no its my internet history and you cant have it

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Reply #13 Top

Quoting Wer900, reply 10
A new religious movement has arisen in the galaxy, valuing austerity and simple living and generally shunning the modern and galactic way of life. The most committed members of this movement have embarked on journeys to hitherto unknown sanctuary worlds (~5% of the galactic population starts a minor civ and creates transports leaving from core worlds of existing divs, moving to new worlds with strong boosts to Influence, Tourism (pilgrimage destinations), and Planetary Defense (reclusive), but with sharply lower military and social production. This civ would have powerful Diplomatic, Influence, and Tourism technologies to be traded with, or its rich sanctuary worlds could be conquered.)

Minor civs have no influence, therefore this new civ would have to be a major civ if influence would be one of its strong points.

Quoting Wer900, reply 10
The galaxy has recently been subject to a bout of coup plotting. Corrupt generals in a number of starfleets have commandeered vessels with the intention of occupying homeworlds and forcing a change in government. (Each major civ will have a corresponding minor civ, named "[civ name] Coup", armed with transports and various vessels aiming for their homeworlds. If a successful invasion of the homeworld takes place the government system will be reverted back to Imperial and secondary revolts will take place with a probability of 1-(influence percentage on planet * approval rating on planet), with the probability then halved for Benevolent civilizations and doubled for Malevolent ones. Revolting planets will start their own major civs, which can influence-annex each other. Additionally, the player will lose control over the home world for 10 turns, with this amount doubled for malevolence and halved for benevolents.)

So far that's not possible, as there are no government systems or politics. But these things could be added in a future expansion (I hope), alongside with the major events.

But I really like your ideas, and I hope that devs add something similar to them.

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Reply #14 Top

Quoting Starus, reply 13


Quoting Wer900,
A new religious movement has arisen in the galaxy, valuing austerity and simple living and generally shunning the modern and galactic way of life. The most committed members of this movement have embarked on journeys to hitherto unknown sanctuary worlds (~5% of the galactic population starts a minor civ and creates transports leaving from core worlds of existing divs, moving to new worlds with strong boosts to Influence, Tourism (pilgrimage destinations), and Planetary Defense (reclusive), but with sharply lower military and social production. This civ would have powerful Diplomatic, Influence, and Tourism technologies to be traded with, or its rich sanctuary worlds could be conquered.)


Minor civs have no influence, therefore this new civ would have to be a major civ if influence would be one of its strong points.


So far that's not possible, as there are no government systems or politics. But these things could be added in a future expansion (I hope), alongside with the major events.

But I really like your ideas, and I hope that devs add something similar to them.

Yes, I should correct that. It should be a major civilization. As for Politics, I believe that the government techs are becoming unlocked in Beta 6.

I appreciate the support for these ideas; Mega Events should become a part of the game and add some depth to playing, especially in the mid-to-late game phases where otherwise you would be doing nothing but gearing up for final victory.